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Lockheart

Lockheart

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Lockheart
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  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/858572#Comment_858572

    Will there be a very weird scenario because in Stranger things, the Halloween movies are definitely a thing. Max even goes trick or treating is Michael Myers.

    So did Steven and Nancy just start fangirling when they saw Michael you know before he started attacking them.

    Did Steven and Nancy feed the Myers

    If they're randoms when I am playing Solo.... Yeah they fed the Myers, they always do

  • I'm giving 90s or early 2000s... Neons lights and tricked out customs on vehicles is nothing new and almost something more popular back then. When kids thought real life could be just like Need For Speed: Underground and the first three Fast & Furious movies. If anything her dress sense is a little older too. Or, at least, that is what it feels to me.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/855566#Comment_855566

    You read it wrong

    Here is a more descriptive way of me saying it

    It takes a lot of BloodOrbs to fully charge it on its own, or you could hit a healthy survivor 2-3 times

    That's not a more descriptive way... That's you changing what you said... Like, seriously?

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/855459#Comment_855459

    I do know what is power is, which is why I said he needs alot of blood orbs

    But you don't. It doesn't take a lot of blood orbs and doesn't take 2-3 hits as you said. In fact, you didn't even say anything about blood orbs and simply said that it takes too long to charge from 2-3 hits... Like, yeah, it takes a long time to charge from 2-3 hits because you're not supposed to charge from hits... A single hit usually gives enough blood to fully charge...

  • Jinx, Executioner's Hood, Despaire and Death's Leash are all pretty cool with some slight changes to make them work with the full mechanics and of the game the perks already there.

    The others are way too powerful... And broken in other ways that make them useless.

    I don't know, not many of these seem too well thought out. Hell, Rage practically counters itself except for its secondary effect which is way too powerful. Bizarre mix of too weak and too strong that just makes them out of place and crappy.

  • I love the Archive, it kinda makes trials the story game mode already


    I would generally just love to see new things to do as killer and survivor put into the base trials

  • Oak Mori, but once Exit Gates are open, not powered. Because the Killer can force the end game collapse now


  • @Hoodied said:

    Meh, needs alot of Blood Orbs to get the power, but requires 3-2 hits with M1 to get it

    He is balanced completely fine

    I'm sorry but I'm not sure you've seen how his how power works. It charges from hitting, yes. But he can also absorb these floating bubblely orbs of blood from a bleeding survivor that really ramp it up. One hit can give him his power really fast. One hit and a long chase can give it him, run out, and then give it to him again.

  • He is some strange mixture of really powerful but not too powerful. I think his power is bang on perfect. Though his access to it is a little too easy, is almost his default mode.

    Still though, too early to give a fair answer. Especially given that PTB is not an accurate test at all. When I've played against him the sound was all messed up and buggy, he barely had a terror radius that worked (luckily I had Spine Chill), so counter-play to him is a bit difficult to judge. I assume that playing as him also comes with a few expected PTB bugs too.

    In full release, once he's cleaned up, and we've seen more of him against a wider playerbase will be fairer to judge.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/855321#Comment_855321

    I dunno I've seen people do well with him at all ranks. Problem is people dont adapt to playstyles or trap obvious areas.

    Trapper is really good if you play a lot of Hag and Survivor.

    @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/855321#Comment_855321

    I disagree, trapper is a very underrated killer and can be played very well and is pretty fun if you know what you are doing.

    Did not say he was a weak killer. Just boring as and against. Boring is subjective, an opinion. Even players who are good with him; his mechanic is too over simplified and too passive and too dependent on survivors. As an M1 he is a solid and powerful basis. His traps are strong when used right by him and bad by the team he is against. But it is still a boring power

  • The devs have said (and proven) that they will make new mechanics and expand the base gameplay if needed.

    Also, story. With the collection of tapes in the Archive, Halloween events previously that have had story revelations... They can expand on more lore and stories outside of the trials. Imagine having to unlock tapes/chapters of a story that was genuinely a really good story like a short novel in its own right. They can and have done these kinds of story things. Actually, my girlfriend and I are incredibly invested in in Claudette's tapes (they're so sweet and she's such a cinnamon bun) since I resumed playing a little late after the archives were released.

    Game has plenty of room to grow. Both with original content and content drawn from a variety of sources (such as movies, books, Tv shows). The game now is the least stale it has been and I've been playing on and off for about two years (I think?).

  • Just overhaul him completely.

    He's a M1 Killer with annoying Traps. I don't like playing as him, don't like playing against him because he is boring.

    His way of being played is basic Killer moveset and a bit of wasting time to wait time for Survs to maybe stand in a Trap... Just walk and swing and wait. Boring and not an interesting mechanic to his power.

