kDarko
kDarko
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- kDarko
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@SoGo said:
I love the concept.
The Requiem’s lore is interesting, and all the perks are good ideas.
As for the power, Sacramento is a fantastic side objective. I adore it. Grim Parade is a nice form of anti-loop, but, as others mentioned, while the separate concepts are nice, they seem a bit too bare-bones to me. I’d like the power to have more flair and identity, while keeping the current ideas intact.
Overall, great starting concept I’d love to see in game.
Thank you for your feedback :D!
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@caipt said:
A very interesting an unique concept! The character design is on point, too. As others have said the killers' main power could use an extra flair, as I feel it would currently result in a lot of hold-w gaming with the requiem having no way to catch up. The perk concept very interesting and actually useful (unlike plenty of recent examples), perfect burglary is easily my favorite since its so creative and true to the burglar idea. I'd note that its probably too strong though, being a blood rush+SB combo for one slot and opening a chest, while allowing you to still run said combo etc etc. I could see some really fun builds with it where you SB, Blood rush, and then perfect burglary for a ludicrous 9s sprint burst but it wouldnt be very fair haha. With some sort of drawback or maybe a slight nerf to the duration it would be perfect.
Thank you very much for your feedback and ideas! I really apreciate and take notes too! :)
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@Rem_Loves_Horror said:
I love this concept! It is so unique and interesting yet fitting for DBD. And I really enjoyed reading it.
My only criticism is that maybe a little more could be added to the killer's power- something small that could spice up his gameplay… maybe something small like when a survivor interacts with a candle everything goes dark (for them) and they are deafened for a certain time after blowing a candle out. Or something big like the killer can make an additional different trail behind him (would be pressed by a different button than m2) that hinders survivors and keeps them still for a second. Mind you that this could be longer lasting (like pyramid head trails) or even permeant until a survivor walks in it. This could be used to basically set a trap in a loop or something, for example say the killer sets one down in a loop and then later when a survivor loops them there, they get slowed and gets hit instead of getting to the pallet. Now that I think about it that is basically Freddy's dream snares, but I am too lazy to remove it so I'm just goanna keep it lol.
Also, I was just curious- what cosmetic ideas do you have for these characters?
Heyy! Thank you for your feedback!! Even if you were gonna remove it, you had some interesting ideas up there :)! Didn't think too much about cosmetics, but for the Requiem would be cool a Very Rare (or even Ultra Rare) set in which the monks are dressed with archetypical demon "costumes" and the corpse above is a real demonic skeleton on a hellish throne. Like if the entity fooled them in order to reflect physically what they actually were inside (kinda like in Oni's lore) :). Any idea from you is more than welcome too!
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@katoptris said:
If it the Gabriel skin then it a bug.
It's not, it's a skin for Clown lmao. Do you know if it's meant to be removed?
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@Depressedlegion said:
Are you sure it's not from the rift?
100% sure it's not!!
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@Bedslamb said:
https://forums.bhvr.com/dead-by-daylight/discussion/396297/macmillan-are-you-ok-xd
I'd noticed that weird growth too ! Thought it might have something to do with the Halloween evet , not had a chance to check if it's still there now the even is over
My picture is taken after the event!! =P
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@C3Tooth said:
3 original realms have maps without main building (Shelter wood, Wrecked yard, Rotten field). Macmillan's one has the mainbuilding with SM. If any realm need more variations, its Macmillan need it the least.
Unlike Coldwind & AutoHeaven got maps reworked, but Macmillan got new variations instead.
Is it a hint that they plan for something in the future? Like Entity corrupting the realms?
Yeah, but just check how now there are 2 shelter woods, 2 suffocation pit, 2 ironworks, etc... Actually looks more like a bug than anything, but was kinda interesting :P
About the entity consuming the maps... that'd be so cool for a good twist on the lore :))
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@xPrinceHarlequinx said:
That is so amazing!!!!!!!!!!!!!
