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Inferno427

Inferno427

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Inferno427
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  • i like the idea, more dbd occult terminology is nicer.

    we had daily rituals, now we could have something like Rift Rituals, dark rituals, grand rituals, event rituals, blight rituals, blood rituals, lunar rituals, anniversary rituals, winter rituals etc. whatever works. keep it all in the occult theming

  • its so situational. could it not just be an aura reveal perk, or increse mage hand range or something more genericly useful? atleast do like 20% for 20 seconds or something

  • it sucks but there's a lot to this game, there's a lot of information and it's hard to ride the gap between too overwhelming and too little.

    just know that with 2000+ hours there's still stuff I can't be bothered to remember and need to look up, because there's just too much going on.

    just take it as it comes, piece by piece

  • Why doesn't the post game screen contain a summary of the killers powers in layman's terms and some basic tips on how to deal with it? I don't imagine it'd be hard to implement the post game screen is pretty useless anyways unless you like getting flamed.

    And thats only the power. Add in all the perks and addons and its pretty overwhelming for a new player. It should never have been deemed acceptable for the game to communicate gameplay alterations this poorly.

    you can hover over the icons on the post game screen, to get descriptions to pop up, including for the killer power. it doesn't go into every detail but it does try to describe the complicated mess in a simple way.

    whenever you play against a killer for the first few times, there's a tip on the loading screen that says who you're playing against and a basic tip. nothing too complex, stuff like "disarm the trapper's traps" or "collect and put away tapes for sadako". you can use the loading time to look up and see what the killer your going against does.

  • I'm not too fond of the 5 versions of this map. I would prefer there was one equally balanced version.

    The issue with talking about Badham is that one version could be really good and the rest terrible, but no one can tell the 5 versions apart because they all blend together.

    The bungalow is alright, but the breakable walls rarely add anything to chases. One variant is pointless, and the other is a must-break that doesn't make the window any weaker.

    The two-story is a very strong building with its windows, even with the walls broken.

    The schoolhouse is ok, it just takes a while to close the distance, but the breakable walls are foolish to break. there is an interesting choice with whether to break them to easier get to a hook, but then normally the building becomes so survivor sided its not worth it.

  • yeah, they're all just good, solid ideas

    I always find default shock awkward to use, and a better range would be a great help, making the timings easier. But if not increasing the range, maybe decreasing the delay to make it feel better?

    blast removing interactions makes a lot of sense.

    making madness's effects more active rather than something to ignore gives more for both sides to think about.

    Interview tape becomes a much more interesting add-on to use. the 30-second on/off thing seems a bit unintuitive, maybe disable it mid-chase instead? But that seems a bit abusable if the killer just stands in the middle of a 3-gen and afks. I guess the main issue would then be how quickly it grows madness, since doc's terror radius can be pretty big. idk the numbers of the old static field off the top of my head, but I presume it'd be the same as that?

  • so if you have jigsaw's sketch and jigsaw's annotated plan does that mean there's 18 searchs?

  • A killer focused year would absolutely kill the game, ironically. Like yeah, there's a lot I'd change about killer but a year without anything for survivor would dry up the survivor player pool.

    Can't play a killer game without 4 survivors

    If something is Innconciebaly unbalanced for the survivor side during that year, there'd be no fixing it because killers would be happy.

  • Is that a joke about 24 hours and 7 days?

    Decent changes, the cancelling buff is nice. It's pretty annoying when you need to cancel and forget about the cooldown and can't hit a survivor in your face

  • @sizzlingmario4 said:

    Artist doesn’t need any basekit changes. A few addons could use some work, but overall she’s in a good spot.

    add-on changes are things that have happened. all pinhead got changed was add-on numbers for instance.

    it's more about the procedure then any drastic need.

  • completely agree. i didn't even know they didn't work together.

    maybe just remove the aura portion from cob? or maybe surveillance take priority?

  • cool changes. seem pretty fun

    i like that you have to preplan more with snares. i'm not sure how strong they'd be but it's better then just clown 2.0

    dream walls are reall cool idea

    im not sure how i feel about the disactivation process. the duration is very small, you can already disable his power by being awake or by activating them while the killer is across the map. i dont think a third counter is necessary

    husk aura shouldnt even be a suggestion. it should be something in the game right now

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2551705#Comment_2551705

    Okay. I don't really see a huge issue with that though.

    Seems kinda dumb, but a lot of things seem kinda dumb to me.

