yobuddd
yobuddd
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Backpack - load other items found during the match into the backpack. These items can’t be used or exchanged after being packed, but you get to keep them (and their add-ons) if you survive!
- Imagine pairing this with Ace in the Hole and Appraisal!
- Or scavenging a kitted out “purple beemer” from the hook of a fallen teammate!
- Vacuum up the map if the killer uses Franklin’s (but hide this valuable treasure trove somewhere safe before you take a hit yourself!)
I imagine this being available in yellow, green and purple rarity, holding 2, 3, and 4 items, respectively.
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Survivor perk: Kick You In Yo’ Face
What does this perk do? It prolly needs a more descriptive name, so just use your imagination.
Effective on camping killers as well as dive-bombing hook-farming survs. 😈
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Saw them a long time ago (like 2 years) on PS4, and not seen them since.
It was 2 players, obviously a small swf. First one was: DontComeNeaMe. Played a Nea of course.
Other one I can’t quite remember, but it was a play on Dwight. Something like Dwightful Surprise. Guess what - he was a Dwight!
Anyway, that was fun!
More recently I’ve seen IAmTheKiller (playing as survivor). Lol
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@Exerath1992 said:
What about killers that already have an activate ability power? (And yes, its a bit over powered and would be really difficult to program)
I may have my terms mixed up, but I’m imagining “active ability” as being separate and apart from “secondary power”.
I play PS4, so the bindings I’m aware of are that all attacks and powers are on the trigger buttons, but then there’s still the X button for active abilities. (For survivor, X is what you’d use for Dead Hard, for example.).
As for programming difficulty, I leave that up to the devs. Either they can or they can’t. If they like the idea, they can implement it or modify it so that it CAN be implemented. Either way, at this point it’s just an idea.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2070548#Comment_2070548
I’m on PS4 so no. It’s just a lot of the survivors are darkened out. I can tell who they are but not what they are wearing cause they look like shadows.
I’m on PS4 and they all look good to me.
This reminds me of a while back when I kept complaining about how dark the game was for about a month. Then my tv fizzled out and died. New tv fixed the problem!
It may be a similar issue for you. If there’s another tv in your house, maybe hook you PS4 up to it and test it out. In the meantime, try adjusting the “contrast” in your tv settings.
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I’m not sure what kind of restaurant Madero is, so I need ask: are you interested in a fast food burger joint, or more of a dine-in, table service, nicer type restaurant?
Anyway, my picks.
Fast food: Chic-fil-a is best, but it’s only chicken. If you want beef, In-N-Out is quite good! I just checked, and they have locations in Tampa.
Dine-in: Logan’s Roadhouse. Also has locations in Tampa.
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Animal enhancement. Those birds are LOUD now!
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I would love to agree. Great concept. Great production value. The only problem (and it’s a big one) is Blight mechanics. Half the community can’t use him! That is, us console players feel left out on this one.
Now don’t get me wrong, I’ve gone against a few good console Blights, but they are indeed few and far between. I think people would rather be learning Nurse if they’re gonna put their time into a difficult killer.
I’ve seen the threads though. PC players LOVE this guy! Can’t blame you either. You can control him and get enjoyment out him. More power to ya!
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This is going to sound silly, but play DBD Mobile. ALL chases feel fast. As survivor. As killer, any killer. There’s just a feeling of speed!
makes DBD Standard feel so slow and sluggish though!
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Just spent an hour on the treadmill. Jog/run, not walking. It was hard but I feel good. Woooo!
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I think it would be a fair test. At the very least it lets you see functionality from the killer perspective. Yes, there are differences, but the base mechanics are the same (frenzy, penalty for missed attack, increased speed, deep wound, etc.)
For testing all killers and perks, I think it’s a fair way to get an idea. Just be careful with sound-based perks (such as Stridor). Rather than changing sounds, it’ll affect the directional ‘sound indicator marks’ that mobile uses.
Also, keep in mind that on other platforms you can utilize the powers much more smoothly (ie not relying on 1 thumb for turning, attacking, and activating a power all at the same time.)
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I think the uptick in sabo that you’re seeing is because of the rift. There’s a challenge where the survivor needs to equip Breakout and make the killer drop a survivor.
Sabo is a great way to make this happen. Whether they wiggle off or you intentionally drop them, sabo caused the desired effect. The occurrences of this will probably taper off in a few days.
In the meantime, equip Hangman’s Knot so you know which hooks to avoid.
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Hag for the win! Brutal, horrifying, fascinating, splendid
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@prankster1991 said:
https://forum.deadbydaylight.com/en/discussion/comment/2038396#Comment_2038396
See this is funny to me first off im not even going to bother reading this giant message. Only reason for you to have wrote that much is if i rubbed you the wrong way. Hope you enjoyed the time tp write that lol.
First, I know there is no ”tone” in written text, but you’ve seemed a little defensive. So to start, I want to set the tone and specify that I’m not attacking or being dismissive, merely discussing.
