yobuddd
yobuddd
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Most of these puns provide great Perks to our enjoyment, but do we have the Tenacity to leave the Small Game behind?
It's time to Add-On a new layer of difficulty. Hopefully, if I fail, I'll have soft landing like in Dead Fly Mud. Please no Cold Dirt!
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@Infinity_Bored said:
My wife wants to have a baby so bad.
I prefer to play videogames and know that This is not happening.
Don’t be so sure buddy. Before you know it, you’ll have a new Entity in the house. Then you’ll only be able to play games when you get a Babysitter.
Ooooh! You could always drop the lil guy off at your Mother’s Dwelling!
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You can’t contain the creativity here with any Cruel Limits. We’ve already broken through the Third Seal!
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Due to the Enduring nature of these jokes, well fellas, We’re Gonna Live Forever!
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Wow, I was wondering if this thread would Flip-Flop, but I’m in awe watching you all Fire Up! I’m already feeling a certain Solidarity with all of you! With enough Tenacity, this thread will never be faced with Dying Light.
On a side note, I’m keeping Surveillance of how many puns here have disappointed me. So far, no pun in 10 did!
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Kudos to the OP of this thread! You are the Technican responsible for this pleasant Diversion. Just be careful not to Boil Over with laughter!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/816286#Comment_816286
She just lost her partner, have some Empathy.
Can you blame him? She always closed off, like she’s hiding in a locker or something. So cold, the Iron Maiden. He’s looking for someone who’s a little more Streetwise.
He’s in a free fall too ya know. Perhaps the Neas can offer him a Balanced Landing
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I would tell you one, but let’s get everyone else’s first. Then we can Save The Best For Last.
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Omg my poor thread! What happened?! I thought this topic was Unbreakable!
(same thing Meg and a Bill thought about their relationship, apparently) 😏
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@EnderloganYT said:
I'm open too it, as long as we then reduce actual cleanse time. 3 seconds can mean a lot, so we should compensate. also give 100-200 BP each, so decoys aren't a waste.
You know, depending on the value, these piles could be a great way for new players to earn more points in Boldness. Chases don’t usually end well for them. These piles, plus the totems, could rack up scores pretty quickly!
@DeKillerKiller said:
This sounds like a great idea. It would make the game a little bit slower, deincentivizing killers using Ruin.
Agreed! It could also make Devour Hope and Third Seal more viable. Currently there’s a huge risk to using these since they’ll usually become a wasted perk slot before you get any use from them.
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No, I have all the perks (not an available poll option)
An I’m hoarding my shards for the next release of original characters. Who knows, there could be 3 characters again, like last time!
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Let's not forget perks!
Hag for hexes of varying power
Legion for speed/info
Clown for stopping loops at the window.
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Hag for wins.
Legion for fast speedy fun.
Clown for, um, screams? He’s fun, just not so special.
Take your pick!
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The carried survivor needs a way to cancel the carry. This could be used to harass/grief teammates or serve them up on a platter to the killer. Otherwise, yes! Sounds like a fun and useful perk! Imagine carrying your downed buddy out the gate or dropping them on the hatch before you leave!
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@DeKillerKiller said:
As much as I'd like for something like this to be added, it will never happen. It will hamper Survivor gameplay too much for them to even consider it.
A rework of maps is what we need.
Respectfully, I disagree. I think it has great potential to hamper survivor gameplay too much, and so we need to have honest discussion about how to implement something like this fairly.
It can’t be a rush job or band-aid. It needs to be viewed from all angles with opinions and objections to specific aspects being considered.
If we do it right, it could add whole new layers of strategy to the game!
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/813854#Comment_813854
There would be a clear difference though as a Survivor getting worn out through running would happen throughout the game.
If someone sprints from gen to gen, they would using up their stamina. If the Killer found them while that stamina is used then they wouldn't be able to prolong a chase as well. This would force Survivors to slow down a little in moving around the map. Thus giving Killers that much more time to hunt.
A 3to1 ratio could work Id think while using the same blood lust rules. If a Survivor holds Shift for 15 seconds they drop a tier in move speed up and again at 30 seconds ending at 45 seconds. But for each second a Survivor isn't holding Shift they recover 3 seconds of stamina.
