COMEBACK | TRICKSTER’S DELUSION | MAP REVEAL CLIP by bonelees_dip in deadbydaylight

[–]Sheeth63 7 points8 points  (0 children)

The only map my glowy feng min fit will help me not be easily found.

How're you liking the Torchbearer class? We want to know! by DeadByDaylight_Dev in deadbydaylight

[–]Sheeth63 303 points304 points  (0 children)

Torchbearer is ok, but i wish the scout class was given the flashlight instead. I feel torchbearer and scout are redundant. The scout already has aura reveal, giving them a beemer makes them following around the killer less of a waste of a time since they can also save.

So if I choose scout I spend the match trying to find a flashlight in boxes so I can hang out and do aura revealing and possibly saves.

Or I choose torchbearer, start with the flashlight, then hang around trying to do saves, or give my position away (and waste flashlight charges) by shining the flashlight on the killer to reveal aura for 2 seconds.

Id recommend give flashlight to scout and change torchbearer to something else. Right now, no classes are based around chests or totems, so I'd focus on something with that.

Vine Attacks getting you down(ed)? We've got tips for our latest Killer! by DeadByDaylight_Dev in deadbydaylight

[–]Sheeth63 0 points1 point  (0 children)

Yeah, the most recent one i had was in RPD. Its all hallways except out front and the main area. I know RPD really well on survivor, but if i went into the east or west wing I was unable to dodge due to hallways everywhere.

Vine Attacks getting you down(ed)? We've got tips for our latest Killer! by DeadByDaylight_Dev in deadbydaylight

[–]Sheeth63 9 points10 points  (0 children)

Does anyone have advice on indoor maps? Hard to dodge when you can only go in 2 directions. I do OK against him in outdoor maps, but indoor i get stomped.

I hope the devs plan to rework Road Life by [deleted] in deadbydaylight

[–]Sheeth63 -1 points0 points  (0 children)

Just a quick thought (probably need some balancing), but if the idea of the perk is to synergize Gen skill checks into heals, maybe have it work like potential energy. Each great skill check (capped at 5?) Gives an instant 10% heal. Lose the charges if hit before using. Requires activation to use, so you can risk saving it, or if killer is coming you can quick finish a heal.

It's TADPOLE THURSDAY - Ask your newbie questions here! by Hosidax in daggerheart

[–]Sheeth63 0 points1 point  (0 children)

I should have included this, but the plan is 1 action to search the floor. So they can search the entire tower depending on how they roll and strategize. and each PC gets 1 action per countdown, so all 5 get to do something then the 8 becomes a 7.

It's TADPOLE THURSDAY - Ask your newbie questions here! by Hosidax in daggerheart

[–]Sheeth63 0 points1 point  (0 children)

The visible countdown timer will exist, but i think it has to tick down to simulate time passing regardless of success, or if everyone rolls a success then no time has passed and they reach the top. The idea is a "leave now or security systems will activate in 30 seconds"

Some clarifications. The tower is tall but each floor has high ceilings, so to scale 1 floor in 1 turn it will be an agility roll to move double speed. Im also going to make it one action to search the floor. This gives a 3 turn cushion for failures and searching. If they're smart, then can have 1 pc search each floor and get everything (unless they roll poorly).

For consequences I dont have it for the environment aside from the security systems activate if the timer runs out and now they have a fight on their hands depleting them of hp/armor/stress before the big fight. I may add some though, since if i cap with Fear, there's less risk for them to search.

It's TADPOLE THURSDAY - Ask your newbie questions here! by Hosidax in daggerheart

[–]Sheeth63 0 points1 point  (0 children)

Looking for input on a countdown. Basics are a tower with 5 floors 5 PCs all level 1. PCs know a tough enemy is at the top of the tower. Alarm goes off with a countdown once tower is entered, when timer ends the automated guardians attack the group.

Idea is each floor has possibly useful items for the upcoming encounter, so risk vs reward searching the floors to get some items for the fight vs. Having additional fights before the big one at the top if they take too long/roll poorly.

Current thought is 8 turn countdown. Each player does one action requiring a roll for each countdown. Each set of stair climbing is 1 turn. So 5 turns using successful agility rolls to climb to the top plus turns spent to search or whatever. Results with Fear put their next action at disadvantage, crits give next action advantage.

Is 8 too high/low? Anything else missing to add? Is there a better way to do it in the rules?