    Environmental damage. You're making a receipt for a sticker by burning down a forest

  • If anything, I'd like to see more killers given lightburn and have perks and add-ons revolving around lightburn. Make it a more integrated part of the game

  • that's pretty bad form if so.

  • @Dangle03 said:

    so like would it appear as a dull totem?

    no, a hex.

    you can bless hexes

  • thats a really good thing to do

  • im so excited to see the changes!

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511961#Comment_2511961

    I'll ask to you the same question I asked Mooks, how long after the inception of the store did it take for them to get cosmetics?

    renegotiating a license is different then negotiating for a new license, but for the sake of it I looked it up. it took just over a year after the store release for them to get cosmetics.


    cosmetic store was released the 12 june 2018

    pig got cosmetics july 17 2019 and November 20th 2019

    Michael got cosmetics oct 20 2019

    bubba got cosmetics nov 13 2020

    freddy got cosmetics never

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511374#Comment_2511374

    Pyramid Head released with 1. Pig released with none and took years to get one. Michael released with none and took years to get one. Freddy still doesn't have one. Bubba released with none (not including unlockable masks) and took years to get one. Demo and Pinhead seem to be the exceptions, and Nemesis releasing with none the norm.

    Some of the killers you listed came before the creation of the cosmetics store.

    Of those that were released after the store was made; only 1, Nemesis, released with none. Ghostface, pyramid head, demo and pinhead all released with some cosmetic option.

  • @Emeal said:

    Fair idea, but I never use that function for the same reason I never use the fun one.

    >>>>>>> BHVR should relocate it to just above the exit button, then I might be able to remember to push it. <<<<<<<

    https://us.v-cdn.net/6030815/uploads/OZVP7ZBU5WTB/untitled-1.jpg

    Okay and now to prototype your idea aswell.

    https://us.v-cdn.net/6030815/uploads/JSPDMH9CH9X7/image.png

    Okay, my Photoshop skills are not the best, But this is how I would do it.

    If not for your idea about gauging even matchmaking, but at least for getting more votes into the System.

    I believe more votes = more knoweldge for the Devs = more game design changes eventually.

    That's a pretty nice mockup, thanks

  • @TwitchyMike said:

    I mean he just came out. And most licensed characters don't have very many skins.

    Most licensed characters release with 1 or 2 skins.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504317#Comment_2504317

    Idk about removing the noise altogether, just make it occur later on in the animation. Pig already bullies at lower levels, if she could sneak up and get grabs just as easily as Ghost Face it'd be brutal. The noise is also necessary for Ambush counterplay.

    The crouch speed change wouldn't be enough if you run the numbers. Honestly there's no reason to nerf charge time, it could even be buffed imo. Conditioning them like that is already a big part of her Ambush play, especially at higher levels, I'm just worried that if you make it 1s it'll be brutal to use at higher levels, especially once they learn to time it and not fall for like a 0.2s charge. The biggest issues with her Ambush are the numbers. It takes too long to crouch, doesn't last long enough, and charging time isn't quick enough to surprise them.

    As for the collars, I agree that'd be the counterplay, but that slowdown would be so extreme if your partner gets in chase, and it'd literally drag you into the chase. Eventually Pigs will just learn that they can catch the collar partner in a terrible spot because they literally have to follow you when you chase their buddy. A shotgun collar add-on would be pretty fun, but I think you should go in a different direction for it. The 16m reveal idea isn't bad actually, it'd give you an immense amount of info, and they'd still be forced to leave gens and slow themselves down if they want to stop it.

    Also, I'm curious what your thoughts are on my Pig rework, you should be able to find it on my profile if you're interested.

    it's more that i wanted to remove the sheath noise, but I forgot.


    since you asked,

    i dont like the crouched movement speed being faster then survivor run speed with add-ons. that was a point I decided to stick with when increasingbase movement speed, that the limiting factor of the ambush dash shouldn't be being able to crouch at survivors, that it was a measure of counterplay that you couldn't gain distance

    Im not a huge fan of a slow crouch/uncrouch, i'd prefer the instant, but I guess it's counterbalanced by the fast charge speed.

    i dislike the automatic trap activation, because it partly takes away from her slowdown by making the team not need to work together to delay gens, but I guess its better lethality.

    i don't like the trap removal still being rng, but the weighted system is much better then the current system.

    i don't think search time needs to be reduced at all. i think the default time is fine.

    those ambush speed/duration addons are very overpowered. increased duration and speed scales very fast, they can be individual add-ons maybe.

