SirFrancelot
SirFrancelot
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- SirFrancelot
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Also ran into this bug today and phasing again fixed it for me.
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This makes a lot more sense, now you can obtain a full survivor and killer outfit.
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There are many potential ways to attempt to balance the hatch, but the reality is that the entire endgame needs to be reworked. The hatch just doesn't fit with the current implementation of the endgame.
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@Runiver All I can say is I agree with everything you said. Have a good day
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Out now!

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I am hopeful that Behaviour will manage to license some cosmetics for the 2018 film since it would be a nice to get some more love for Myers and would also serve to hype the film's release
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Terror radius is an essential part of Dead by Daylight, its one of the core gameplay mechanics that the game uses to relay information to survivors. It also permeates all aspects of the game, with some killers abilities being built around it (e.g. Myers) and also many perks and add-ons being based around adjusting it. So it would be impossible to remove without completely altering the game itself.
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I rather like the aesthetic that the team went with for the prestige weapon designs, the bloody veins flowing across the weapons make it seem as if they are alive. Instead of making an easy reskin with a blood splatters on them, they animated the weapons, which is a lot more difficult of an undertaking and I can appreciate the effort put into them. My favourite has to be Myers' pulsing blade

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Let's consider each of the proposed changes and how it will affect the endgame:
- Exit gate regression (Automatic): With 4/3 survivors remaining this will have a very small impact since both exits can be opened at the same time and if the killer can chase a survivor away from an exit another survivor can resume the progress very soon after. With 2 survivors remaining this will have a slightly bigger impact since both exits can still be opened simultaneously, but chasing a survivor away from one exit will most likely lead to it regressing considerably. With 1 survivor left, this will be very powerful since the killer could simply wait near a progressed exit and let it regress. The survivor would struggle to kite an exit and open it.
- Exit gate regression (Manual): If this worked similarly to how generator regression works, then it would have very similar effects to when it is automatic. However, if it was an interaction which the killer does and the period of time interacting dictates the regression achieved, this could be more powerful. The only problem being that time is a killer's worst enemy and so this would end up being less useful.
- Timed Exit Gate Closure: When 1 survivor remains, this makes no real difference since the survivor can escape instantly through the exit upon opening it. With 2 survivors left, if the killer manages to hook someone, then it becomes a lot riskier for the other survivor to attempt a save. With the exit opened they would have limited time to unhook and get to the exit, or they could attempt to open it after saving, which would be a dangerous proposition with the killer in pursuit. With 3/4 survivors, a survivor can remain near a door to open it while a hooked survivor is saved, so the timing would be easier to manage for the survivors. Additionally, this would encourage camping since if an exit is open then it benefits the killer to keep a survivor hooked for as long as possible.
So upon examining each of these proposals, it's difficult to say which of them would be the most appropriate to implement. Of them all, I would favour timed exits since it would have the largest impact of the 3.
Another possible change which I thought of while considering these would be to give the killer the ability to close the exits through an interaction with the switch (which could be timed) if they manage to hook a survivor after the exits have been opened. This would discourage camping since the killer can take the opportunity to close the gates and potentially secure more kills while leaving the hooked survivor open to saves. It would also make staying to rescue a survivor more dangerous since if the killer closes the gates, they will have to reopen them. So, in essence, this would be a stronger version of Blood Warden, but I think it could work well as a base ability. Let me know what you think.

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As amazing as this would be, I don't think it's realistic since it would require creating additional animations for each killer, which are some of the most difficult/expensive things to make.
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I think that you would need to implement either 1 & 3 or 2 & 3 together since if the gates are only opened for a set amount of time, survivors are more likely to leave them at 99% before going for a save. I like that this would also introduce an interesting dilemma for the survivors to consider, being the choice of escaping immediately or risking getting locked-in to save another.
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I'm very doubtful of them being able to renegotiate licenses to get cosmetic dlc, but we can hope

Fingers crossed for some cosmetics to tie in with the new Halloween film that's coming out this year.
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The build I always like to play is:
Brutal Strength
Enduring
Hex: Ruin
AgitationBS & Enduring for the pallet eating, also allows you to be risky with lunging through pallets without losing too much time (very effective now thanks to the pallet vacuum changes). Ruin to extend the game, always useful. Agitation to cut down on time to get survivors to hooks, as well as being able to hit survivors on the way to the hook. Used to run Whispers in the past instead of Enduring, but managed to kick the habit ;P. Use any add-ons you wish, the perks make a good general purpose build. I often just run with common add-ons cause I have loads of them to spare.
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Not all original killers have been free in the past and also devs gotta make money somehow
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The devs nailed the atmosphere of the films with Myers and none of the other licensed killers come close to how well executed he was.
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Wraith was my OG before Myers came along, used to love him for stealthy plays