Thank you <3
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428318#Comment_3428318
yeah I can understand that, we'd love to open it up to more countries ourselves but sadly we are unable to at this time - I do not know if that will be able to be changed in the future, but definitely not for now.
Excuses! If I am not living in any of the countries in the list but I have a friend in France or USA who can send the entry for me, would it be all legal and working for the contest?
Thank you!
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@OnryosTapeRentals said:
I think there's only one charm that's unlockable at the moment.
Oh really? Thank you for letting me know then :)
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Also, saving a survivor with a flashbang/firecracker while killer is grabbing them from the ground is a 100% chance of success since the buffed blinding mechanic.
Killer gets stuck during the animation of grabbing and, since now blinding requires no timing, they can drop a bomb below you and you can't do anything to avoid the explosion. Doesn't even matter if you look at a wall. That's truly uncounterable and unfair.
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@Clockwork_Enigma said:
Knight still is the worst Killer to experience in both the Survivor and the Killer role and it's for good reason. No offense to the balance or design teams of The Knight, but no amount of changes you make to him in his current state will keep him from being played in the scummiest way, because that way is the most viable way to use him.
What is worse is that you made the scummiest way to play him even stronger by adding an additional 2.5% regression to the damage generator action of The Guards, which adds up over time.
Listen, I understand your design idea behind The Knight. It's to have a Killer who has three other characters doing different tasks from long ranges. But the execution of this Killer is just beyond miserable for the player experience on both sides. You guys need to stop acting like you can fix this with band-aids, because this cannot be fixed with simple patches to his base kit; he needs a full on rework to his power similarly to Trickster or Freddy.
If you guys actually value the potential of this Killer, and if you guys actually read these threads, heed these next suggestions and you will make everyone happy over the following months. It will cost money and development time, but this will pay off in the end.
- Rework: The Knight can now summon Guards by holding the Power Button and releasing it forward. Each Guard has a different method of casting and their own unique abilities to them.
- Rework: The Knight can now select between which of the Guards at will, and can cancel his power in the charging phase if he does not want to use them.
- Rework - Carnifex: Press and hold the Power Button to charge up the Carnifex. After fully charging the ability, release the button to unleash him and have him charge forward at breakneck speed.
- The Carnifex moves at 20m/s with a maximum range of 15 meters.
- The Carnifex will home in on Survivors within a 10 degree cone.
- The Carnifex will destroy any pallets, walls or damage generators in his path before dematerializing. If he damages a Generator, he will apply a 5% regression penalty to it.
- The Carnifex has a cooldown of 15 seconds after sending out.
- Rework - Assassin: Press and hold the Power Button to charge up the Assassin and generate a green spirit orb that you can plant up to a range of 64 meters. After charging the ability, release the button to cast the Assassin, who moves on a circular patrol path to look for Survivors.
- The Assassin will initiate a Hunt toward Survivors, similar to how he functions now.
- The Assassin will hunt Survivors for approximately 30 seconds, and has the capacity to hit the same Survivor twice before dematerializing.
- The Assassin can be stunned by pallets or Head-On, and will dematerialize if that occurs.
- The Assassin moves at 4.4m/s while chasing Survivors, and can vault windows and pallets.
- The Assassin has a cooldown of 15 seconds after he finishes chasing or patrolling.
- Rework - Jailer: Press and hold the Power Button to charge up the Jailer and generate a blue fire you can plant up to a range of 64 meters. After charging the ability, release the button to cast the Jailer, who slowly moves about a 32 meter range.
- Upon detecting a Survivor or multiple Survivors, the Jailer will shriek and any Survivor he finds will have Killer Instinct applied to them while within the 32 meter range of his location.
- The Jailer will injure any Survivor that attempts to walk too close to him.
- The Jailer grants The Knight a stack-able 5% increase in movement speed per Survivor located by him. This effect lasts 10 seconds.
- The Jailer will remain on patrol for up to 30 seconds before dematerializing.
- The Carnifex and Assassin can still be used while the Jailer is active.
