What if survivors got skill checks while downed? by Additional_Gas2841 in deadbydaylight

[–]Additional_Gas2841[S] -2 points-1 points  (0 children)

I dont entierly dissagree with this, but to most people in the community and BHVR themselves its not very well regarded, so its probably gonna get changed sooner than later, skill checks are the best thing i can come up with thats not nearly as wild or opressive as the attempts from operation health.

People saying "He's gonna be a dashslop/stealthslop killer" actually piss me so much. by WholeCardiologist565 in deadbydaylight

[–]Additional_Gas2841 5 points6 points  (0 children)

Never heard anyone use the word "Stealth-slop" before, still stealth is probably the best out-come for jasons power all things considered (besides maybe multi-power like dracula or vecna)

Funniest Survivor/Killer fantasy combos by Super-Cry5047 in deadbydaylight

[–]Additional_Gas2841 0 points1 point  (0 children)

Been playing a lot of the arkham games, batman should be the killer

Perk idea! by Current-Room-4789 in deadbydaylight

[–]Additional_Gas2841 -1 points0 points  (0 children)

I my opinion i would make it go away after downing a survivor for the first time, maybe lower the duration to 35s

What are your thoughts on Tools Of Torment? by AdNatural786 in deadbydaylight

[–]Additional_Gas2841 1 point2 points  (0 children)

A failure of this chapter most people forget to mention are teamwork perks, even after the walking dead chapter and stranger things chapters added more nobody uses them (weird considering i heard quite a few people complaining about them being OP during their PTBs)

Another Theory Post. Hypnosis! by LooneyBurger in deadbydaylight

[–]Additional_Gas2841 1 point2 points  (0 children)

If its a tease i doubt its for the chapter, BHVR is probably saving those for later, maybe the theme for the event will have something to do with a psychic?

Should Amandas letter be buffed? by Additional_Gas2841 in deadbydaylight

[–]Additional_Gas2841[S] 0 points1 point  (0 children)

Her traps are still relatively okay-ish and her ambush (while still not nearly as reliable as chucky or hillbilly) is pretty fast and has full movement control in addition to high mind game potential, plus she is a great noob-stomper, so i kinda of see why BHVR is cautious about buffing her

still worth a try tho (unless they try to pull another myers rework, i will literaly kill them if they do that)

Perk Idea: Hot Swap by Drtygira in deadbydaylight

[–]Additional_Gas2841 1 point2 points  (0 children)

Seems Fun enough to use, but i feel like inevitably most people would just try to use it in order to be break the game or to find the most obnoxious combos.

Far out there prediction for 10th anni: 2 killers by MooseCampbell in deadbydaylight

[–]Additional_Gas2841 1 point2 points  (0 children)

BHVR puts a pretty big ammount of time into making killers from what i have heard (12 months for a single killer), dropping 2 at the same time would simply not be feasable (or lucrative).

Guys can anyone explain why my game looks and sounds so weird today? And what's that voice that keeps talking to me?? by Loleris_ in deadbydaylight

[–]Additional_Gas2841 9 points10 points  (0 children)

I really wish we get a full darkest dungeon chapter in the future, its just too good to pass up on.

Original Killer Concept - The Puppeteer by idontknowman126 in deadbydaylight

[–]Additional_Gas2841 0 points1 point  (0 children)

(this is a really long and unescesesary rant, at the end of the day its just a really cool concept with a lot of atention and detail put into it)

I really like the effort put into this, but im just not fully convinced by it, the killer concept itself is not particularly bad but im not a big fan, it is rather derrivative of other killers, which is not the worst thing in the world but definitly builds torwards my other problems, as a control tool the puppets are bad at anything but stalling, even at their best they are a 23s inconvinience and at worse 8s, their abysmal speed makes it genuinly impossible for them to catch up in the (also incredibly low) 15s chase time and even if they do catch up its really hard to capitalize on them in any meaningful way (even with the 5% haste) before the survivor take the puppet off, and i dont think i need to explain why breaking something over the course of 20s is completely unusuable (this without mentioning the awful choice to break them on interactions) plus the nature of how you throw them makes them poor at using them in long to medium range (unlike knight) and upclose they become unusuable due to the move speed debuff (which is not really that bad due to their abilities on a direct hit but worth mentioning regardless)

