gfed
gfed
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@steamed_hamzzz said:
First of all it causes more harm than it’s worth by being used as a way for tilted/ selfish survivors to kill themselves the majority of the time, ruining the game for their other teammates
and for the very few times it actually does work it’s just another way killer is screwed over by RNG
overall it’s just a bad/ outdated mechanic.
removing it would give killer the peace of mind that all of their hard work can’t be undone by bad luck, and also give the other survivors the peace of mind that their teammate won’t “rage quit” after being the first person to go down
Probably it should be removed to prevent people entering the second stage on hook faster, or alerting others that the killer is camping. Slippery should grant the ability to unhook at a gamble if players want to play that method. I actually like this idea.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/242140/my-suggestion-for-freddy-krueger
I'd actually be down for this. Dream Pallets aren't even really that good anyway, so I don't see the harm in adding them to his basekit.
i made this post about the usefulness of fake pallets and make his special ability Dream Tokens
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@EvanSnowWolf said:
https://us.v-cdn.net/6030815/uploads/LXGD7T7NU41A/image.png
From Facebook (obviously).
Thoughts?
It look good, the hook count and generator count seem a bit off in my opinion.
I have a opinionated proposal change if you guys like it and if anyone does too, let me know your thoughts also. My other suggestion it to put the hook count on the right side of the generator count in my proposal change, if that fits the idea of spacing. Thanks.
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@Mandy said:
I'm making this thread to try to put things in one place, I appreciate players frustrations right now - I'm a player too don't forget. But keeping your feedback constructive is imperative.
Please try to keep your points as clear as possible, comments such as "this is trash" is completely unhelpful and will just get comments ignored.
Thank you
Mandy
The new seems a bit off. The points earned isn’t much to notice. The same with the mending and dying state bar being too small, please enlarge. The icons are small to even stand out, examples are hex icons, emblems, and status effects. Enlarge this also. Running both healthy and injured needs fixing along with crouching. They are both wonky!
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@Mandy said:
https://us.v-cdn.net/6030815/uploads/985AXDZ4E4UA/crctk9y-5b1-5d.png
As shown in the recent Q&A stream, we have a proposed rework for Object of Obsession and we really want to hear the Community's Feedback on this.
Please comment your thoughts, ideas etc onto this thread for us to gain as much information as we can with regard to the above proposal.
Keep it civil please and be as constructive as possible, otherwise your comments will be removed and your feedback then not heard!
{disclaimer - remember this is just a proposal for a change, not a guarantee that it will change or will take this form}
it seems okay but I think the every 3 seconds should either happen between 45 seconds to 60 seconds or happen only outside the terror radius
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@Mandy said:
I don't have a big problem with Adrenline because it means the survivors are down a perk throughout the whole match really - which is the same as I think of NOED.
The only change I would make, because it's the thing that doesn't make sense to me - if you're being carried to the hook and Adrenaline pops, then unless you wiggle/are dropped, once you're hooked you lose the healing aspect of the perk, so when you get unhooked you'd still be injured - the speed boost I have no issue with then. That would mean survivors would need to be more careful when they pop that last gen as well.
Can you guys disable the effect of having to be tied to Freddy’s power in the aspect of being woken up? If I recall correctly, the developers mentioned that they don’t want perks tied to killer powers and I know that it’s rare for that happen but it still falls in that category.
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1396865#Comment_1396865
Exit gates powered = last gen done
Not exactly because if the killer closes the hatch, the gates are powered
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It wouldn’t make sense if it’s both. Let me reword this properly, end game collapse should activate when the gates are powered.
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I honestly think that end game collapse should be active when the last generator is finished instead of when the gate is opened. That way it can be more effective. Any thoughts on this?