    i dislike triple sets of add-ons. there's no need to have 3 to increase crouched movement speed, 3 for ambush speed and 3 to reduce search times. at most, with 2 you can combine them. having 3 is a waste of add-on slots.

    tamperered timer does not need a buff at all, it should be removed. you're just encouraging low effort playstyles by buffing it, particularly with the automatic trap activation. same with pig seeing the timers, it's fitting for the lore, but from a gameplay standpoint it's not good.

    pausing the timer if pig is too close to a box is a good idea.

    letting the last survivor escape is good.

    utility blades and shattered syringe changes are neat, but you have 3 addons for reduced successful ambush dashes, I think having some for missed dashes are a good learning tool.

    status effect changes are good.

    amanda's letter might be too strong with that change. wraith's similar add-on is annoying and strong enough at 12m. removing debuffs is good tho

    amanda's secret is just the same as the letter but worse, I feel that devalue's the iridescent's uniqueness and is unecessary

    rule set no.2 change is pretty fun tho.

  • @wayneradiotv said:

    The Shotgun Collar idea is dope, probably should be a pink instead of a purple though?

    You're not wrong, but she already had 2 red add-ons that I thought were as deserving of being red. If I could give her 3, I would, but 2 is standard.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2502035#Comment_2502035

    As someone who plays Pig consistently at a high level, good survivors won't leave till you start charging. But I understand the Undetectable part now, I like it. I'd prefer they just delay the unsheathing sound until just before she can grab

    And again, there's not exactly counterplay when you're forced to follow the killer sometimes lol

    I completely forgot the unsheathing noise. Yes, remove that. Kill it. It's annoying as hell.

    I think the crouch speed change would help with survivors who leave the loop and let you catch up to them faster, but it's something that might need to be seen in-game to see the benefits of. Fake the dash, uncrouch and chase to condition them to stay at loops so you can dash. I might be too optimistic that this would work admittedly

    True, the shotgun collar might be a bit too awkward to Counterplay. The correct counterplay in my head is to have a survivor help you do the box, and stay near that survivor if they get in chase. Maybe even run across the map using the 60-seconds to find someone else to tag along with. It's trading the gen slowdown for keeping survivors running together, so I wanted it to be annoying enough to be worth the trade.

    It might be better if it revealed the aura of Survivors while not within 16m of any of them, to make it less annoying. But I was worried that might be too big of a nerf, that'd make it useless

  • @Sh1ndi said:

    Everything is cool, but I would add those:

    RBT CHANGES

    • While trapped, the survivor can not see the auras of boxes and can't interact with them, just like Freddy's way with alarm clocks. There is no danger while the reverse trap is disabled.

    So Rule Set No.2 as a base kit and even better, because you can't touch the boxes if the "game" isn't started. I've always found it senseless that survivors have the ability to take off the disabled trap.

    • Generator's completion turns on the trap. The survivor now can see auras of boxes and can interact with them. The game has started.

    It would be great if the Hello Zepp soundtrack starts playing at that time. The soundtrack is cut for the timer length, and the anxiety of it changes due to the bulb's light color and time remaining.

    SEARCHING JIGSAW BOXES

    • To remove an RBT, a Survivor must search 3 out of 4 Jigsaw Boxes OR 4 out of 5 if there is an add-on for additional boxes.

    Rule set no.2 is a terrible add-on that swaps amazing slowdown for barely increasing lethality, and I hate it. I would hate it if it became basekit.


    Also that 3/4 4/5 box thing is already a part of the rework above.

  • @bjorksnas said:

    Problem, the changing of ambush times and addons turn her from a 4.6 killer to a 4.7 killer with the right addons just for spamming ambush

    Don't worry, I've run the numbers, it doesn't do that. That's something I double checked while planning.

    @glitchboi said:

    Now this. THIS is what the Pig should be! I love this rework, it actually makes Ambush more viable in chase, it allows you to stealth more consistently, and it removes the RNG factor from RBTs making it focused on slowdown!

    I also really, REALLY love those add-ons. For instance, Shotgun Collar completely replaces your RBTs with something new, which is awesome!

    Thank you

    @Tekno_Badger said:

    Some of the add-ons are good and really interesting ideas, but the power changes are either unclear or just not a great idea. Pig's Ambush is useless at higher levels because survivors can just run away while she charges, which would now take even longer with this rework. And being Undetectable when Crouching only lasts 4s? Not a great idea. Removing RNG altogether from box searches is a no-go as well, even if BHVR would go for that (they won't). Taking 20s for a gen could be problematic, and it hurts solo-queuers more than SWFs, which isn't great. Shotgun collars would also be extremely broken, as whoever is partnered up with you when you get hooked or get in a chase is all but forced to follow you (and the killer) there.