- The Jailer has a cooldown of 10 seconds after he finishes patrolling or alerting.
You know what these changes would do? These would make The Knight a significantly more interesting Killer than he is at the moment. His design is, for lack of a better word, lame.
And you can try to add so many things to try and prevent the lame gameplay loop of his, but nothing will fix the issue that the most optimal way to play him is to play like a scumbag. The above suggestions would make the Knight feel like he's an interesting Killer with a lot of depth and choice he needs to make in order to play at his most effective. And I think that is what most players want; a Killer who has choices and who can make good plays while still allowing Survivors to be able to play the game properly.
A suggestion like this is a tall order, but I'm willing to put my money where my mouth is and say that this would be better in execution than the current Knight we have in the game.
So many awesome ideas. Knight is currently powerless, hopefully he could have the features you introduce here some day!
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301640#Comment_3301640
It's just been adjusted, not sure how that was missed I'm afraid. So thank you very much for bringing the issue to my attention. It should now be showing as reduced in your game, you may need to restart game however.
@Mandy said:
(I'm also checking on The Twins outfit right now, as can confirm it's not showing up on my end with the reduction and I believe it should).
Thank you so much!
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301586#Comment_3301586
this should now have been adjusted and the correct sale prices are shown...players may need to restart their games if they were in game when the sale went live.
I've restarted the game and it still costs 1080 AC, so I guess you were exclusively referring to Ugly Sweater's issue. Could you please tell me if Twin's outfit is planned to get discount too, please?
Thanks for your time :)!
(EDIT) Oh, I read now your answer! Thank you for checking, I also think it shoud since it belongs to Holiday Horrors collection. :))
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@DBDVulture said:
Big picture question : Why do I need to tunnel to win and how do we prevent it?
The answer is : survivors need to be less efficient at finishing generators & killers need to be less efficient at killing survivors. Mathematically there is nothing wrong with the survivors having two gens done if one survivor has lost two health states. That is a bare minimum that is fair for the killer. But this is the speed at which the survivors want to finish their objective even though it only reinforces my need as killer to tunnel.
Tunneling is 100% cause and effect. If survivors tunnel generators it forces the killer to tunnel one of them out of the game to have a chance to win. If killers play enough strong SWF teams they become conditioned to tunnel every game because it is the most viable strategy. Survivors being hit with this tunnel meta respond with "more gen rush" that reinforces the need to tunnel even more.
There is even a very simple idea to fix the problem that plagues games past "middle" MMR that will make the game way more fun for good players. I won't be typing it here today however.
I'm at a point in the game where most of the survivors in my lobby are 2,500 hour to 10,000 hours played. Most of the time I get either : 2x 2 man swf, 3x swf or 4x swf. If you look like a 3/4 man swf and have lots of items I pick a different lobby. That's just too much of an advantage to overcome unless I feel "in the mood".
When I play a game as killer one of two things happen.
A) I tunnel one player out of the game quickly and the survivors struggle.
B) I am unable to tunnel for some reason and then I struggle to play vs 4 people.
Generally speaking my repeating kill pattern is something like : 4k , 2k, 4k, 0k.
The games at either end of this extreme are not fun for anyone. On the left side I tunnel one player out very quickly (maybe one gen is done and I stil have a very strong 3 gen). On the right side I might only have 2 hooks so the survivors didn't even have the possibility to pip.
The 2k game is still extremely frustrating for everyone because I'm still camping slugging and tunneling. It just so happens that the outcome is close. Reasons for that include : the survivors were in a 3 man that looked like a 2 man swf because their bro logged in on xbox instead of pc, the survivors had a boon, the survivors had reassurance, the game was held on an extremely stupid/unfair map like forsaken boneyard, what I thought were 3 brown medkits were in fact purple medkits or insta heals, the surv team had a clutch deliverance/unbreakable.
