Comments
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They seem pretty keen to leave Myers/Freddy alone because "their stats are fine". The attitude is "if it ain't broke don't fix it" and if the performance numbers are fine, then it ain't broke. Boring doesn't matter to them.
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Alright guy. Tell me the time you say no one is playing. I want to activate my base at that time and see for myself.
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Yes, your base gets its raid the first 2 hours and the last hour. That's how the MMR works. When you first activate your base, it goes into raiders' select screens. When you've ben raided a certain number of times, it takes you out of the pool. Then it might put you back in if you haven't gotten enough raids. That big lull…
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The game is played worldwide, so off hours for you might be peak hours for somewhere else. Also your base is active till it hits x raids, so whether that's when there's a lot of people playing or fewer over the course of the activation doesn't really matter.
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An entirely different trap theme, I was also thinking that we have several traps that go in a straight line, but none that create a reliable wider arc or area. Look at the self destruct mod on a trap. It hits everything in a 0.5 block radius. This trap would do something similar in a larger radius--let' ssay it's a bomb…
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The DBD community considers these forums to be dead, that no one uses them. FORUMS in general are old internet tech and have very little traffic overall. Like with DBD, MYM's activity is on the Discord and the reddit community. I only see the community manager Brandon posting on the Reddit, not here. The only advantage…
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I imagine that will eventually happen but it's just not a priority. I mean it took DBD 7 years to get that.
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This new Sector sounds weird.
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I've noticed a trend that if all the tombs are outside with full signage, the outpost is going to be a cruel killbox.
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On the AMA someone asked about an INVASION mode where a builder could drop in and defend their base from a raider in real time. The devs said they love the idea, but it's a long time in coming because other things need to be added to the game first to support that. The first step in that direction would be adding the…
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I think it will come into the game, it's just a matter of when. During the AMA they listed their current top priorities: Difficulty, Social, Meaning/Depth in Raiding, and Variety. Step 1 with Difficulty is making the difficulty and outpost challenge visible and accurate to the raider. It's not as easy as adding more…
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In my experience, a lot of raiders aren't interested in tombs. Unless they literally trip over the tomb on the way to the genmat they don't even bother, and even then some raiders still ignore then. So trapping seems a waste. As a raider, I'm not playing for the challenge, I'm raiding to get resources. So I always…
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What circumstances do raiders just run into burning pistons? Double down for bolts. Definitely the "meh" at first. But players have trained themselves to step out, wait for the arrows, then charge down the hallway and then die.
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When Dreadshore came out they said "Weeks", and it's been two weeks since then; I was guessing today, but no dice. So probably next Tuesday.
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Things like the hound (several attacks to kill the raider) and the behemoth (several hits to kill) is something they won't do becaues they have specified they want everything to be 1 hit kills. It keeps things simple, means you don't have to keep HP in mind. That said other things aren't bad. Some ideas: Assassin. They can…
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[quote]if you find 2nd wave to be less desirable, don't use it?[/quote] That argument can be used against Anything that anyone says is weak or underpowered. The point is to not have things that are weak and not used, you want everything to be balanced.
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I suspect there's not enough names in NE to support all the bases built. Now, what they could've done was use Canadian names. If/when we inevitably expand to other parts of the world I do hope we see those locations' names. It would be disappointing to expand to Western Europe and not be getting Glasgow or Liverpool or…
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The game has a barebones story as is, story is not why people play the game, so anchoring content to story is pretty bass ackwards there.
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I think the reason it pulls from the same pool is because the pool is All Names of Towns/Cities in RL right now. So there's...no new place names because all of earth's cities are in there. Or at least, I think it's all North American?
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Probably same as the grapple hook. Which works well, since I see this as the "reverse grapple hook".
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I've only prestiged early once and that was because I needed more capacity to get ready for a contest. I was unaware of the genmat boost, I tohught you lost all the excess genmat you could've gotten from extraction.
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I am very curious about the new weapon. Explosions! The ravager intrigues me. It looks to be about spreading fire, and I have a theory. The enforcers had a mod in the beta that allowed them to shoot a shotgun like effect of like 4-5 arrows in a little cluster. I wonder if they were testing that, then built a guard around…
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Normal. Because I can't get in the door of a dangerous outpost. I suck.
