Jacoby2041
Jacoby2041
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- Jacoby2041
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Comments
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Why tf did they make prestige cost bp... they say they want to reduce grind but they add a literal paywall every 50 levels you can't avoid. And it's not like before where you can just keep going without prestiging, now you can't get anything else on your character unless you pay more bp for no reason. And then you start back at level 1 where you may very well be unable to get the stuff you want until you level up a bunch more. I guess just get to level 100 so you don't have to prestige anymore nerd!!!11111111!!!!!!!!!!!11111! 🤪
I also find it hilarious that they nerf ds for being a "free escape once the gates are powered" but then otr gets buffed to achieve the same purpose and works when the gates are powered
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Killer perk:
Internal Bleeding
Your attacks inflict damage which can't be recovered by normal means
- Each health state lost by a survivor increases the charges required to heal that survivor by 0.5
- Survivors in the dying state can only recover to 80/70/60% without the assistance of another survivor or perk
- Survivors who break this limit with a perk (not from being healed) will be inflicted with Deep Wounds upon recovering
Survivor perk:
Backdoor Exit
- When the exit gates are powered, the hatch will spawn and you can see its aura for 4/5/6 seconds
- You can open the hatch without a key, but this action takes 30 seconds
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Or you can run prove thyself and set up the 3 gen even quicker by repairing generators in order with your teammates
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I have a few characters prestiged (some to 3, some to 1), but most of them not. I wish I knew more specifics, because if I'm going to try and get everyone P3 for some kind of special reward I'd rather get started sooner so I don't have to cram as hard. On the other hand I don't want to start prestiging like a maniac without knowing what it is because maybe I wouldn't really care and would rather not lose all my items and extra effort prestiging people when I'd end up with more or less the same amount of progress if I kept all the perks/items. I don't want to end up playing 12 hours a day because they didn't tell us what it was until a week before it drops, but I don't want to prestige a bunch of people and lose a bunch of time/effort and stuff for something I didn't want
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Nemesis zombies moonwalking in the corner of the map for the entire match, or getting stuck on literally anything. Or forgetting someone was there within 2 seconds. Sometimes they display the ability to track info for a long duration, but most of the time they have the attention span of a fruit fly. If they had better pathing and their ai worked consistently they'd be my favorite passive ability in the game... actually they already are, despite all their flaws I really like them. But they could be so much better!
Trickster knives just disappearing if you don't hit enough to damage someone. Like, do they just disappear? Do injuries that don't reach a certain threshold just magically disappear in the entity's realm? People should at least have to take a second to remove the knives/shards of broken knives. Also main event should stay charged until you want to use it, I know they let you hold it longer but still
I think someone else mentioned it but, Victor dying if he's 1 inch off the ground on any object. Honestly, I think it would make him a lot more interesting if he could get on top of things as long as you keep controlling him, and he should only die if you leave him on top of something. Twins are kinda garbage anyways, they should at least have something that makes them bearable to play
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Monstrous Shrine change, I think it's the only perk that came out on release that hasn't been changed
Scourge Hook: Monstrous Shrine
At the start of the match the basement hooks become Scourge Hooks, which are revealed to you in white
Each time a survivor is hooked on the Scourge Hooks, the following effects apply:
- The survivor cannot attempt to escape the hook
- Rescue actions take 30/40/50% longer
- When rescued, both survivors suffer the Incapacitated effect for X seconds, X being the distance the killer is from the hook in meters, with a max of 30
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Those built in mori/key mechanics with some info other than soon.jpeg
Also prestige and/or grind reduction info other than soon.jpeg
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I feel like there should be a timer, after which people on either side can concede without a penalty. Long enough so you won't reach it most of the time in a normal match and it can't be abused by people just wanting to dc, but there in case of extreme instances of people getting stuck or hostage holding or cheating. Someone shouldn't have to sit in the game for 30 minutes to an hour doing nothing for no reason and being forced to take a penalty because there was no other option
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I feel like the perk should be reworked, along with Sole Survivor while we're at it. Both perks rely on teammates dying, which is not a good condition to have, and even when that condition happens the perks still suck. No idea what they could be changed to, maybe they should have different names and effects altogether
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/2946147#Comment_2946147
The bottom is most likely borrow time. I'm not sure what the left one is.
