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Entchenklein

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Entchenklein
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  • people who suggest outpost creators having to beat there own outpost havent given that idear a single thought
  • maybe a alpha outpost would be awesome Alpha Outpost: -You can select one of your bases to be the Alpha Outpost -Never depletes only needs to be reactivated once every 24 hours -Every trap you use in your Alpha Outpost must get bought seperately aka you want 100 spike traps you have to buy 100 same for guards and Trap…
  • my main issue with coop is that it breaks some core game idears for example trapping at the genmat becomes useless as soon as you have a coop partner the coop partner just waits outside and you are good Also infinite revives is a little too strong in my opinion maybe onle 2 revives per try would be good I am ok that coop…
  • My main issue with the arc barier is that its not just op in some circumstances but almost everything the builder can throw at a arc barrier user can just be countered by it ironically the best thing you can do againth arc barrier is actually building a killbox the thing the arc barrier was supposed to counter in the first…
  • personally if killboxes were not a thing i would already be bored by the game there are not many ways how you can hide a trap and i really like whats going on right now as a builder i try to make my map impossible and as raider i look closely to weaknesses in the enemy base and try to beat it the thing is if you want a…
  • personally i feel like it should depend on the map for example when the map has 10 kills per raid attempt you die 9 times so you are better then average meaning you gain points you die 11 times you are worse then average aka you lose points also maps that have a higher kill count per raid attempt should give more resources…
  • About the outposts dying to quickly i am suggesting the outpost just stays active till a certain amount of raiders steal your genmat this way you can be sure you are at least getting raided a set anount of times and have the oportunkty to make kills with your outpost
  • personally i feel like the shield is way to strong anyways yes it counters killboxes kind of however it also makes other bases kinda trivial aswell oh no i get atack sound *plops shield* a few seconds later *plops shield again* ironically trap spam is still kinda the best option to deal with shield also minionspamm
  • For Raiders it would be a optional side task also the creator of the map has no saying in what modifiers affect the raiders I am not sure if people will ignore a potential way to make there base earn more stuff especially modifiers that change how some traps work could lead to interesting new base layouts
  • Since The game is out now i want to bring this post back to the top again
  • but only as a option cause i personally hate view bobbing but if there are people who like it they should have the option to enable it for them
  • hmmm +1 Armor would be interesting cause it would also make the Relentless modifier usefull again maybe but personally i feel like even tho its kind of a useless perk it should still stay cause some people might still find it usefull and it can get usefull again when new modifiers are getting added
  • The thing is the first outposts i made were pritty unique they had something special about them but once i realized the outpost only lives about a week or so asuming you even get to prestige them i just slapped a few killboxes together and turned on overdrive way more efficient then actually thinking about fun and…
  • What i came up with: Raider Ranking: Every Outpost Has there Own Ranking List Aka Outpost1: Player1 4 Death 10min Time +25 Player2 5 Death 11min Time 0 Player3 12 Death 20min Time -25 Season Takes 1 Month after the Season Every Leaderboard of every outpost will be taken Players get +25 Elo when beeng on the top Half of a…
  • Personally i feel like a ranking system would not suit this game also i can already see a few problems with this system: Raiding Time is strongly dependent on how big the map you are raiding is so you can eighter get very lucky or unlucky Same with Death if you just get a lot of easy maps in a row where you almost can not…
  • Its kinda frustrating if you have 10 days and then suddenly your base is useless to you Especially since it will be only 1 day on the highest prestiege mode As it is right now i basically copy paste my base once it runs out and i dont waste much time on base design a few tweaks here and there but not really finetune my…
  • wall climbing Harvester would be nice but i think making a perk out of it would be more interesting so you have something aditionally to unlock but then you would need more perks for the harvester so you can choose and think about your decision
  • Reorganized the suggestion a bit Included Raider Modifiers and Raider Streaks to potentially make raiding more interesting if people have more idears for modifiers to add would love to hear suggestions and what everyone thinks about the new idears
  • The thing is what i realy want is having a game where i as a builder take on the challenge of preventing people from getting to my gen mat to me its realy fun designing traps to make it as hard as posible for people to get to my genmat its exciting to me to design the most difficult challenge possible I have a few…
  • "Can you understand why having the requirement of a fully functioning path, with no surprise or variation, that makes EVERY MAP be completable just by following a predetermined path, is FAR more limiting than saying "go nuts, but make sure you can beat it yourself"???" First of a functional path is limiting thats true…
  • No matter how you turn it rading your own base would only get anoying and will not fix much except people dont wanting to build bases anymore cause they have to run through them themselfes and yes you can technically fine the creator path but if you are skilles with building you know how to hide something like that and…
  • I Reworked the Harvester Modifier a bit with "The Harvester Path is visible to the Raider" this way people can still find there way through a maze The traps Activating when destroyed was actually supposed to trigger on a delay not instantly since that would be way to broken also when a modifier is active the raider will…
  • If you dont have a harvester path then people will start to use creator paths and the maps will likely get even worse
  • Updated the Suggestion a bit and added Some more Modifiers If anyone has more idears for interesting outpost modifications i would love to here them
  • Completing your own outpost will get anoying: I want to shift a trap somewhere else oh i have to play the entire outpost again I see in a replay a raider is doing something i havent expected and i want to fix it oh i gotta play my entire outpost again Oh my outpost gets a prestige levelup i want to add a few traps or put a…
  • you pay scrap to refill your genpool evectively converting scrap into genmat and levelups for the cimera yes you can do that likely indefinitely but remember you can only have 5 maps up at the same time
  • To my knowledge you can already refill your outpost so if you dont reach the next prestiege level you can just pay some scrap to refill it and try again you dont even lose extra capacity or prestiege level you only have to pay scrap
  • The Modifiers are Optional you can do them meaning you get more rewards or you can ignore them and you get regular rewards as usual rerolling is something i am not sure if it should even exist on the one hand it would be nice to have some controll over the modifiers you get on the other hand if you can pick and choose the…
  • Potentially Negative Building modifiers Traps Trigger 10% Faster -10% Income Building Blocks Have 0 Building Cost but are limited to 1000 -10% Income Traps Trigger When getting Destroyed -20% Income
  • The main issue i am trying to fix with thous "Traps" is that in a lot of my Outposts i end up having long empty hallways that do nothing besides having a few traps in them but beeng super boring to the raider i am aiming for killing players not bore them to death this way i can offer a faster way to complete a boring…
  • "While i like the idea in general, the modifiers would have to be super carefully chosen and balanced, and (at least some of them) should come with a downside for raiders as well when fullfilled probably (which would make the whole thing really interesting imo)." Yeah modifiers have to be balanced of course but thats…
  • Not Really Traps more like funktioning blocks that help the map creator to let raiders skip long boring routs Teleporter: Instantly teleports The Raider to the Linked teleporter Teleporters are color coded aka first teleporter pair is Red next Yellow and so on the harvester does not take the teleporter so there still has…