We have temporarily disabled Firecrackers and the Flashbang Perk due to a bug which could cause the Killer's game to crash. These will be re-enabled in an upcoming patch when the issue is resolved.
Comments
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As a former Pyramid Head main (now Drac), that's not as useful as you think: The survivor is now instantly put at an edge of the map away from the Killer This system is somewhat predictable: you know they will always try to spawn as far as possible away from you, so you can get a general idea of where the caged survivor…
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Years of experience developing games, not necessarily years of experience playing them. 10 years of just developing Solitaire doesn't necessarily mean you'd be able to come up with "fresh new ideas" if that's all you've done or played, as your experience was limited in scope. Also, it's not like they're designing by…
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Not really? The dynamic in guess who involves an actual person trying to mimic the mannerisms of NPCs, with natural human error being the thing that can expose them to the hunters. I'm suggesting that the survivors know who the imposters are from the get-go, and do not want to be around them for too long as it can give the…
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Yep. Had a similar idea for the legion where it was basically using The Twins mechanics: you can swap between characters who populate and chill around the map while not being controlled (as that was back before they introduced any AI to the game).
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Well, most mimics are used in social deduction gameplay. DBD gameplay doesn't really promote that. And of course with comms it can complicate things if you're trying to conceal an identity. But social deduction is a bit watching for strange decisions/movement from a person, that deviates from the norm. So what if you…
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Don't you think this a problem for killer? A lot of killer dislike this aspect of gameplay and actively found it unfun. Otz specific had interview tru3 awhile back where he said that he used like altruism actions from survivors that would encourage protecting teammates and keeping the team alive. After his 2nd interview,…
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An interesting take, but I think it's an overly complicated solution. And no doubt people would still complain about how slow and dull crawling everywhere to do those actions still is, or sitting in place recovering. Give them a method to perform a self-pickup to regain the agency you describe, just make it not the most…
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Hooks require a commitment from the Killer, and provide an opportunity to rescue the Survivor through things like stuns/blinds/sabotages. Hooks force a stricter time-limit on other survivors to perform a rescue before the hooked survivor gets closer to death. You can also "bleed out faster" on Hook if you so choose, and…
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I don't disagree that it is counterplay, or a choice, but it is initially counter-intuitive: The survivor is conditioned to avoid the beams, is punished for acquiring three stacks, but then part of learned counterplay is brute-forcing the stacks if you gain some since they don't dissipate over time, and while there is a…
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I typically just pickup as soon as I get near a dying survivor. Gonna take a bit to unlearn that for the last survivor.
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TBH I just played a few matches and totally forgot about it. It's not like there's any indication it's available. And I even read the patch notes and had discussions about the base-kit mori.
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I don't mind them when they can be used to jump-scare survivors such as with some breakable walls near generators with Stealth Killers (like on The Game). Or if they open up new paths (The Game and Midwich). But as a chase concept, they kinda fall flat. It's only something that adds gameplay value to the Killer, who…
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So the arming time makes it more or less useful in a loop where the survivor will likely be circling back around like a rock loop/car loop, or you doubling back at certain loops that most other Killers wouldn't. Needing to aim it across the pathways they'll likely traverse upon you completing your go around. ("aiming" it…
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So, to generalize her chase: Place down a Drone, possibly to get a "snipe" upon placement depending on if the survivor is in an animation lock or not (which they nerfed with the Fast Vault Immunity and inconsistent initial beam projection) The Drone is placed at your feet, or was placed in a loop prior if you were…
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What are the basic mechanical elements you like about the previous Skull merchant? To someone that hasn't played her, what is a synopsis of how you approach her Power?
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hmm, okay, so at the very least it’s a zoning tool, though unfortunately with no indication of a beam prior to the beams activation without prior knowledge on the survivor side of how it works. A potential zoning tool, and an area denial tool, potentially an information tool, that is also entirely reliant on the SM having…
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Oh, so survivors had no chance to dodge the initial beam? And also probably favors high DPI to flick to a beneficial angle on button press if dealing with corners? Was that indicated in the power description? Or just a commonly used tactic that arose from the technical implementation?
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haven’t played SM. When placing her drones, is it kinda like a nurse blink? Holding the placement button causes it to fly to the point (or go up/drop down at the point), with the point going further and further away until the maximum? (Probably being able to cancel it like a huntress hatchet) Or is it just dropped at your…
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And from a thematic point, that repulsion you feel, and the inability to skip it, coupled with the tension/trepidation you have, of it possibly occurring later in the match to you, is metagame horror.
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The in-game purpose is that the Killer player is augmenting their gameplay in a manner to achieve said Mori over just another Hook death. It’s a carrot to chase.
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My opinion is that if it were to be added, base-unbreakable could only be performed while under a hook once you’ve fully recovered. The odds of a survivor having been purposely slugged (or having sacrificed several perk slots and gotten lucky the Killer didn’t just pick them up) in such a case is very likely high.