The bottom one looks kinda like BT but BT has a watch and the hand is clenched, but this one's hand is open and it looks like a little lantern or locket or something. Could be custom icons I guess
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Looks like those electric muscle stimulators really work
Also what are the bottom and left perks?
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The problem isn't even BT itself, it's people using it to bodyblock. "ooh boohoo killer is tunneling me off hook" while they're literally running infront of you preventing you from chasing anyone else. If they remove the unhooked person's collision and give killer free BBQ then I'd be okay with this
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I would make these changes, I think I mentioned them on another thread somewhat similar to this one a while back:
Resurgence: Negates Hemorrhage for 30 seconds after being unhooked
Solidarity: Negates Hemorrhage while healing another survivor and for 10 seconds after you stop healing them
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Give 'em THE CHOP!
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Junky man. Probably because Demoman
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Announcement that info about built in moris/keys, prestige rework, and grind reduction will be coming in the 7th anniversary stream
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I think instead of getting rid of brown and yellow offerings they should've gotten rid of brown and green offerings. So you can influence the map but not straight up choose it
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That trailer looks cool as hell but I don't really know what this all means. I stopped following the game a couple months after it initially released due to the gameplay and meta getting kinda boring, so I don't know what else happened between then and now but hey, I'm always willing to give any asymmetrical a chance if there's something new. Only thing is I think a lot of the player count dwindled out and the game was mostly dead as far as I know, unless a bunch come back
Edit: I watched another video on their steam recent announcements from April 28th and it showed some gameplay that kinda looks the same as before, just with different characters: https://www.youtube.com/watch?v=stdZ10oCVa8 I know the other one is a cinematic trailer and everything, but they seem pretty different so either the rework comes after (and they posted something that doesn't show the rework for some reason) or there isn't really a rework
Edit 2 Electric overused joke: Basically the video on April 30th implied some kind of 4v4 or at least something more combat focused, at one point a killer defended the survivors (and died instantly but still) and then 4 killers showed up like they were on a team, but in the one on April 28th it showed gameplay with 1v4 and people doing rituals (which is the old objective) they both say "OBT2" at the end, I'm kinda confused
Yet another edit: this video that came out like 11 hours ago: https://www.youtube.com/watch?v=XrYk9jqly6Y also shows 1v4 and people doing rituals so it doesn't really seem like they've changed the formula. Honestly was hoping for a change but eh... well at least it'll keep me entertained until Evil Dead comes out
Edit 500: I found a video of some random dude talking about the changes, so there actually are some changes https://www.youtube.com/watch?v=nOXbb7bdI34 sounds cool
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They should have just put it in the tome for people to figure out through the lore instead of announcing it, that way it would feel more natural and not make it seem forced
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Meg and Nea. If I'm a survivor they're basically the killer's personal goblins, but if I'm the killer they have 5000 hours and a minigun flashlight
Also Bill, David, Jeff, Jane, and Laurie because they are loud and/or sound annoying
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Risk of Rain 2, Hades, Hunt showdown, Plants vs Zombies 2 (modded version), Brawl Stars, Deltarune, 7 Days to die, They are Billions, Creeper World 4, Stardew Valley, Skyrim, Minecraft, Minecraft Dungeons, Roblox, Identity V, Bloons TD6, Dauntless, Slay the Spire, The Forest, Remnant From the Ashes, Minion Masters, State of Decay 2
Some I haven't played in quite a while, but I like all these games. Wish I had more asymmetrical games on there but there aren't many of them. Maybe I can throw Evil Dead on there soon
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Because after 10 years the grind would get back to where it is now, which according to bhvr is a perfectly acceptable reason to not do anything about it
Despite the fact that permanently reducing the grind by a third would be huge and even after 10 years of stuff being added to the game the grind would still be way less than what it would've been had they not removed perk tiers. Not to mention they can do more than one thing about grind, surely that's enough time for them to come up with more solutions, assuming the game even lasts that long
200 perks with tiers = 600 vs 200 without tiers
1000 perks with tiers = 3000 vs 1000 without tiers
It's always going to help
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2909961#Comment_2909961
Why, to give the Killer one more way to lose for not having precognitive ability?
