Hodderfodder
Hodderfodder
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- Hodderfodder
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We're 7 weeks after Sector 3 and we haven't heard word one about the mid-sector update. No roadmap, no AMA, nothing. Give us some news, devs.3 comments 21 views last activity
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1) Can the Swamp get a revamp? All other realms have received a makeover but the Swamp is more or less the same since its introduction. Among other things, a lot of killer props spawn at the EDGE of the map. Good for the Pig, bad for the Plague. 2) Can we please get an indoor map like Hawkins? I know the old Hawkins map can't come back, nor a re-texture presented as something new, but I really m0 comments 1 views last activity
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I'm getting tired of groping with difficulty when building. Playing trial and error of placing a trap here impacts the difficulty but not there, this goes over but that doesn't. And I am very frustrated how every time there's an update, my Normal bases shoot up to Dangerous, and I have to go through ripping half the traps out. I understand the desire to have normal be new-player friendly, but no2 comments 21 views last activity
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I don't know how we don't have a post talking about the livestream where they (briefly) discussed the new Difficulty, but mainly the Expeditions. We don't have extensive text explaining it, but the dev-stream gave us the details The cliffnotes version: Expeditions will be the default raiding process, replacing the current raiding screen. They are where each tier of difficulty has outposts set0 comments 21 views last activity
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I like the plasma sentinel's plasma cloud "does damage over time get out before it kills you" effect, but it's only used in that one mod. So I was thinking of two traps that utilize it to force movement and provide area denial. Plasma Welder This trap can be placed on any surface. When triggered, it extends a beam x blocks long, and follows after the raider at 70% the raider's speed. It does2 comments 21 views last activity
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Since Nic Cage is in the game, I think horror icon ELvira would be a great fit. She's deep in the horror scene, she has a fantastic sense of humor, and I am pretty sure she'd be down for it.0 comments 11 views last activity
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For a while now people have been looking at the Steam numbers and the number of raids you get per day and worry the game is dead and BHVR is going to abandon it. A few weeks ago Deadhatzdos asked "Is MYM a dead game?" and the guy's points jive with mine: No, the game ins't dead or dying. Some more data points have come out since then that have further helped this. I'm going to give my theory he1 comments 61 views last activity
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Over on Reddit , Brandon the Campaign Manager made a post in a thread asking where the current roadmap. He said: "Just wanted to address some of the questions about the roadmap that we promised back around the Sector 1: Dreadshore release. The team is still squeezing some good stuff into the roadmap, so it's going to be a little bit longer until we can show it to all of you. What we can share3 comments 101 views last activity
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While there are bigger things being prioritized right now, a few small changes would make the building experience a bit nicer. Ability to mute tomb and guard sounds When raiding these are important indicators, but as a builder when you are spending a lot of time on top of these elements the sound effects get really obnoxious. Before the Dreadshore update, you could go into a test and destroy1 comments 11 views last activity
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In this interview the creative director said this: What’s perhaps more telling is that the team is looking to add cameos from famous characters from other franchises, with the company’s Senior Creative Director stating, “Just as Dead by Daylight has successfully brought in iconic characters from various horror franchises, we recognize the appeal of crossover collaborations and the unique ex1 comments 31 views last activity
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One of the problems of solo-Q and the game in general is the lack of survivor commication. Full comms is a flat out bad idea, but a few rudimentary ways for survivors to communicate would go a long way to help thag. My experience is with Overwatch. Even before they added a robust ping system, there were a couple of commands that offered a voice line + a ping over the character's head. "I need he1 comments 11 views last activity
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Not talking about the fact you can play the game on Xbox. I mean if any of the DLC content involves IP owned by Microsoft. Ideally it would have been negotiated with Microsoft, rather than bought after the fact, but either would work I suppose.3 comments 61 views last activity
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Because 2nd Wave is a trap mod, it reduces all traps to only 1 other mod. That already makes them weaker than a 1st wave trap which can have 2 mods. In addition to taking a mod slot, it also takes up capacity to set a trap as 2nd wave. Finally, traps in 2nd wave take 4 seconds to pwoer up---players have estimated the first 10 blocks can be avoided if the raider speedruns out of there. All these4 comments 41 views last activity
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Ranged Weapon: Crackling Lasso This weapon's effect depends on if it hits a trap or guard. When dealing with guards, the lasso operates similar to an iron claw; the guard is yanked towards the raider, interrupting any attack the guard was making. The lasso can be released at any time, similar to how a grapple can be dropped before reaching its final point. When it hits a trap, the trap is deac3 comments 31 views last activity
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I want to say how good the most recent changes are, it's got a lot of what the playerbase has been asking for. Thanks! That said, some idea that balance changes were upcoming, possibly what would be addressed, would have been good. There's a lot of grumblings that the devs have ignored/given up on the game, or that they aren't going ot make changes, etc. Some sort of communication saying what to0 comments 21 views last activity
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Traps can destroy tombs. When a raider dies before a resource can be picked up, that resource despawns and is lost. These two facts make it common for a tomb's resources to be lost, and that isn't fair. I'm fine with dying, but it should not come with the loss of resources. The synthite grind is bad enough, but losing the resources on top of that is too harsh. Have dropped resources stay on th4 comments 52 views last activity