Outside of a chase a Survivor could use their stamina if they want and run everywhere but had to be mindful of it. And in a chase Survivors could use those little moments in mindgames, stuns, pallets to "take a breather" and recover a bit of stamina. You couldn't simply run from loop to loop without it costing you dearly. You'd have to make the best out of each loop and even if it was a true infinite like days of old it wouldn't mean much as the Survivor couldn't run it forever.
Blood lust is no more than a band-aid for bad map making. But a stamina system could be the proper fix, one that doesn't require the devs to remake every single map every few months.
That was EXACTLY what I was thinking with this idea, but dang! You really pulled it all together! That was worded far better than I could’ve done it. This puts the idea into perfectly clear perspective!
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The Telepath, who stands still and temporarily mind-controls (truly takes control of) a random survivor who has been “bugged” with his special ability attack. The effect should last somewhere between 10-20 seconds each time.
While he can’t hurt the survivor directly with attacks (because he can’t control the killer’s body during mind control) he can interfere with survivors in many ways.
- missing skill checks
- running toward where the killer is standing
- pulling pallets
- depletIng exhaustion perks/throwing pebbles/etc.
- dropping items in dangerous places
- preventing hook saves
- using other elements that survivors may try to avoid (similar to not cleansing against Plague).
- running away from the gate at the end of EGC
- and many others!
On top of all this, he can identify the location of the survivor and others nearby before he loses control.
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A Doppelgänger who uncontrollably switches into a different currently playable killer every so often.
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@Neigeflocon said:
This could be an interesting mechanic. In fact it could also be used with thrill of the hunt, alerting the killer when their hex totem has been uncovered, instead of every single time someone dares lay a finger on them.
That could be a more sensible approach and less annoying as well!
I also think this could open up a far greater area for totem spawns in general. Since debris piles can be found anywhere, totems could still be somewhat safe spawning in the middle of a busy pathway. (Yes, I know sometimes they’re out in the open anyway, but this could be a benefit since people won’t just check the “common” locations all the time).
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I know! 3 disconnections in a day and you get placed on Dedicated Servers for a day in order to test them out.
Since you've apparently got an unstable connection anyway (because surely the DCs weren't by choice, right?), you won't be too upset about the connection trouble on the servers.
You've got a day to improve your connection or you'll be removed from the general player population again tomorrow. (Prevent those high-ping players from glitching around as often). This will also give the devs valuable server test info. It's a win-win!
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Let's not forget than rewarding killers for high DC rates could encourage greater toxicity from killers. They would excessively use tactics that survivors hate just to try to get them DC.
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If im playing killer and the last person I hook isn't immediately sacrificed, I would know for sure that they have Deliverance. I've got nowhere else to be, so they're not going to get any benefit from pulling off the hook.
Same is true if the entity doesn't appear on the 2nd hook for that matter. The perk is only useful If the killer doesn't know you're able to use it.
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@premiumRICE said:
Wouldnt this be the exact same thing as before but with 3 second more of time?
and the rng is still there.
Well, the key difference is that there would be no glowing flame until you uncover it. There will also be decoy piles that are empty. It's similar to current because we don't need to change a whole lot. A minor fix like this could work wonders.
Multiple piles may go unexplored just because people don't want to walk to them. Likewise, if there's a hex out, clearing a pile doesn't hurt you too much in time, but still makes you worry you're going to the wrong one.
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Most of my killers don’t have the perk yet, but for those that do, I’m using it! I want those bloodpoints and hardly care about the auras.
When my Hag hooks a survivor, I’m drawing triangles in the mud during the aura period. I just want the points.
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I think I should clarify a bit after reading some comments here.
In this case, it was fast t-bagging in a circle.
The drop and pick up of the item occurred multiple times and he was holding it when I hit him, so I don’t think it was an offering. (I should have mentioned this earlier, but didn’t want to bore you guys with repeated descriptions of drop and pick up 😏).
Also, as for NOED, I don’t usually run with it, but I prestiged my Legion during the bloodhunt and didn’t have much to choose from, so this was my best bet at the time.