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I've also noticed that sometimes the readout will say there are 0 kills, and yet when you go into the replay, there will be kills. I would like Marker to see if raider got a tomb Ability to Delete All replays.
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I'm having the reverse experience where my dangerous outposts are getting next to no traffic.
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Yeah don't expect that. BHVR used to communicate a lot with the DBD community. There were regular streams where they did Q&As, talked about upcoming developments/changes, they would show how the 3D models were made or how the maps changed etc. And no matter what they did the community raked them over the coals for it. They…
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Oops, doublepost.
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All the traps/guards/etc have been said that you can unlock through playing. So buying the DLCs gives you access to the thing RIGHT NOW without grind.
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I am excited and have no doubts.
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You can set it as a Social base. There raiders can keep raiding it, but they won't get resources for it. You won't get resources either. On the plus side it will never expire, and raiders can search specifically for your base. Anyhow I do agree that 22 hours is a bit low for the expiration. I'd prefer something like 3 days.
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I voted "I like the concept", but I just think he should be able to climb up walls/over things. I understand the need to have an accessible genmat, but it doesn't need to be wheelchair accessible, y'know?
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The glowy lights you can put on blocks. One is T shaped, one is + shaped. Well, an arrow shape! That's a clearer arrow.
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[quote]When in the Building phase, while the player is in the Fly mode, also allow the player to freely pass through blocks.[/quote] Yessss.
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I love the Follow a Builder and Threat Level progress bar. I also kinda expect a raider spray sorta thing eventually.
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A bigger concern is that raiders can unlock gear that makes some traps trivial. The arc shield is apparently really powerful for instance, etc. Maybe give a trap for free.
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The downside is that higher difficulty bases get fewer raids. This may not be an issue when there's a lot of players.
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Some sort of swinging pendulum trap. Riffing on the above treasure idea, I'd like the ability to place one or two small rewards. The tomb is nice but it's fixed in place and often deep in the arrangement. I'd like to be able to place little secret rooms and other things to reward exploration.
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Chalk me up to a builder who doesn't know what a tomb is. I sealed mine tight so that no one can fall into holes they can't get out of, and watched someone go through a corrosive cube and bounce around, I assumed he was stuck but maybe he was looking for this.
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Very useful. Thanks! Boy I wanna see one of these for the various upgrades. But I know that takes y'know, resources and time.
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I found this on the Steam community, can't figure out how to link to it. ANyways: I finally found what makes it tick! after hours of testing in a bare outpost and trying different things i stumbled on how it determines normal, dangerous and brutal. Ever thought why you had a normal outpost and decided to move a spiked trap…
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Invisible traps? No. Camo traps? Yes. The traps should change color based on the ground they're set on. The degree that they mimic the ground changes based on the addon. The highest teir wouldn't make the traps Invisible, but make it hard to see unless you were looking for the shape.
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"biggest disappointment" Release Freddy would like a word.
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The reason is because a failed skillcheck is -10% on progression and pauses any interactions for 3 seconds. Plus if the survivor uses any item (say to heal themselves) then it's going to eat charges. So unless the survivor starts an untouched generator, then something will get a nice regression. Now, combine that with…
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Bumping this simply because I hope it returns for Chapter 25.
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In that case, ther emay be a time limit to use it. Let's say, between gens 4 and 3, or 3 and 2, the Altar is available. But when the gens are done, it's gone. This puts pressure on the killer to get his rather than defend gens, or survivors will have to stop doing gens long enough to get their swap in. It would also…
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Flip-Flop requires the killer to slug and Power Struggle requires them to be at a pallet--incredibly situational. Boil Over is just flat out useless. The only other wiggle perk that matters is Breakout, which increases the wiggle progression speed by 20%. Which isn't something to sneeze at, but with this perk, the survivor…
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A QoL I'd like to see is that his stalk automatically stops at 99% and requires a second tap or the Activation button to trigger. Due to the servers' rubber banding, it's easy to stalk, only to have it reduced--or the reverse. Similarly it's easy to over-stalk, especially if your eyes are on following the survivor and not…
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I think the whisperchant should be removed from the killer side and made part of a unique heartbeat/chase music for plague.
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I don't have numbers on these because I'm not precise on balance. It's more to put the ideas out there. The weakness of some killer perks that make skill checks harder is that this hurts newer players while higher ranked players can often hit checks with any difficulty. These killer perks are focused on getting past that…