The fun game is the 4k before the 0k. And even though I killed all four players (or one got out via hatch) the match was nearly completed usually several times by the remaining three survivors. To be clear here: this game isn't fun because I won. The game is fun because it's close. There were good chases, good gen pressure but in the end I had an edge because all the super annoying things from the 2k game weren't there. I will mention breifly that I do not play Nurse or Blight anymore (and return to this later).
Inside the A and B options there are also some predictable flow chart patterns.
Let's consider the A path first.
1) If I hook a survivor and three gens pop the only way I am going to come back is if I hook the downed survivor next to a 3 gen and literally camp them to death (or stage two and immediately tunnel them down). If that happens the game just ended in my favor - but nobody knows it yet.
2) If the tunneling process is long due to a perk/good teamplay then I might be left with 3 gens that are hard to defend. I will have to down one player (slug them) and injure at least one of the other two players and then I can potentially keep the last player off the gens. If the survivors do not have a boon active then I can still possibly win this - but just barely.
3) If three people are alive and I have what my friend calls a "Y gen" (inverted 3 gen) then the gens are impossible to defend and I just need to down one person whenever I can and accept the 2k. The only way to come back from this is if any of the survivors become timid (want to escape and stop playing), or as killer I have strong 4v1 potential : Pinhead/Nemesis/ maybe pig on the right day.
The B path ends with three or four players escaping, Tbagging at the gate and name calling.
Question : If I win 3/4 game via tunneling then why should I do anything but tunnel?
Followup Question : Since I only seem to win something like 33% of games where I don't tunnel then why should I not tunnel?
Note:
I don't play Blight or Nurse because I believe the game should be in a state where every killer is viable and the difference between the best and worst killer is something like 15% "chase power". To quantify that you can look at doctor and sometimes with perfect play a doctor needs 5 or 6 shocks to get a m1 hit. With nurse you just blink twice and if your range was correct then you cannot miss.
The difference between those two killers in terms of lethality in a chase is close to 55% at my estimation in terms of effectiveness. That number is my opinion and completely arbitrary but you get the point. If we had a machine perfect killer that had wallacks and 0 ping you could see even with perfection the doctor would look terrible by comparison.
The only time I would have a chance at winning the 0k game is if I played Nurse or Blight every game. And in all the other scenarios I would not need to tunnel to win. But if I did tunnel with Blight/Nurse the game would be a complete joke (as can be seen by people who wanted to get 100-200-500 nurse game wins in a row).
Totally agree, budd.
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@ManoDino said:
I didn't get the trapper adept because of this error. It's just discouraging and revolting, because the behavior probably won't give me the achievement, they'll just fix the error and I'll have to try again until I get it.
Feelsbad, buddy :(. I just wish it's fixed before Kight's release.
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@UpdatedCake said:
https://forum.deadbydaylight.com/en/kb/articles/352
So what this update is about:
- soloQ will be worse, because some killers will camp even more because of Unbreakable base kit, literally prepare for Bubba basement every 4-5th game, doesn't matter which MMR
- games against SWF will be pure hell, you can no longer slug that 1 annoying person with flashlight
- survivors basically got free chance to undone any mistake they do
- mori got literally destroyed (because what will trully happen here is that you'll never get that finishing mori, because if you hook 3rd survivor, you open the hatch, if you don't, it's endless round again and again until one of them will bleed out)
- Soul Guard has now endless uses as base kit
- weak killers like Myers or Twins will be unplayable
- another buff for SWF, if you take Devour Hope as killer, they can bully you with saboteurs and you can do nothing about it
- killers mains will spam Blight and Nurse even more, because they are fast and they will prevent you from that base kit Unbreakable, more survivors will cry about it, more people won't enjoy their games
So, yea, good update BHVR... We have really bad issues with cheaters and instead of giving hope to the people and do something about it, you rather just go and screw up game in different way, this is gg. There were tons of interesting and bad updates but this is pure bs. (I wonder if some moderator will again edit my post and opinions or if they even accept this thread, very curious).
It doesn't mean who you play, this update isn't good for anyone. It's garbage update with garbage ideas, if you didn't enjoy the game till now, after this update you can forget about word "fun" in this game.