    His counter-play is look at the floor when running... Remember the types of places he has put traps before. That's not a worthwhile to play against a Killer: Just look at the floor and remember a few spots.

    He is a sorry excuse for a Killer.

    Give him a whole now power, remove this stupid trap thing. Give him something else, obviously still trap themed.

  • I love how much work the devs have put into the newer Killers:

    Ghost Face's sneaky little peak, the way he walks... It absolutely nails the way Ghost Face moves in the Scream movies. Little things like this fill DbD with a little charm that makes me giddy.

    The Demogorgon's animations, the way it looks, the sounds it makes and it's little snarls and mouth movements, the badass music from the series that plays... Makes me fangirl over it so hard!

    The Oni looks amazing. Only seen a short video and played one match against him in the PTB. But he looks incredible, his power is terrifying. I have never enjoyed playing against a Killer so much as I did against him. The chases were so intense (albeit layered with PTB bugs)!!! His big thumping foot steps make him seem like even more of a beast. The red flames and his overall design are absolutely badass.

    Whether original (such as Oni) or drawn from other sources (Ghost Face and the Demogorgon) prove that the devs make some really cool stuff.

  • Update Notes

    • Bed of Thorns has a cool-down. Even with the longest spike duration and the shortest cool-down, Bed of Thorns will not be able to make more than one set of spikes at a time.
    • Bed of Thorns no longer gives a visual cue when a Survivor is hurt by the spikes.
    • The cool-down timer on Dead Man's Eyes has been vastly increased to always take longer than the clear time of a Totem. It has also had it's aura reveal time halved, reducing it to 2 seconds.
    • The Bladed Beak and Metal Talons Ultra Rare Add-ons now both reduce the maximum amount of Crows you can keep by 2. By default, without further Add-ons, using one of these Add-ons reduces your maximum count of Crows to 4. Using both at the same time reduces your maximum count of Crows to 2. So if you miss those shots or put down a Survivor, you had better find time to gather some more Crows.
  • Then wait to hit them after the invincibility. Or them before the save. OR don't face camp.

  • No, the devs are the ones who want chases to end in 30 seconds, on average. I'm simply pointing out that even under the best circumstances for the Killer, those who do not have a way to shorten chases are screwed.

    Ugh. Seriously, kid, don't quote what the devs say as being anything close to balanced. That is a steep, rocky, painful road to somewhere we all want to avoid. It is a miracle that the devs started listening to their player base when they did.

    5 gens. 90 seconds each. 4 survivors. 30 seconds chase each. Yeah, they don't know balance and never will.

    Plus, those are not the best circumstances. The best circumstances is committing to a gen, getting pulled off, and the killer has a hooked survivor in 0 seconds of chase.

  • PPS: Sorry to post so much at once. Things I just keep forgetting to add.

    OP. You call it an experiment and yet refuse to account for every variable except for those closed within youe tiny confines of a scenario... But an experiment, by definition, is to control specific variables so that you can then test the many other variables that vary. Cause, you know, variables are things that are able to vary... It's in the name. Come on, I know you can do type type and the write write so surely you must understand the words you're using.

    You did not use mathematics to confirm anything. You calculated the travel time between two objects moving at different speeds. Then that suited the role of confirmation bias all too well.

    Just like I did above, I can put your same variables in a different linear of one survivor after another and you have three easy hooks in the time only a single gen is popped.

  • PS: You want to end a chase and get a kill in less than thirty seconds? Thirty seconds already means you can down three players back-to-back (IF each chase lead directly into the other) in the same time the fourth survivor can finish their first gen without using items...

  • I'll make it really simple: Straight line.

    1) Lunge.
    2) Survivors don't just go in straight lines. When they change course, you can see from being behind in the chase and take a shorter route.
    3) M1 does not mean just flat out chase. You still juke and use mind games.
    4) M1 killers is not something encourage or buff. Killers should have to try and use skill and abilities, just like survivors. No killer in the game is just meant to be an M1 machine. .And the best killer players know they have to do more than M1 in order to counter looping.

    Don't complain about M1 being under powered. That's just saying that playing bad is under powered.

    As for looping: That is a problem... When the killer allows it. Killers CAN counter loops. All killers in the game have a way to counter it. However, it does still need fixing because the use of loops is easier than the use of counters. Rather than remove loops, just add more ways to counter them. The obvious change to pallet looping is for the entity to break a pallet used more than three times in a short time, same way a window is blocked temporarily if used more than three times in a short time.

  • @GolgiNea said:

    @Lockheart said:
    Nea needs more love. More costumes. More hair!!!

    But no moving hair. The moving hairs are a laughing stock that need fixed. Seeing them glitch about everywhere is too funny.