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Ideally slugging shouldn’t be entirely stopped (crawling for your life seems thematic, and there are reasons to go for other survivors). But as it is right now, kinda like how with carrying survivors didn’t use to have the wiggle mechanic and then eventually introducing the wiggle mechanic so Killers actually need to be…
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I think all classes are getting base-kit Unbreakable. And an infinite version at that: “Players can pick themselves up by using/consuming their ability if it’s charged”. Though not much has been said about the new survivor class abilities or what those cooldowns are.
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Ideally the ambiance/gameplay/actions that occur in DBD would allow anything to enter the fog and feel as though it’s being embraced by horror. That being said, those things themselves become part of that ambiance, and if it’s overall too goofy/detached from horror, it can detract from that ambiance. Kinda like with the…
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Then simply use the strategies you use in the standard 1v4 for flashlights: bat at swarming survivors, get some injuries, maybe even switch focus to another survivor, leaving the dying survivor slugged for a short while. (we still don't know the availability of the self-pickup yet) face a wall. pickup the survivor as…
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good thing they introduced a self-pickup method. Balanced around the survivors ability cooldown. Though we don’t quite know what that duration is yet, or when exactly survivors could trigger it. So now you have a choice to leave them to eventually get picked up (but they’re currently unable to perform other actions), based…
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Abundance could be a concern. We’ll have to see
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… Isn’t the point of 2v8 to play with another killer present? Not just separated into two 1v4 pens?
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Or maybe if it's too much a problem, that other mysterious being you're queued up with could try to intercept/harass the flashlighters. In an almost… co-operative fashion?
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Waiting will still be a concern even this time, most likely. Still the only method to play co-op Killer. Something more interactive? Not more sit-n-spin gameplay at a generator. As gens are done, Hexes spawn that slow down gen speed. Survivors can cleanse them to remove the debuff.
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that’d be a nice way to wrap the game more quickly once the gens are done. Killers more lethal so now you really want to get out and not stick around. If queues are a concern, that could potentially help by shortening some matches that would have otherwise gone on longer with altruism loops with endgame hooks.
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They said they're introducing a UI element to tell you when a survivor is in the void. (presumably this would be applied to each survivor individually so you know who and how many as well). Survivors are also Broken and unable to heal there, so it's not a place to reset. It's only a "free chase escape" if they enter it…
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That'd be interesting. Wonder how the license holders would react to such a suggestion. Possibly a method to restrict voice-lines to a cosmetic if that's a concern for whatever reason.
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Oh no free map traversal for slower Killers (using the smaller void area to traverse larger distances via portal entrances/exits acting as a distance multiplier) a ranged projectile attack useable by all Killers (that can probably go over/through pallets and windows) grabbed while using the Void for traversal/patrol, and…
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TBH I skimmed it and hastily wrote a response that I didn't fully edit well after re-reading the article.
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FatalFashion. Perhaps they'll eventually try to reach the level of FashionFrame in Warframe with accessories. Though that would likely be a total overhaul.
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That being said I think DS basekit is uninspired and boring.
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@Royval Bamboozle would like to have a word. As would most anti-loop powers.
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Not really that great even if you are tunneling.
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Is it a base-game tool? Or a Perk that limits loadout variety.
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I like to use it on Killers whose TR audio I like (though I don't hear it myself). Like Pyramid Head. It would best be used to make Survivors less sure of your position/cause them to think about escape routes at a larger range, as though you could be closer than you actually are (similar to how Wesker can benefit from this…
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Hmm, the wiki shows that it has only ever received "buffs". Reverting to the "Original State": The Perk now only works if you are Hooked. The Killers Aura is only revealed with the T3 Perk and only within 8m T1 only shows the Aura of one Survivor to all other Survivors. This a troll post?Oh, wait, wiki is misleading, so…
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Possibly. Though unlike small items that a character carries with them, those are multiple large map objects that have a greater influence on overall map ambiance. Perhaps stick with a Unique Killer/Survivor Charm?
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I use Wolf form to catchup to survivors after I hit them/they use SB/Lithe/etc. because I think that using the bat form is a bit too cheap in such a scenario. Haven't really seen people DC much in my lobbies (but I'm playing casually competitive and "fixing" my MMR so this isn't great feedback from a "Competitive mindset").
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Google images for dreads seem to indicate that they have many more strands than just 4. Even if it comes across as dreadlocks to some, it doesn't seem like it'd be a harmful association and possibly could serve as a reason to purchase/pick up such a cosmetic. Though I'd still keep it in mind to be spider-themed (and not…
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Does Fatal Frame have an iconic enemy? Not sure if it'd be a full chapter, or a survivor paragraph.
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Oh yeah totally. Being able to Stan for their favorite Killer character by using their unlockable item skin(s) would be cool. (But I wouldn't say all items need to have skins from a Killer/Survivor for the sake of ease, some items might not thematically fit for some or a certain item fits very well)
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Oh gosh. In the scenario of not having unbalanced queues, BHVR has quashed the hopes of "player progression" when the servers are "healthy". Maybe a global bonus when things are "normal"?
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RE is an actiony game. Better than New buffs non-actiony things. Maybe make it so that It helps the person the next time they're in chase? Better than new: After healing a survivor, or yourself (with a med-kit specifically?), the next time they are Injured they leave blood less frequently (or no blood pools) and have…