One less survivor with a medkit/toolbox the entire trial for something they might never get use out of sounds pretty good to me
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I think it'd be nice if the hatch spawned (closed) after the gates are powered
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Hopefully they'd come up with something unique and not just make him trapper with a teleport
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I think it'd be interesting if downing someone made them lose like 10% of their health bar each time they go down
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I think of Identity V, on one map there is a tram that goes around the map that both sides can ride on, which periodically stops at a few points around the map. There's a cooldown to riding and it always drops you off at the next stop so you can't overuse it. If someone gets run over they are knocked back and stunned for a few seconds
On another map there is a cave system with 3 levels, and on the bottom floor there is an AI enemy which will attack survivors or stun the killer, the killer can attack it back. But there aren't any gens down there so it doesn't affect the game much, just kind of a neat element. There are also ladders going to/from each level which both sides can climb, but survivors have a strength meter that prevents them from climbing too much
There is another map that has mud puddles that slow people down and evil vases that make noise when anyone is close to them, and another map that has streams running through it that slow people down. Most things can benefit either side and don't affect the game that much but they give the maps a bit of personality that extends beyond the aesthetic level
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The worst part is they can literally put in the tape in your face during the hit cooldown. I feel like if they get all the way to full condemned and don't put the tape in before you get to them they deserve their fate and shouldn't be able to get away with no consequence after all that
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Resurgence: added effect - you are immune to Hemorrhage for 30 seconds after unhook
Solidarity: added effect - you are immune to Hemorrhage while healing another survivor and for 10 seconds after you stop healing them
Boom, problem solved
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Usually I can look at a tile/building from a distance and know exactly what it's going to have and where. Like if this spot has a window, then I know a certain spot is going to have a pallet, if there is a breakable wall here then this other doorway is open, if a pallet is there then there won't be a pallet here, etc. Also can tell the orientation of a tile/building just by looking at one side of it. There are some things I can't tell until I'm there, especially on indoor maps, so it's a bit more useful on those but still, some things are always the same or only have a little variation. As far as pallet status I can usually make a good guess based on game sense; if I know someone was chased/downed in that area recently then there's liable to be pallets missing so I shouldn't count on them being there
Also in regards to knowing if pallets have been used, Alert and Any Means Necessary are pretty good, don't have a range limit, and have some other functions besides pallet status, though they do require a bit of memory since their info is temporary and AMN has a cooldown if you lift a pallet, but I think they're a better alternative
I feel like WoO is most helpful for those who aren't familiar with the map or tile nuance, and maybe on some indoor maps in certain instances since you can't see as far, but I think the training wheels can be taken off once you're pretty comfortable with the map and have some good game experience (or watch a few Otz videos about tiles). Ultimately, it can be pretty nifty but I definitely wouldn't say OP and there are better options if you're confident in your map knowledge/memory
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If I get hit with any knives I'll just wait 15 seconds for them to disappear and the wounds to magically heal
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@certi51 said:
Who cares?
Person X is a diccc
So what? He has the right to be one. Conformism is a modern disease.
If one person can be a dong then another person can not like them for being a dong, or point out an error on a map, or do anything that is as or less egregious than being a dong (in this hypothetical scenario)
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I think they're nice how they are, I would only change a few things:
Shrine should give way more BP for buying already owned teachables, like 500K or more since it takes way longer to get the shards for the points than it does to just get the points by playing. If you have all the dlcs and have the skins you want then that's about all you can do with them besides just not using them at all
Also would be nice if daily rituals gave a few shards (like they do on mobile) also weekly rituals would be cool too
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The developers keep putting challenges that make you ignore what you're "supposed" to be doing (or take way longer to do if you play normally) so if they really didn't want people doing it they wouldn't keep putting that stuff in the game
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I used to always have my Steam profile public for years, never had any problem with it despite playing many multiplayer/online games and interacting with people online. It was all well and good, had some decent/cool interactions from time to time but dbd changed everything, now my profile is basically on lockdown because I don't want a bunch of cyberstalkers trying to ruin my life because I committed the atrocity of being in the same match as them, regardless of who won or lost or how I played. Funnily enough this only really became a problem when I started playing killer
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I always forget, and then when it gets to the offering screen I'm like "NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO I FORGOT!!!!!!!!!!!!!!!!!!! I'll use one next game for sure" and then I forget the next game