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So far we've received some nice trap mods, but only one for guards. Flamewalker is good, warmongers feel even more unique and it gives them trap synergy. I'd like to see what other additions can be made. In particular I'm hoping enforcers get something to help them feel more special and useful.0 comments 11 views last activity
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Getting a base to prestige 10 isn't just a nice accomplishment, but it's also that map's last hurrah. For that reason, I think prestige 10 outposts should get a little more attention than a normal map. Not so much that they will overshadow everything else, pulling raids away from anything beneath them. Say between 30-100% over a map's normal traffic.0 comments 11 views last activity
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I could have sworn that when the game was announced, they said you could buy the block packs witout buying the weapon/custodian skins.0 comments 21 views last activity
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I've been incredibly understanding of the game design. Even the most buildy of builders needs to raid a little in order to keep the flow of raiders going. But I hit 3 tombs and got all of 80 synthite. Early in the game you are leveling up fast and getting lots of synthite but once every advisor has 5000 genmat to level up, and the chimera needs 5 processings to level, it's just not feasible. T1 comments 41 views last activity
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Naturally everyone is "change this fix this" right now, but I wanted to toss out a thought of something I would like to see. 1) A stealth guard. Right now if there's a guard in the area it's making noise, letting you know it's near by, and when they spot the raider they make a "hey look a raider" sound before starting their attack (unless they have bloodlust). The stealth guard would do neither2 comments 41 views last activity
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Something I noticed while building is that after building for 20-30 minutes, the background music got a bit stale. It creates the desired effect of being relaxing, but some variety would be nice.0 comments 11 views last activity
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BHVR, I understand you may not be ready to tell us about all the changes you are making, new content, etc. But the community is going a little stir crazy, so can you make some sort of contact? At least tell us WHEN you will update us? "Closer to launch" isn't helpful.0 comments 61 views last activity
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There's a really nice list of suggestions over on the Subreddit, but I wanted to both provide a link to that here, as well as open the floor for a thread dedicated to things we'd like to see. Easier for the devs to see it all in one place. https://www.reddit.com/r/MeetYourMakerGame/comments/115yc5p/suggestion_thread_for_new_additions_builder/0 comments 11 views last activity
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I quite enjoyed the game experience, particularly as a builder. The replay feature is fantastic, and I like being alerted every time there's a kill in my bases. My frustration came from feeling the need to raid, but also some other issues I would like to address. Key binding snafu. While building I bound a command to F. That unbound everything else on F, and when I raided I couldn't retry after2 comments 21 views last activity
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I've been trying to adjust the various key bindings. Now when I die while raiding, it says '[Empty] Retry' and there's no button in the keyboard bindings for retry/respawn.1 comments 11 views last activity
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One thing I'd love is if paths were allowed to be vertical drops/climbs. In order to proceed you drop down a hole, or grappling hook up to a ledge to find the tunnel. It would allow players to create their own jumping puzzles. IDK how you could do this with the harvester, perhaps give it the ability to climb?1 comments 21 views last activity
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The daily ritual for the Knight is to get 5 hits with the Knight's guards. First of all it's not easy to get a hit with a guard even when you are trying to corral. The Knight loses collision, so it's much easier for him to get the hit than the guard. Second, FIVE hits is just too much. Compare to Pyramid Head, who only needs to send 2 survivors to the cage. Yes, that's a two-step process (tor1 comments 21 views last activity
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Could you please release what you are changing from the PTB before Tuesday? I'm super curious how you've tweaked The Knight and can't wait.1 comments 41 views last activity
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Rattled Nerves After being hit by a basic attack, the next healing/repairing/sabotaging skill check the survivor makes in the next 60/90/120 seconds is an automatic failure. This does not produce a sound notification for the killer. Balance: Few perks utilize failed checks. Mostly because survivors rarely fail them. This perk is useful because it offers a little slowdown in terms of healing or3 comments 51 views last activity
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We used to get regular Q&As and other feedback from t he devs. It's been a while since the last Q&A, can we get another one?0 comments 31 views last activity
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Step 1 : Boot the game Step 2 : Play as Twins in a public match Step 3 : In-game, press M2 Step 4 : Nothing happens. The Unbind Victor image disappears, the power charging image flickers briefly, then disappears. Character played: Twins Perks played: Discordance, Corrupt Intervention, Hex: Ruin, Hex: Undying Map: Sanctum fo Wrath Didn't play another match.0 comments 11 views last activity
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Right now there are a lot of perks that are situational. You bring them and can never encounter that situation, due to the map, or the other side's playstyle or choices. You get into a situation where you wish you had that perk but you couldn't have anticipated it. So I have a proposition: The Altar The Altar appears on the map X minutes into the game. All characters can go up to it and inter3 comments 41 views last activity
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One for the Team Taking a protection hit while the killer is carrying a survivor adds 5/15/25% to the carried survivor's wiggle progress bar.3 comments 11 views last activity