That said, I read his whole message and it’s pretty good! It’s an excerpt from a book I think. Overall idea is that certain game mechanics are there so the game can progress. Players learn to deal with them and/or utilize them, or else they’ll get outplayed.
Wraith could’ve been outplayed for camping, but wasn’t. Because his strategy (as cheap as it may feel) worked for his goal, he in actuality outplayed your team. Not a insult, just the end result. Learn from this going forward. Don’t feed campers. Teach them that all they’re really doing is wasting their time and scoring minimal payout. (Tough in solo queue, I know. But somehow they gotta learn, eh?)
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His talking is fine, but can we get the poor guy an inhaler?!
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I always hook the 3rd unless I have some indication where the 4th is (nurse’s calling, scratch marks, Spies, etc.)
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There’s a new one I’ve been noticing lately! After someone dies on a hook, you can still hear them crying when you’re near it! (PS4, and not every game).
I like it though. Adds a nice “creep” factor!
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I get where you’re coming from, but I’ll tell you right now that I’m not gonna wait 15 minutes for a lobby and then dodge out cuz I see a Rank 14.
(Seriously though, I really do see where you’re coming from!)
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@[Deleted User] said:
Mmmm, I could get some really beefy totems, stall, and regression:
Hex: Ruin
Hex: Mental Fog
Hex: Thrill of the Hunt
Thanataphobia
Totems take between (8)+(14* (1.0 between 1.5) = 22-29 Seconds to cleanse too!
That would be such a strong build! Survivors gotta really prioritize those bones!
One of the things I like about this is how it synergizes with Ruin, but also works great on its own. Gives a regular kick an extra 8 seconds of regression time! Very nice
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In regard to resilience, maybe give survivors a button to push to cancel healing if they don’t want it. Effective for 30 seconds.
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From a points perspective, getting 1 hook out of a survivor when you could have 3 doesn’t really make sense.
But the real question is this, are you having fun? If not, it’s just going to feel like a forever grind. In which case it’s better to play in a way that’s fun and let your reward happen when it happens.
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For me it Blight just cuz I can’t play him on PS4. It’s either M1 or uncontrollable. There is no in-between (for me anyway).
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@Mandy said:
I read the title as Frog :(
It's a nice idea for a perk, would they have to do anything different to fill up that 2nd bar?
I’m glad you like it! I don’t imagine doing anything different from a “controls” standpoint. ie start repairing a gen like normal, but the purple bar has to fill up first before the grey bar gets any progress.
From an animation standpoint, I could potentially see survivors doing the “snap out of it” animation while the purple bar fills.
@Lexilogo said:
I think this sounds like a fine concept.
My only potential concerns:
-How this would interact with Deep Wounds, hopefully the Deep Wound timer is paused during the hex progress bar
-How this would interact with gen regression, because I'm unsure whether or not the hex progress should/would halt generators if they're regressing.
That kind of stuff could be worked out via playtesting, though. Fundamentally, I think the concept's solid!
I didn’t consider deep wound, but your idea of pausing it makes perfect sense! Same for Pig traps.
As for gen regression, that was actually my inspiration for this idea! A solution to “tapping gens”. So to answer, the purple bar has to be filled before regression stops. Makes sense because normal progress is what stops regression.
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Edit. “...called you that*....”
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He would’ve called you if he’d escaped also. Ignore him.
To answer your question - it’s smart if it works for you. I’m personally against tunneling if there’s a choice, but that’s MY gameplay decision. You do you, have fun, Opinions and insults are little more than noise, so ignore them.
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@idektbh said:
Wowww that sounds really ######### cool, not meta but a really nice perk, love it, good idea!!
Thank you! I think it would be so fun! I agree, it wouldn’t be meta, but still useful. Especially if you have a “medic build” with autodidact and botany knowledge!
But on its own, I dunno, maybe it’s faster to leave the gen, get healed, then work the gen together. I don’t know the numbers well enough to determine optimal play, but it would sure be fun!
lol imagine a circular chain of 4 survivors all healing each other!
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Meanwhile, I have teammates who can’t heal, and so they’re too scared to do — well, anything! I’ll be on a hook and see their injured auras. No gens. No healing. Can’t find a teammate. Doing nothing. And then show’s over cuz I’m dead.
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If you have to ask, then it’s working correctly. 😎
There are the “-mains” out there, and with them it’s essentially politics. “My side good. Your side bad. If you ever disagree with me, then you’re on their side, which makes you bad.” Lol same things real-life politics. (So sad!)
But no. To answer your question, I think the forum is middle-of-the-road.
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Yeah, I had a similar idea a loooong time ago when I was a newbie. It was shut down pretty quick by those who knew better, and now I understand.
The problem with the camouflage idea is that soooo many players are on voice comms with each other. “Yo Jimmy, you at the shack?” “Nope, main building.” Gotcha. It’s a Pennywise and he looks like you right now.”
Quick convo can completely disarm this killer’s power. I wish it weren’t the case, because it’s a great idea! But sadly, I don’t think this could get very far in the current culture of DBD.