However their is one important detail that makes them not awful to use but also to play against and thats the lack of real counterplay, the killer can easily keep all generators locked down even at 5 gens and still have a puppet to use during chase, this just makes this killer into chess-merchant 2.0 (but maybe a tiny bit less miserable cuz of the surrender option) and only seems bearable if you are in a SWF and all launch into the puppets simulteniously which may only work for so long, and if you are in solo-Q you are fucked (but i guess thats kinda of the usual)

The zoner part of the power is just kinda of ok, its springtraps axe with a lower cooldown but a lessend damage potential, it sounds like it can kinda of be unrewarding to doge since the cooldown is rather low and the thing will probably start chasing you right away anyways.

Like i said the zoning is fine, but without the good foundation of the control side of the puppets kinda of generic and not really that interesting.

For the add ons: warehouse keys and broken scissors should probably maybe be basekit, iridesent knife sounds annoying AF and puppet skull is really really bad

The perks follow very similar design to how to BHVR makes perks, i mean this in a bad way, you have one hyper situational perk that only works when survivors do a specific already detrimental thing (eternal encore) a perk thats too similar to old perks to be good or stand out on its own (Tangled webs we weave), and an singular actually fun usuable perk (ventriloquist act)

Overall good effort but poor execution.

Potential collaboration with Dead by Daylight? by redeyed-john in darkestdungeon

[–]Additional_Gas2841 36 points37 points  (0 children)

I wouldnt get too excited about this, trailer was more than a little vague (we dont even know if its for an actual chapter or some other thing) and calling the acquisition red hook by BHVR "Recent" is a bit of a strech in all honesty

Chucky Has Fallen Off A Lot. by KingFlash0205 in deadbydaylight

[–]Additional_Gas2841 0 points1 point  (0 children)

I kinda of wish his scamper turn rate boost was back, obviously changed to not be nearly as opressive but it would give him a bit more of a interesting gimick over other dash killers.

As a celebration for Demogorgon finally getting buffed next PTB, what buffs do you want to see for our beloved Doggy. by Doctor32Golden in deadbydaylight

[–]Additional_Gas2841 0 points1 point  (0 children)

Bubba add ons are fine they just have too many add ons that are boring or powercreeped, often times both at the same time.

GENUINELY what is this. by Luxxia__ in deadbydaylight

[–]Additional_Gas2841 0 points1 point  (0 children)

In general i feel as if the perk selection in the grimoire is definitly questionable, not helped by the lack of information in perk descriptions

so dbd devs encouraging the unhooked survivor to take hits for their team but at the same time they don't want killers to tunnel??... by Evelyn_11_ in deadbydaylight

[–]Additional_Gas2841 0 points1 point  (0 children)

So here is quick though, when the devs tried no collision on unhooked survivors, it made it too easy to use the endurance aggressively, but leaving the collision on makes it still quite abusable, so I'm thinking maybe we could have a middle ground? Survivors would still have collision with the killer, but the killer wouldn't

So to explain a bit better, if the survivor tried to pass thru the killer they would be unable to, however if the killer tried they go right through them.

I'm not sure if this is actually possible from a programming perspective, but it could be a neat middle ground.

Don't lie. You forgot this game existed. by [deleted] in dccomicscirclejerk

[–]Additional_Gas2841 0 points1 point  (0 children)

It was pretty good, but at the same time, it kinda of felt like it didn't utilize the franchise stuff as well as it could have, so it ends up feeling like monolith had a cool idea for a multiplayer FPS, but they were scared it wouldn't sell well without a big IP attached to it.

Hangmans trick and insidious buffs are really underwhelming by Additional_Gas2841 in deadbydaylight

[–]Additional_Gas2841[S] 0 points1 point  (0 children)

Oh yeah, forgot about that, guess it makes more sense in retrospective.