Finally, I was unaware of this whole “thanking” thing at the gate, so I’ll be more conscious of that in the future. I’ve had people to 2 quick squats before jumping into a hatch that I give them, so the message is clear there. At the gate, same should be the case. It’s time to start the next match, so squat twice and leave. The whole circle-dance item-drop can be taken the wrong way if you prolong it unnecessarily.
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While I’m not discounting ANYTHING of what you’ve said, and I appreciate the work you put into gathering this info to help out casuals like me, I do want to point out one extra factor to consider in your calculations.
All of your numbers came from a period during which we had a bloodhunt event. This has a notorious effect on queue time and match length.
If you could run a few more numbers over the course of the week and see how they compare to the original calculations, that would give the devs some insanely helpful information to work with! Others of us will be helping out for sure!
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I still blame the event. Prolly a result of rushing it out to beat Halloween when they missed the first deadline. Hopefully things return to normal here in a couple weeks when the event ends.
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In the lobby in particular, my PS4 console is very slow and stuttery. This started with the update. My best guess is it’s all the orange smoke and decorations for the event. A little glitchy elsewhere, but lobbies are terrible!
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@Herman_CMH said:
https://forum.deadbydaylight.com/en/discussion/comment/808023#Comment_808023
Yeah, the idea is great. However, since dev could not identify whether it is an intention DC or accident DC, a 10 min ban from joining a game would be nice?
True, but surely a DC means the connection was too unstable to handle the rigors of SWF, right? They can take the time to reset their equipment. Try a solo queue to test it out. By then 30 minutes are done and they can search out their buddies again.
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How about adding in “if you DC, you are barred from joining SWF for 30 min”?
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I like the spirit behind the idea, but I’d never use this. 4 DCs in a match would quickly shoot me up to ranks I don’t want to play in! (Assuming I earned a pip from each one who quits.)
I’m a casual player. Some people take the game waaaaay too seriously. I want to stay far from them!
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I always thought it was funny.
When Myers hits tier 3, everyone hunkers down to wait it out, even if someone’s on the hook.
But with Plague, everyone gets the Broken status from not cleansing. This is essentially the same effect as tier 3 Exposed, but longer-lasting. The survivors, however, just continue running around living their best lives!
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All done! Any idea when Tome 2 unlocks?
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Oops! I stand corrected. I had the sabo ritual last night when I completed most of my event challenges. Got mixed ‘em mixed up.
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@S_Panda said:
A killer whose 1/3 of his power could not be overcome besides "use your ears lul" vs trapper who has multiple perks to directly counter his power + an item / lower rarity item with addons.
hag also directly countered by multiple perks and items
And this is at all times for their powers
You’re right, Hag and Trapper need some changes...
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Hmmmm. I admit I have t gotten to try it yet. I agree “kill” usually means mori, but then they say “by any means” and that’s just weird.
Maybe try doing it with Devour Hope?
Hopefully some one who’s completed this one already can shed light on it for us.
Response to your original concern, yes, you’re right. It took me an inordinate amount of time to earn my 4-mori achievement just because of disconnects.
Here’s a thought! They should make DC count as a kill! 🙌
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I think it says “kill all 4 in 1 match by any means,” right? I would assume that allows for sacrifice as well as mori to count. So you can mix and match. It’s the word “kill” that would likely throw people off. I think they only use that word so that you aren’t limited to “sacrifice”.
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Sometimes all it takes is a different perspective! You don’t have to change the game to keep people interested, just encourage them to look at it a different way.
That’s what the archives do! It gives people the feeling of “new and shiny” without requiring any sort of overhaul.
When the new-ness wears off, people may get bored again. But that would happen if overall game mechanics were changed as well (case in point: EGC).
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/795120#Comment_795120
I like this idea a lot. It could even change depending on cosmetic sets (such as different Legion members. Frank and Joey act differently, and so do Julie and Suzie).
Ooooh that sounds fun too! I could imagine Huntress behaving differently depending on which animal head she’s wearing!
This may be a little burdensome to program in initially though. Perhaps if we got a standard set of unique killer emotes for basic skins, other variations could be introduced later. Maybe even sold in the store. (Profit potential may help motivate BHVR to actually follow upon an idea like this!)