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Option 1: (hex)
Hex: Cheap Construction. Each time a survivor vaults a pallet, it weakens. Pallets will break after they have been vaulted 3/2/1 times by any survivors.
Option 2: (no hex)
“....vaulted 5/4/3 times.....”
(Note, weakened pallets should visibly degrade after each vault.)
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It kinda sounds like lag/connection issues.
I’ve been having similar problems, a lot more these past couple weeks, but I’ve just been blaming my prehistoric router. Maybe this is an issue with dbd servers instead though. Other online things work well for me....
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@Baby_Victor said:
Apsopositively~
Yup, it happened. You made me chuckle
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How did this thread from. 2 years ago get re-awakened?
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Hook* states ^
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Interesting, but I think it would really frustrate people who die on their first hook because the rest of the team blew through the first 8 health states.
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Are you certain you had Empathy equipped? That’s a requirement of the challenge that I didn’t pay attention to. Cost me a couple matches.
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Oh yeah, and let’s not forget the more recent “happy feet!” Survivors really got it going prior to the animation rework!
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@CryptFriend @ALostPuppy @GingerBeard
I’m really glad you guys all liked the candle idea. Full disclosure, it’s not my idea. Something I saw on the forum quite a while back, but I’m not sure who to give credit to.
Nonetheless, I REALLY like the concept. I spread the word every time I see one of these “totem counter” threads with hope that it might gain traction.
If you like it, please mention it from time to time as well. At some point a dev will see it and realize that this would be easy to implement and a positive change, thematic change!
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5 lit candles around the basement hooks. 1 burns out each time a totem is cleansed.
- simple, clean, thematic
- does NOT add HUD elements
- some risk involved (basement) for the information reward
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Also I think it would be great if the devs surprised us with a map multipack for the past few chapters that didn’t get one! Maybe they’re working on it in the background while doing the reworks!
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Cave system.
One with environmental hazards - like rockfalls and rising water. Not necessarily dangerous, but things to limit accessible routes if you’re not careful how you move about the map.
They could be triggered by certain vaults, simply running through an area (one-time access!), or maybe just be time-based, like a rising tide.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1991034#Comment_1991034
Why do I have to do it for you? You clearly know it all exists and can find out all of it in like....10 - 20 seconds using google.
Did you just want me to say where or link one of those resources just to say that? Because no matter what I could have said or posted you would have said all that anyways. So you don't actually want the information, you just want to be upset about where said information is located. Which is fine, okay, just open with that then.
Like what do you expect me to do about it? Wave my magic wand and change how BHVR does things? o.O
Woah, ok, I wasn’t trying to attack you in any way - it’s more directed at the devs and the inconsistency. Maybe I came off harsh, so I apologize.
Overall, I don’t want you to do anything for me, and that’s the point. The devs should have the info available on the forum like they usually do. And yes, the original purpose of this thread was to ask for a link to where the info is on the forum, because I couldn’t find it.
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@[Deleted User] said:
Youtube, the wikipedia, twitch....
Patch notes however are here: https://forum.deadbydaylight.com/en/kb/articles/277-4-6-0-ptb
Yes, these are the patch notes I read earlier. Very sparse as it relates to the new chapter.
YouTube and friends - that’s all fine and dandy, but why do we need to go search for the info and dig through countless opinion pieces? Especially when the official forum is right here.
In the past, the devs have made a big hoopla about the new content with really great teaser videos and a week or so of building anticipation. Then they ultimately link to a forum page with detailed graphical renderings and descriptions of everything that’s new.
Why not this time? The teaser was minimal - literally watching a clock. The description is ‘new characters added’ [paraphrased]. Why does it seem so lackluster? Where’s the excitement? Where are the cut-and-dry details of what’s coming and how it works? Why is it so different this time around?
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And they annoy me too cuz I try to keep those red dots cleared off all my app icons on all devices. Yet this one is just always there! Grrrr.
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@IronWill said:
I mean the challenge says literally gens and/or pallets. No word about breakable walls so its pretty obvious they don't count imo.
Right, and it’s not a hard challenge either. But I’ve just kinda wondered, ya know? Is just those items or any kick? Thought I’d share the results.
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Keep ‘em coming! Original chapters are almost always better, and their content available for shards instead of cash.
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Christine
Vroom vroom..........screeeeeeeeech!
Flat survivor
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there are some cosmetics that may help alleviate your concern. In particular I’m thinking of the orange oozy Halloween one. That face is pretty disturbing!
That said, I love your idea of some huge Cheshire Cat grin with big razor-sharp teeth!
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@CyperX said:
- The Trapper now can hold 2 traps at base (starts with one)
- Injured survivors who escape a trap by themselves should be downed (Idea by Otzdarva)
I like these ideas , also there should be a bleed out so if they escape from a trap and don't heal under a certain amount of time, they will scream and go down to dying state
I like it! I other words, everyone who escapes a trap should have a Deep Wound timer. Makes sense to me!