It seems like sometimes it automatically reequips an offering you used last round and sometimes it doesn't (even when you still have more left) so half the time I waste one I didn't want to use because I didn't take it off from before and half the time I wanted to use one but I forgot
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I think Boons should break when snuffed and Hexes shouldn't be able to be blessed
Also a mechanic where each time someone gets injured it takes 0.5 more charges to heal
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I think it's just a coincidence, and I'm pretty sure the newspaper "teasers" have been done before
I would like a fnaf chapter just as much as I'd like any license (assuming I know what it is) but I think everyone's smoking some ligma thinking they are giving us a bunch of fnaf hints
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This is my favorite totem spot that I've seen personally. I've heard of some totems that spawn on top of a hill or in another high obvious spot called "lighthouse totems" I think they've mostly gotten rid of those. Not that the new spots are much better though
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Actually teabagging and clicking slows you down and you're not doing gens so it's not a valid strategy (or at least, not a good one)
While you're following me around furiously slapping the ground with your ass and doing minigun impressions I'm killing all your teammates and those gens aren't getting any less dusty
I've had an astonishing amount of people throw the game trying to get the killer's attention, and by the time they get it they realize they don't want it
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The developers don't make core changes like that, it's too much work and they're too afraid of messing something up. That's why we never got the game opening phase, generator fuel/parts, built-in key/mori mechanic, or any other cool ideas they've mentioned in the past. I'm sure all those ideas would be fun and make the game way less boring, but they never see the light of day because the developers are slower than smoke at implementing anything and everything they add to the game is just one more thing they have to balance/fix bugs for. I'd love for them to add any of these things but we're 6 years going strong still having nothing new that isn't tied to a perk, killer, challenge, or event, besides breakable walls, and those aren't even on every map, and they don't add much to the game besides basically being an unusable pallet
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Ones that require you to do something where you need the opposition to mess up or let you do it. Like get X pallets stuns in a match, get X flashlight saves in a match, get X grab interruptions in a match
Also any that require you to pull some kind of crazy stunt that will take a million tries and if you don't get it in one trial you have to start over. Often these two categories are combined
I'd much rather have something that takes a long time but I can make steady progress than something that I only have to do once but is near impossible to pull off
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I couldn't get my friends into the game, they will scream and run as soon as they see the grind
Also I don't really have that many friends in the first place
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The real grind is waiting for the update to reduce the grind
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Their idea must be really damn good if permanently reducing all current and future grind by 2/3 isn't good enough for them
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That built in mori thing they were talking about forever ago, I think it was in the 5th anniversary or somewhere around that time I don't remember exactly, but they mentioned it once and haven't mentioned it again so I hope they didn't scrap it like many other new mechanics/ideas that don't make it in the game. I've always been hoping for them to add new mechanics and things to do that aren't tied to perks, challenges, or events, but they rarely do. Game gets a little boring after a while
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It's kind of like when you wear some kind of weight for a while and then you take it off, you feel lighter and stronger, and then you put it back on and you feel heavy all over again
Basically not having Nurse was so nice that having her back now is that much worse, because people saw how good it was without her (at least for those who don't like her)
Not saying I necessarily agree or disagree, but I think it's a decent analogy
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you can say the magic word for poop but not obliviousness or Rancor or phone. it's basically roblox logic
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8
I have barely played the game since they added boons (not due to boons, I still don't like them though) I watch people play/talk about it but playing the game myself is just too boring and monotonous. I always try to come up with new ideas of perks and builds and stuff to do but it's never enough. I always get tired after a few rounds and have nothing to alleviate that boredom
That being said, I'm still here, trying to make it work. Maybe one of these days I'll find the magic killer or the magic perks or the magic setup that will make me want to keep playing, but they never add anything that's actually new besides a power and some perks and they don't seem to be changing that any time soon. Sometimes they talk about new stuff and I get excited but it never happens, it's just soon.exe
That being said though I feel like I've had a pretty good break (I did play some during this time but not a lot) and I think if I get into a killer I hadn't played much before I could find something to refresh my experience a bit. That's all a big fat maybe though. Maybe I'll just get burnt out again, who knows
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Patch: doesn't touch a perk at all
Perk: yo let's crash the game all of a sudden
Spaghetti code go brr