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It would be nice if teammates could see the noise bubble it creates. It would help them to not inadvertently run strait to that area moments after you throw it! (This happens all too often!)
This might make it a bit harder to throw pebbles at Meg’s locker though..... 😈
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Each killer could have a unique emote, but still be careful not to kill the atmosphere.
- Freddy could scrape his claws along a nearby wall, sparking all the way.
- Myers could turn his head to one side and stare at you as he walks past in a different direction.
- The Hag could yank a foot or heart or some other body part out of the ground for a quick snack. Something she supposedly buried there in the mud to save for later, you know, like a squirrel.
You get the idea. These along with standard “yes” an “no” head shakes would be nice!
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I was just wondering this evening what order the hit-list was in.
Legion
Freddy (I think)
Nurse
Lately it’s been spirit
I was trying to guess who was next. So it’s Ghostface, huh? I wonder if Hag or Shape will be next in line (please no....) Oh wait! Some people are good with Billy! I forgot! There have been complaints in the past. He’s prolly next.
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@justarandy said:
We seriously need a minigame during waiting times. Sometimes I run 2 games at the same time, the 2nd game only because of dbd which obviously eats up fps when I switch back to dbd.
Exactly my point! Something. Anything. Even if it’s just a dumb little whack-an-Entity for 5 bloodpoints per hit.
Chess would be great and lends itself nicely to game between different players in different lobbies, but I wouldn’t complain if they went for something else.
How does one stir up enough public support to get the dev’s attention on something like this?
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I guess the biggest question is if people are gonna go up in arms if their favorite character isn’t the king or queen. Guess we oughtta tread lightly here... (even though we all know that Quinten should be the survivor king! Lmao!)
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@LordGlint said:
If the killer captures, the survivor piece should go down and instantly DC
🤣 so true!
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Love the perk, but takes a bit too long. Would love to see it charge faster and get multiple stacks, maybe up to 3. Throw them pebbles!
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When I was newbie killer, way back before EGC, I started a game at Mother’s Dwelling. Only 3 survivors were present at the start (back when this was still a thing). Another one DCs immediately.
I played normally with the remaining 2. Killed one eventually. The final survivor was a blue jacket, pink hair super Nea who, I now know, very obviously deranked to beat up on newbs.
Oh we ran. Ran and ran. The cabin loop. Over and over and over. Up and down. In and out. I didn’t know that “loops” were a thing at the time. I just thought she was running frantic and getting lucky. Eventually, I actually managed to down and hook her!
I thought we were having a respectful game of cat and mouse. I actually did “give props” (now I know that this does nothing) and reported the game as “5 dots fun”. This was mostly because she was in a bad situation from the start and took it like a champ.
Looking back, I’m kinda irked that I did that for a de-ranker. But oh well. she wasn’t toxic or anything as I recall, so it wasn’t actually a bad game, just memorable. Good practice though!
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I don’t even check the locker when this happens. I enjoy the easy down and free bloodpoints. If there was someone in the locker, I’m not too concerned about him rushing to rescue the snitch before the 2nd stage of sacrifice. (More likely, he'll crawl out and work a gen right under the snitch’s feet! Lol!)
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This shift occurred gradually. It just occurred to me today that after a match, I don’t get around to joining any new game lobbies because I’m busy with the forum! 🤨 not sure if this is good or bad, but either way, it’s entertaining!
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/794561#Comment_794561
People can still work around that by unplugging their modem or turning off router, etc
Absolutely true! It doesn’t fix all situations, but it fixes quite a few. This is because people don’t all have the same setup.
If I wanted to unplug my modem or router, I need to walk to a different room first. That may not be the case for you, but it is for me and a great many others.
If I want to end the program or unplug my console, I’ve just wasted a whole lot of my own time getting back into the game. (Ooooh, yaaaay. The Trapper just smacked Jake. Agaaaain)
If someone is set up to pull their connection quickly, there’s a decent chance they already do that anyway. For those that must use the “leave match” option in the program, it becomes more convenient to just finish the match. And finally, people who truly lose their connection, or get bugged out of the match, do not get punished.
I feel that improving the DC issue is good progress, even if some people can circumvent it. This is better than letting it persist, or worsen, while looking for some 100% perfect solution (which probably doesn’t exist).