    Best thing to do to Pig is, to keep it short, nerf trap timers, make them more consistent with less workarounds, buff stealth movement, buff the Ambush, and buff/rework the add-ons. I have a more extensive rework posted already if you're interested.

    The decreased crouch speed makes it more easy to fake the dash and catch up to survivors who leave the loop. The intention is to psych the survivor out of leaving the loop while ambushing. Further empowering the "will she dash or not" mindgame.

    While the charge speed has been reduced the total time to crouch and charge had been cut in half. The decreased charge speed has been compensated by the increased duration.


    The 4 seconds only refers to the period where undetectable remains after uncrouching. While Crouched, undetectable lasts infinitely.


    Survivors won't Counterplay this isn't a fair criticism. While some will make sometimes, acting like players wont adapt isn't realistic or a fair argument to make.

  • @Emeal said:

    https://us.v-cdn.net/6030815/uploads/U30G3DRBB3KK/image.png

    I need this addon in my killer life. I wish Pig had a load of addons like this.

    i'm glad you like it

  • It's cute, but I won't throw the entire game to meme around, unless I'm in the mood

  • Freddy Vs. Jason

    He's got the best look out of all the default style Jason's. The jack is pretty neat.

    An on-fire version isn't too far off after that.

    Maybe 6, 3 or 4 if not that.

  • Do you have the endgame screen or know what perks and add-ons people were using?

  • Yes. She's got the axe, she can chop the wood.

  • Never seen candyman, I don't have anything against him coming in but I don't have any particular desire for him to come.


    That being said, I find it hilarious how much people keep guessing he'll join every time there's a new chapter. I hope he never comes just to drive those people wild.

  • I think it's Chucky. New TV show coming out, he'd fit the cosmetics well and it'd be a very unusual killer to have in dbd.

  • best archive challenge they've done honestly.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394554#Comment_2394554

    I had not gotten that far. The intention was three colors, and some way to fit in a juggling animation. But discussions with other designers and the UI team indicated three was going to cause interface complexity issues. So that was dropped before I had designed what the different bottles would do.

    I'm very happy with how it turned out in the end. The various other developers (programming, UI, VFX, audio, QA I hope I didn't miss anyone) involved in the implementation did a great job!

    I'm so dissapointed that you didn't make the bottle swap animation, juggling the two bottles. i'd love to just walk around the trial just swapping bottles to juggle

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382147#Comment_2382147

    That -is- what you're talking about when you're suggesting it should be nerfed, though.

    You can't make an argument for something to be nerfed by comparing it to another of the same type of item. You have to look at the overall performance of the thing you're arguing about.

    Yes, Unbreakable blows Tenacity, Flip Flop and Soul Guard out of the water. But that isn't an Unbreakable problem. That's a problem with those three perks being (With a mild exception of Soul Guard) absolutely useless. Flip Flop basically ceases to exist outside of a Flip-Flop Power Struggle build, which is situational as all heck and generally quite pointless, and Tenacity is only there to support Unbreakable. Soul Guard can compete with it but has a terrible activation condition where you need to hope your team doesn't do what they logically will.

    Unbreakable isn't overpowered. It's just a decent perk, nestled in a bed of abject garbage. Nerfing UB down is the opposite of good balancing, since good balancing would be buffing the other picks.

    This is a problem with survivor perks in general, there's a couple of good ones, and then a ton of absolute trash.

    That isn't what you said tho, what you said was implying I just didn't like unbreakable and anti-slugging perks when the opposite is that I want better equalisation of their strength.

    I don't think unbreakable is overpowered. I think unbreakable is a decent perk with 2 very good strengths to it. It's why I said it should be split into 2 perks.

    Buffing the other perks would be a good move but buffing them all to being unbreakable's strength could be potentially overpowered, particularly when combined. I think unbreakable should be nerfed because I want the power ceiling to be lowered, so the floor can be raised without worrying about the resulting combination having unintended consequences.

    Just buffing those perks without taking into consideration the resultant combination of them is terrible balancing.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382204#Comment_2382204

    So is the solution to nerf Unbreakable, or buff the others?

    I think it's both, nerfing unbreakable by splitting it into 2 perks and raising the other perks to match the new position. Lower the ceiling and raise the floor essentially. It's just that everyone always talks about buffing the other perks so I made this post to say "nerf unbreakable".