So much truth, man. Letting this go live would be a fatal mistake for the game. I just wish they take the right desition before it's too late.
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@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/2915336#Comment_2915336
Which strong loops are infinites in high MMR? And how do you just generally nerf those strong loops?
Didn't want to be too specific on that point, but I see it is getting much attention lmao. I may remove that point if it calms people down a bit x). But answering to your question:
Loops like the Saloon, The school in Badham, the building on the Swamp etc. Are pretty much infinite if you are facing good survivors. Obviously they are not infinite, but are long enough to make you waste huge amounts of time and could easily cost you 5 gens if you don't drop the chase (which is the optimal thing to do, obviously). These kind of loops are the ones I had in mind :).
Oh, also, maybe the best way to nerf would be adding more breaking walls, or moving the ones already existing into places which extend survivor's trajectory and shortens killer's ones if breaking it (for example, swapping the window and the wall on the top of the stairs of the Saloon). In fact, it'd requiere an optimal game study which is out of my hand right now.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2915413#Comment_2915413
You're allowed any opinion you want.
I'm allowed to point out bad ideas.
Of course you are :) Just calm down.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2915336#Comment_2915336
Yeah, calling people who disagree with you "Survivor mains" is a great way to show how well you respond to criticism.
Nobody cares about 3 or 4 Survivors stacking on a gen because it's inefficient. That's not genrush and the fact that you don't realize it makes it pretty clear that you aren't playing at a high level. Real genrushing is when 4 Survivors split onto 4 different gens, not when they all stack on one.
Likewise, there are no infinites. There are crazy set-ups, there are places you shouldn't chase but there aren't infinites.
Not calling you "survivor main" and that's not a respond to any criticism lmao. Just saying that survivor mains may not like my proposals. I don't know what do you main or not, dude. Feel free to tell what you main if you want :)).
It's true that the split fact causes more genrush, that's why I proposed the "Start Game Intervention", but lowering the amount of survivors working on a single gen also reduces a bit the gen speed and that's why I put that.
Calm down man, no need to be that salty in the forum. My disclaimer above was meant to avoid reactions like yours. Just accept there are different opinions and point of views of this game. I don't mind if you don't believe me when I say I play in high levels, I have nothing to hide either. Peace :).
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It's true that my Trickster's buff of default speed may be excessive. Maybe if his speed was increased, it'd be fair that he needs 8 knives hits or something like that :thinking:
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@Pulsar said:
Considering the fact that you cite "genrush prevention" and then actually encourage it by forcing people to spread out 1 to a gen, I don't think you are actually playing at a high level.
Also because you cite "infinite loops" of which there are approximately zero in the game.
There are a lot of really bad ideas in here. Trickster 4.6 m/s being one of them.
It's precisely in highest levels where "Genrush" hits hard, and it's also in high levels where strong loops become "Infinite". I already cleared up that some people wouldn't like it (mostly survivor mains), so you are the perfect example of my initial disclaimer :). Don't worry man, these ideas are just invention of mine, nothing is cannon xD.
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@Mandy said:
What exactly happens when you crash, is there anything specific each time - does the game freeze, crash to desktop, blue screen etc?
(and full technical specifications would be good as well)
Thanks for answering. I am working on a Report right now, but I'll tell you here too:
-Each time I crash, I am doing some action with Sadako which involves VFX effect. (Teleporting to TVs or hitting a gen). Also it happens in the later match, when 1 or 2 survivors are left.
-Perks using: BBQ + 3 Sadako original perks
-When it happens, my PC suddenly turns off and restarts on its own (like if it ran out of memory). Then I recieve the disconnection penalty when I join back.
My specs are (Don't know the useful ones, sorry):
Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz 3.60 GHz
8,00 GB RAM
Windows 10 Pro x64bit
NVIDIA GeForce GTX 960
In game I play in Full-Screen + Medium graphics , tho I tried once with Full Screen deactivated and crashes anyway.