    Also, Nea has a particular style (which most Americans don't seem to get as it's based on European trends). "Night out Nea" don't really fit her back story. BUT! If they did, smokey makeup is NOT the way to go. She needs some of that rave getup. Bright colours, neon, and the sweet sounds of German dubstep.

    But i like the moving hair xD & youre right, i dont get her particular style but i do get my own connection to her. I can relate to her back story. I have my own American ideas of her, and i think they should consider incorporating something like that as well. Night out nea make-up makes her face look amazing xD i like the lip piercing too. I just want more variety of clothes and hair that are not so butch & Grimey looking.

    She NEEDS more clothes and hair. Absolutely.

    What I was saying about the hair is that it is prone to glitching out. ESPECIALLY when you sprint Your pretty long locks get splayed everywhere like jagged barb wire

  • @Someissues said:

    @Lockheart said:
    To add on:
    1) REALLY BAD FOR EVERYONE!
    2) Bad game design.
    3) Bad balance.

    Chose your poison.

    Why is it bad balance? You did not explain why it's bad at all, it works in Identity V and I have 100% win rate as Hunter on ranked

    There's a thing called SWF in the game and it negates everything in this regard, they can balance SWF after solo players gets a small buff, which is needed since SWF is so strong on this game, SWF on identity V is balanced, you will get draws but it's still possible to win not like get bullied

    it works in Identity V. 100% win rate as Hunter on ranked. 100% is hardly balanced unless you are the best Hunter in that game.

    But no. I was saying that camping, in the "cat and mouse" way I mentioned before, puts the killer at a disadvantage compared to the 2nd type. It literally means the killer is giving the survivors an advantaged chance to get the save compared to normally camping nearby.

  • To add on:
    1) REALLY BAD FOR EVERYONE!
    2) Bad game design.
    3) Bad balance.

    Chose your poison.

  • There are three types of camping:

    1) Face camping. Just staring into your victims eyes as they wriggle on the hooks. This is bad. It throws the game for the killer and ruins the fun for the survivors.

    2) Nearby camping. Camping a hook nearby, within range. Killers should stop doing this as it does hurt them a lot. However. Survivors should stop feeding camping killers... Wait. No. We get punished, lose points, lose ranks, if we don't get those saves.

    3) Patrol camping. Or lure camping. I like this. Adds a little cat and mouse to the game. Especially with a Wraith or Huntress. You do other things near the hook. Keep yourself busy. Break gens. Break pallets. Etc... You also stay just enough distance away for survivors to think it's safe. Then appear or get a crafty hatchet shot in fro ma good distance. Down one or injure another, then give chase to any left standing. This is fun.

    I mean, hooks are in the game so that we still have a chance of saving our team. But they are a punishment. So if you get downed when saving someone; your fault. And if you get downed right after being saved; partially your fault but all I see are bad saves for days. Seriously. The bigger issue is teaching survivors to do safe saves.

  • Bamboozle is for windows, not pallets, I thought?

    Also, break the pallet or walk away if you're going to get looped. 90% of loops are the killer's fault.

  • So... Clown?

  • Nea needs more love. More costumes. More hair!!!

    But no moving hair. The moving hairs are a laughing stock that need fixed. Seeing them glitch about everywhere is too funny.

    Also, Nea has a particular style (which most Americans don't seem to get as it's based on European trends). "Night out Nea" don't really fit her back story. BUT! If they did, smokey makeup is NOT the way to go. She needs some of that rave getup. Bright colours, neon, and the sweet sounds of German dubstep.

  • I feel like there are not really enough decent perks for this to work.

    Also, and I can't believe that I have to say this, every survivor should be allowed to have a competent build that gives them a fair chance at the game. Limiting perk access would entirely ruin that.

    The problem is not SWF. The problem is the game. At it's core; an asymmetrical multiplayer game is always going to be exactly that: Asymmetrical. Bad balance is just a fact.

    The developers of this game fail to understand two things: 1) They made a team based "party" game and expected people to not play in teams. 2) The very game they set out to make, from it's first conception, was unbalanced.

    4v1 means that the 1 needs to be able to match the 4 in the game. But in instances thrughout that game, the 1 is matched against one of the 4s. Making it a 1v1 in those instances... Basically: A killer balanced to fight a team is overpowered against a survivor. A killer balanced to fight a survivor is underpowered against a team. Which is a big problem. Especially since all killers can really do is chase us one at a time.

    Look. This community can be toxic. And cruel. But it also has it's amazing side (especially if you visit Twitch). It's not the community's job to fix the fundamentals of the game. Suggestions for feedback are one thing, and for trying that I think you're great. But SWF is not bad balance. It is a result of bad game design from the roots up.