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382147#Comment_2382147

    Your title suggests nerfing the perk, and I'm saying I think it's fine how it is. You say it blows the other anti-slugging perks out of the water, which may be true for most but Tenacity can be as or more effective than Unbreakable. Just requires a fellow survivor to pick you up when ready.

    I'm not talking about the actual strength of the perk tho, which is what it sounded like you were talking about. I'm talking about needing it due to the relative strength of it compared to other anti-slugging perks and equalising them.

    But yeah, tenacity is great, but it works better with unbreakable. You don't even need the other survivor. Other perks like soul guard, flip flop, no mother etc. Are crap on their own and need unbreakable to reliably work on their own.

    Also my issue with tenacity is that the killer can notice the increases speed and pick you up and you need to get to another survivor and the closest one might be on the other side of the map whereas unbreakable is 20-seconds and you're up. That's why I'd say unbreakable is better.

    That's my main issue, is that if you want something to counter slugging, perks other then unbreakable are either weaker, useless or need it.

  • @GoshJosh said:

    I think I can count on one hand the amount of times I've seen Unbreakable used since the DS nerf... very situational perk that is fine as is.

    That's completely not what I was talking about, but ok.

  • @IlliterateGenocide said:

    its a one time use perk, its fine. there needs to be perks that counter slugging.

    That's completely not what I was talking about, but ok.

    @Bwsted said:

    It 's truly high reward high risk. It's heavily reliant on killers' choices. You mostly go trial after trial without getting a proc. So, when it does proc, it needs to make a difference.

    The current synergies are not an issue. The only problematic one was with old DS and that's gone. If you're committing more than one slot for one situation, then typically you're making a bad investment.

    It blows the other anti-slugging perks out of the water. True that. But it's more of an issue of those perks being underwhelming.

    While it's true that it only happens rarely, I think that all the perks should be equally useful on that scenario.

    Eh, I disagree. you don't need much perks, so why not combine them for more fun effects. It's not an uncommon thing. Quick & Quiet with head-on. Small game and inner strength. Borrowed time and wglf. Some things just work better together.

    Besides, I'm not talking about any of the combos being problematic. Just annoying with how well they combo. Some things having synergy is nice, every anti-slugging perk having synergy with a single perk is dumb.

    The issue with that is, that if they were all buffed, to the strength of unbreakable, then the combination of them would be potentially overpowered. While I do think alot of them could use some buffing, I think a better solution for equalising them is to nerf unbreakable aswell as buffing them. Lower the ceiling and then raise them up.

  • A lot lol. William Birkin, Tyrant T-002, Mr.X, Jack Baker, John Kramer, Lakewood Slasher, SH Nurse, Robert Englund Freddy, etc.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2321560#Comment_2321560

    yes i understand that, but i just think it's just so odd that his add ons can change his power so much and so drastically. just hard to wrap the old noggin around.

    fair. it's just a stylistic choice to fit the Bioshock games.

  • @Bran said:

    honestly bro, a lot of that could be reskinned from already existing assets and what not (kinda i guess), but that is just too much for one guy. almost completely broken. idk if its broken as in needs to be fixed or broken as in op.

    the drill rush kinda cool, who cares if we got similar killers.

    the plasmids were nice, but all those effects and stuff...gonna need to tone it down a lot.

    to clarify; you can only have one plasmid at a time, and which plasmid you have depends on your add-on equipped. think freddy's dream pallets

  • Doctor. Put on both iris and just go around zapping people for the heck of it.

  • @GannTM said:

    Give Yui a street racing cosmetic with a helmet please.

    Please yes. Give the biker a bike helmet please

  • Ghost face 100%. I wanna know more about his lore.

    Pig to give them her cosmetics. Her lore would be cool too.

  • Not a Deathslinger main or anything, but I've played a bit of him here and there.

    Quick scoping is a major thing to learn. Even just the act of aiming, then pulling up your gun is so much better then trying to aim after raising your gun.

    While reeling your chain breaks faster but a survivor is pulled towards you. If you want to go towards a survivor, say if you're on one side of a loop and you want to get around the loop to M1 them, don't reel.

    Your harpoon moved at the same speed as a fully charged hatchet(with a smaller hitbox) so if you've played huntress you should be able to use that muscle memory for judging long distances. Keep in mind you have an 18m range though.

    Don't be afraid to break the chain to injure people. The stun is decently long but damaging is important. You don't want to struggle with the first health state, the second one is harder to get.

    I've found sloppy, monitor and nurses to be a very strong combination of perks. Keep them vulnerable and easy to sneak up on.

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