Any other info you may need, I'll provide you. Thanks :)
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2841177#Comment_2841177
It's possible that she has her own issues related to crashing completely seperate from Wake Up!; make sure to go to the bug reports section + upvote any pre-existing reports on the issue and, if none exist, please make your own. It gets the devs' attention a lot quicker this way (trust me, it's how Wake Up! got disabled so quickly).
Thank you! I will :)
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@KateDunson said:
When did u do these games? Yesterday they disable wake up because made killers crash
1 crash yesterday and 2 crashes today. I am pretty sure it's because of VFX of Sadako, as it always crashes when glitching.
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I bet the killer will be named in game as "The Curse" x)
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I use the frozen GhostFace and I only saw one the first day it was released. About the Spirit... it's like it never existed x).
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Sounds interesting :)
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It happens to me almost every match when it's night in my country (Spain); I dare to say 4/5 times I try to join a match I end up closing the game to restart. During the day it happens few times too. At this point, playing Dbd after having dinner is a lottery; I don't decide if I play a game; the game decides if it wants to be played by me.
PD: the match I get to play I go to Haddonfield as killer... x)
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@Purgatorian The streamers said it'd last at least 2 months.
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@Lochnload_exe More like Gen-slowing perks actually. There's not an specific list of perks to use or not, but the key point is that you don't have to knock and regress gens anymore in any sense :)
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My last outfit contest entry Blight lmao :)
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I wish devs read your ideas :)
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That'd be awesome, dude.
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@TheMadCat Yeah, PTB is meant to come on 17th if I am not wrong :)
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Oh, thank you for letting me know that. If my last post pops up I'll remove that and keep this one :)
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I just read what devs told about it, and the difference they said between Ultra Rare and Legendary; but even so I keep thinking it's a mistake to make that, and I'll explain:
Ultra Rare is a rarity that has been in the game since ever (I think lmao), and has never had this attribution of "changing a character radically". "A Rainbow Map" is also an ultra rare element in this game and doesn't share this kind of meaning they are exposing now with those outfits. Actually, Meg for example has an Ultra Rare shirt and it doesn't mean she (or her torso xD) belongs to a totally different character.
Legendary Rarity was created since the very beginning with this intenction of switching the character, without discriminating if it was licenced or not. Like it simply means "character switch".
In my opinion, it'd be a much better solution to make (if they really want to distinguish between licenced or not) another new rarity for those 2 situations, or simply leaving all in Legendary and adding a Licence Seal on the licenced ones, so they can be identified. Removing all the independence connotations they had on Krampus and Minotaur being part of Legendary Rarity, is a very bad solution to me =/.
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The idea is really interesting and I totally agree "Hex" perks are way too easy to deactivate in most of the matches, but I also agree that your system would take too much time to the killer and it opens a wide branch of problems to solve, such as:
-What if the killer decides to activate the "Hex:Ruin" until there is (for example) only 1 gen left for survivors?
-What would happen with later activation hex, such as Noed?
-Which would be placed first, Ruin or Undying?
-What if the killer only sets 1 of 2 totems of "Haunted Groud"?
-etc...
Even those little issues to solve, I really like your idea, and maybe a mix of it with some change would be a legit solution for all those unfair "10 seconds Hex" :).
PD: Another thing that would help a lot would be making some of the Hex's spawns harder to find x). Peace.
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Cool idea :)!
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Cool concept!
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The worst thing of going for merciless is that if you start the match too "merciless" for the achievment, survivors may DC or die at first hook and you don't get the merciless victory because of their desition, not yours. So it depends too much on survivors to be such a hard trophy for the killer.
Also survivors can get adept too easily as they can perfectly get it by hiding the entire match, and/or using a key lmao.
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I got the word "bennett" from Silent Hill's Cybil Bennett blocked lmao.
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As killer, that holding M1 made the basic attack reach a longer distance.
As survivor, that jumping vaults while running revealed my location to the killer :).
