TLduhDude
TLduhDude
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- TLduhDude
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A couple of (small-ish) things,
Wasn't Skull merchant supposed to be getting undetectable from retrieving the drones rather than placing them? I thought that was a change mentioned in the stream though I could be mistaken.
And if the AFK crows are being altered to trigger faster, making hiding less viable for survivors, could we see the buffed version of Wake Up make it to live servers? It was a really nice change to the perk that was gutted for the live release to compensate for people hiding
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All of this looks pretty interesting, though I'm concerned the mori changes were made a little too early. Especially with anti-slug adjustments coming up soon, would it be better to hold on bringing those changes to live until everyone sees what those adjustments look like?
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This sounds like a pretty fun kit for her to use, my only gripe (at the moment) is that the trap aspect of her kit still seems to be sidelined, is there any plans to tie the idle drones' scans into the rest of the power?
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What's the chapter about?
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Yeeeaaahhhh outside of needing a few tweaks she wasn't a horrible killer, really hope bhvr can think of a good rework they'll want to stick with
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@Serras said:
- I agree that sleep immunity should be completely removed from the game and instead add that time to the survivors sleep meter (now takes 1,3 minutes to fall asleep after using a alarm clock).
- I think that his regular terror radius should be reduced to 24 meters and Freddy should be undetectable to survivors in the dream world.
- There should be a penalty to awake survivors that drop dream pallets like, immediately enter the sleep state. They could also rework the addon that reduces sleep immunity to giving dream pallets their old effect (now you can't explode fake pallets, they are indistinguishable from regular pallets to asleep survivors and Freddy can't be stunned by them).
One other thing I would also like behavior changed about Freddy is how his teleport works. Canceling the teleport should not reset the cooldown, the amount of time that I teleported to the wrong place and lost pressure is kinda annoying).
I do agree with most of what you bring up, but I'm still leaning towards the undetectable on survivorsurvivors that are awake. Thematically sleeping survivors should have more awareness of Freddy than those that are awake, and mechanically it would make terror radius perks work with Freddy’s that can effectively keep up enough pressure to keep survivors asleep. I do see your other points though, and they could possibly work
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825403#Comment_3825403
And yet Pharmacy isn't.
I still miss old Pharmacy.
I think pharmacy was on the previous roadmap, they might be doing it in November
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@EQWashu said:
Hey @TLduhDude, thank you for your report! I do want to check some things first if that is alright:
There are two blood point pools:
The capped pool (2 million) are the blood points earned in the game. Once you earn 2 million blood points from matches, you cannot earn any more BP in game until BP is spent to lower the total.
The uncapped pool are blood points received from things such as codes, rank reset, log-in bonuses, etc.
Wanting to doublecheck the issue is not the 2 million is from in-game BP needing to be spent first <3 and as mentioned above, you can upload the video to a place like Youtube, and link it here!
I did not know that, I might've gotten over that through the rift
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There's plenty of opportunities for anthology series, either with an episodic style structure or a new story (or stories) for each season
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@dance said:
The Good Guy has arrived and he's ready to be friends 'til the end! We'd love to hear your feedback playing as, or against, Chucky.
You can read more about Chucky's Power and Perks in the Update 7.4.0 Patch Notes.
Tell us below what you think of The Good Guy below.
Pretty fun, although the footsteps aren't visible most of the time so moments where chucky should be seen via his footsteps don't always happen
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@Smoe said:
I think a tv series similar to dexter but with ghostface instead would work better.
I could see that working, a series where the dexter character goes after people that insult him or are perfectly normal people
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@UndeddJester said:
I've noticed a recent trend in this forum, YouTube and reddit, and other places online that Stealth is maligned as a problem in DBD, and lots of discussion about needing strong perks to be able to counter it, and perks that facilitate it to be nerfed.
I'd first like to say, I 100% agree that rats are a pest in this game. Regardless of whether you're killer or survivor, nobody loves a rat... however the most important thing to remember is... rats cause survivors to lose. A player refusing to take chase, refusing to take risks and keep hiding, refusing to help a player on their team who really needs it, these players are a liability to Survivors, and will often get their teammates, and themselves killed.
There is a problem with trying to stop players doing this... there is no way to prevent players from excessive hiding, without also stopping legitimate hiding. I can already hear players getting ready to say "hiding isn't fun for anyone, chase is what is fun in DBD, so its a worthwhile sacrifice", and to that I would say, you are absolutely wrong.
It is important to remember, that DBD is a horror game. There are people who will push up their nerd glasses and say "DBD isnt a horror game any more", but that is more attributable to your time with the game rather than the game not being scary. Whether you still feel like it is or not after 3000 hours, it is absolutely a horror game, and you do not hold the authority on what people find "scary" or "fun".
Getting chased and just making it to dodge a hit at window, or juking to the side and just avoiding a chainsaw/hatchet/spear, or just breaking free of Pinhead chains to reach a pallet with a microsecond to spare, this is all exciting... however it is also exciting to juke into a locker with Q&Q and sit hiding/hoping the killer does not notice, it is nerve wracking to be crouching in a bush wounded while on death hook hoping the killer doesn't come close enough to hear you, it is heart pounding to sit at the gate as sole survivor opening the door and praying the killer guessed at the wrong one.
Stealth in this game has provided me with plenty of great moments in DBD, and stealth is an imperative part of the tension to Horror... and if you try to remove that by having perks that completely nuke hiding (such as Uliltimate Weapon) or nerfing stealth perks to the floor (such as Distortion), you'll do more damage to the game than good.
Rats are cowards... cowards tend to be selfish... and as frustrating as it is, selfish people tend to benefit at the expense of others. If you have a suggestion to punish cowardice without punishing tactical hiding in all scenarios, then by all means share... but be very careful of suggesting anything with the intent of removing stealth.
Thanks for listening!
I think it's easy to forget that DBD was originally a "hide and seek" style game up until bhvr noticed people getting attached to Meg's perks, so there's a large selection of perks available to new players centered around stealth or at the very least avoiding chase.
I do agree that people sneaking around not doing anything is an issue especially if you're solo Q, and it's made worse when those are the players given the chance to escape. Maybe if something was implemented to draw survivors into the action more, or at the very least into doing objectives, it could reduce the urge to sneak over to the corner and wait till hatch
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@Saiph said:
Killers have a 60% kill rate, survivors have 40% escape rate. That means, if you as an average person click the "Play as survivor" button, you are reducing your chances of winning by 1.5x.
That is not balanced.
I'm sure you'll find a lot of reasons to explain why that's fine or you don't mind it, but stop pretending it's "balanced". Balance means 50-50. 60-40 is actually very imbalanced because of the way how percentages work.
I never said it was balanced, nor am I pretending it is. I'm more expressing how the argument for the game being one sided isn't necessarily true