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Hex: Suffer for Success This perk creates a hex totem. As long as the hex is lit, any survivor who succeeds in a repair/healing/sabotage skill check will scream, revealing their location. Agonizing Mistake After being hit with a basic attack, the survivor will automatically fail their next next repair/healing/sabotage skill check. Balance: Several perks trigger on failed checks, but inter0 comments 11 views last activity
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With previous tomes, it would be nice if there was an indication there was an unclaimed challenge. Like on the page with all the previous tomes, there might be a little star, and then when you go into it, there might be a pip or something on a page with an unclaimed challenge. That way it's easy to skim and see if you left anything. I like to leave challenges unclaimed so that I have a backlo0 comments 1 views last activity
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My favorite part of the Resident Evil chapter has nothing to do with the mechanics. It's when DBD fires up and is in the title scream, that gravely voice says "DEAD BY DAYLIGHT." For those that haven't played them, the first few Resident Evil games had a gravely voiceover that said "Resident Evil" on the title screen. That announcer became so iconic for me, and I was super sad that it wasn't the2 comments 21 views last activity
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Perks that make skill checks harder to hit have quite a limited value. As survivors rise in skill, they hit skill checks---even very difficult ones--far easier. Heck, DS has trained them to hit those very tough checks, and now that hooks give skill checks those last few difficult checks are training players from the start. For this reason, perks like Unnerving Presence and Overcharge have a short0 comments 11 views last activity
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When playing Trickster, any time I move anywhere indoors I sound like a survivor running on the other side of a wall or another floor. It's incredibly misleading and hard to separate another survivor's running. Some sort of change would be appreciated.0 comments 11 views last activity
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There's a change that can be made that would make the game in general incredibly more enjoyable. While in the killer select screen--spending BPs, waiting in queue, or having the game in the background without readying up (looking at you streamers)-- stop making killers with obnoxiously loud animation loops . The Oni ROARS and burns loudly every 45 seconds. Spirit is constantly waaah!ing. And Dem1 comments 21 views last activity
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I'm not sure of the best numbers for these perks, so much as I want to put out the ideas behind them. KILLER PERKS Hex: Agony of Success While this hex is active, every time a survivor succeeds in a skill check they will scream, revealing their location for 3 seconds. Lingering Pain When a survivor is hit with a basic attack, for the next X seconds, the first time they receive a skil0 comments 11 views last activity
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With the new graphic update to the generators, I noticed something that's really impacting my play: as killer, I can't hear a gen being worked on. Gen sound was about 75% of my way to locate survivors. Now all I hear is the progress of the generator, and that's not an indication someone is on the gen RIGHT NOW. Similarly with the change to chests, unlocking them as a survivor is super faint.2 comments 41 views last activity
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Plague is great, but one aspect of her power is very annoying to use. When you have your Corrupt purge, the Plague has this whispery chant which, while cool and thematic...makes it difficult to hear injured survivors and other important sounds. In a game that puts a lot of emphasis on sound, it's a real pain. The chant is also only audible to the killer; players have the visual cue of her glow1 comments 11 views last activity
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It's easy to lose track of how many times a survivor has been hooked. Be you killer or if you are a solo Q survivor worrying about your team. It would be really nice if there was some sort of indicator beside the survivor icons that suggested how many hook states are left before they die.4 comments 141 views last activity
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I know that in a Q&A somewhere, MCotes explained why DBD doesn't have really violent/gorey moris. But I can't find the quote. Can anyone help me out? I recall the devs saying that it was because decapitation would lead them to get banned from various countries, but F13 wasn't banned from any country that DBD is for sale in.1 comments 31 views last activity
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Aside from event offerings, we haven't had any new ones in quite a while. So I wanted to come up with something rather spicy. Rotten Step The map will spawn two basements, one for each possible location. Maps where with a single basement location will be excluded from the potentially selected map pool.2 comments 41 views last activity
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Could we maybe get an offering to increase the amount of shards we get in a match? Building them up is slow. Even an offering that's simply 1.5 shards--that'd only grant a max of 5 extra shards. I'm trying to build my shards up for the next time a NEW perk comes on the Shrine, and it is taking forever to build them up.2 comments 21 views last activity
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False Trail Pressing the secondary action button causes a set of scratch marks to extend 10 meters in the direction the survivor is facing. This perk has a cooldown of 60/50/40 seconds. Balance: I see this as the reverse of Dance With Me. It would definitely reward mind games and stealth play.2 comments 32 views last activity
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Saw this on TrU3Ta1ent's stream: If a flashlight is repeatedly clicked in rapid succession, it has a chance of malfunctioning and not working for a while. (Another suggestion I saw that I liked: clicking a flashgliht on uses at least 1 second of charge).7 comments 151 views last activity
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In the dev streams, the devs have mentioned things they are thinking about to help the grind to grab perks. One idea was 3 perks per bloodweb, another was perks only having 1 level, etc. Here's a thought that would help out a little: Every Bloodweb should have at least 1 perk. In those early levels, there are quite a number of bloodwebs with no perk. This shouldn't happen. By guaranteeing a1 comments 32 views last activity