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OpalescentHare

OpalescentHare

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OpalescentHare
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  • I just learned it's a valid strategy to most killers to refuse to kill survivors and hold the match hostage. So yeah, I'm done to. I'm with ya

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194649#Comment_3194649

    You literally said they down people. They are chasing and downing, just not hooking. Slugging is a strategy. And being slugged will eventually kill you. The way you progress the match is by literally breaking the 3-gen. That is on the survivors.

    My point is they are downing Pepe because after a fuckong hour, the survivor runs up to them so they can just bleed themselves out.

    It's not pressure to make the game last long enough for survivors to actively get themselves downed. At that point it's the survivor doing the killers task for them.

  • @SuzuKR said:

    So you're telling me that you can't manage to chip away at gens via attrition against a killer who spends the time chasing a survivor to hit them once, yet downs people anyways, and all of this happens without a single gen popping? And this is the killer's fault?

    Do you seriously think it usually takes that long to hit a survivor one time off of a gen? Or to kick a gen and patrol them so that no one can stop the regression? Seriously?

    That can be done in 10 seconds tops, assuming the killer goes for the hit instead of just pishing a healthy survivor off and kicking the gen. They usually only take the hit if the survivor stays on the gen, so there's barely any chase. If you run off the gen once they are close but not on you, they kick the gen but don't hit you.

    My problem—which a lot of price seem to not be getting—id that the match doesn't end with sacrifices. It ends with survivors killing themselves since no one enjoys spending over an hour in a single match if the killer refuses to down survivors normally and refuses to hook survivors. That is not normal gameplay considering that the goal is to kill survivors. It should be considered "valid" to make the match go on for long enough that everyone quits.

  • @dugman said:

    How is it the killer that's refusing to progress the game if the survivors aren't doing the gens?

    We are. We can tap them for a few seconds, the killer hits us once, kicks it, and then goes to the other two nearby gens and does the same. We can't finish a gen if the killer is only focused on preventing gen progress and injuring survivors. If they aren't killing anyone then it's just an unnecessary stalemate where they are kicking gens and hitting survivors to no end. It's not even pressure at that point since nothing beneficial for either side is happening for the duration of the 3gen.

    It's valid to play around a three gen, not to play like the exclusive goal is to keep three gens unrepaired. The three gen is a tactic to pressure survivors for the win. It isn't a win if survivors aren't being killed. And the usual result is that survivors run to the killer in hopes they will at least down them so they can bleed themselves out for 4 minutes. That is not healthy gameplay in any way.

  • @Wampirita said:

    It's kinda your team's fault for doing wrong gens, even if a killer is a for example Doctor sitting in a beautiful 3-gen he doesn't have to move a milimeter away from, you can still pressure him and get one of those done.

    If you're in swf, tackle solo different gens, if he's refusing to commit to the chase, good, when his attention is for a split second on you, let your teammates get any % of other gens done, if he'll go switch target, you go touch the gen he's not looking atm.

    Breaking 3-gen isn't easy but definitely doable.

    Since I have to go to every single person who seems to have read the title and nothing else, my problem is not the 3-gen by itself.

    It is that even when playing as you mentioned, the killer is hyperfocised on only kicking gens and hitting survivors once. We can't (especially in solo without gen-focised builds) gain any progress, and the killer is not getting any progress by taking people out of the match by sacrificing them. That play style doesn't create any effective pressure beyond teammates standing in front of the killer and intentionally bleeding themselves out to avoid being a the match that has already gone for over an hour.

  • @Yankus said:

    Plz make it reportable if the killer tries to kill me

    Your money doesn't make sense when you read my post.


    My problem isn't the tree gen. It is killers refusing to kill so that they can exclusively protect their three-gen. I want them to try and kill me, which is my point. I don't want to be in a hour long match or more with a killer who just hits survivors off the gens when we try doing them, let's us heal by not chasing, and going back to their gens.

    I don't get why people think my issue is that I'm getting killed or with the 3 gen by itself. It's the problem of not having any way to progress the match

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193893#Comment_3193893

    You did not understand what i said..i never said you are suppose to focus on slugging but if the situation occurs which it dies with Hag then any other killer "in that situation" described earlier you have to slug!

    This is not complicated at all and you guys ate making this bigger than it actually is.

    The problem we all have is that what you said is misleading. You specifically said "Your suppose to slug with Hag!" in the post I was responding to. What me and others have been pointing out is that hag has nothing to do with that play style being beneficial. Any killer benefits from slugging if they see a survivor after downing someone. Hag has a bit more of a potential benefit from it die to how her traps can be destroyed, but hag should not be the subject of that sentence. It makes sense to say "killers" since that is just something killers should do. Hag is a killer, but--to reiterate--it's not because of any specific killer that slugging is a good idea if you grab a survivor of an unhook.

    Our problem is that you specifically say it is something That should do, rather than something killer should do. Saying Hag makes it seem more exclusive than it actually is.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190743#Comment_3190743

    Hag doesn't work that way. Your suppose to slug with Hag! If a survivor is hooked and another survivor gets grabbed off a unhook attempt that survivor is to be thrown down immediately or if they get basic attacked and downed you leave them grounded.

    This is a great strength of Hag's because she penalizes poor play and or bad decisions.

    Hag is all about momentum breaking and shifting!

    https://forum.deadbydaylight.com/en/discussion/comment/3190749#Comment_3190749

    lol you guys don't know how to use Hag at all! Refer to the post above! Hag slugs, that's how she wins, any other way and you really don't want to win with Hag and you should try another killer because shes not for you unless you understand her snd her better with her. Trust me shes one of my mains! )

    I disagree with the idea you are supposed to slug with hag as some rule of thumb. Slugging is a method available to all killers, which depending on the killer's power and the situation, becomes more or less viable (also depending on how sweaty you wanna get). I think hag has more to lose from hooking sometimes, since you can loose a lot of pressure if you placed your traps well and a survivor destroys them while you are carrying a survivor. If that's happening, the best pressure is to slug in response. So she has situations where slugging can be more beneficial, but slugging is not something you're supposed to do because of the killer you are playing. It is something you do because of the situation you are in.

    I don't base my playstyle with my girl Hagatha around slugging because it is not what I'm "supposed" to do or the proper way to play her. I prefer pressuring survivors to loop in a way that benefits me, and getting downs+hooks that way. Every killer has plenty of ways to succeed. Choosing to not focus on slugging does not mean people are playing her wrong. They just aren't playing her like you.

  • I think the most difficult part I had with learning hag was map awareness/zoning. Her traps get the most value by directing survivors to trapped areas from a specific direction. With the proper attention and planning, you can make some of the buildings on the preschool maps advantageous (which for most killers are a time sink when chasing survivors).

    I highly recommend Save the Best for Last in any build. It can be very cozy for easy hits when teleporting. Plus it synergizes with Starstruck due to her power (faster downs at the cost of slower stacks, but that can make it take longer for survivors to notice). My base build on her is STBFL, Starstruck, Coup de Gras, Jolt/Surge. She's fun to make builds for, even if the build is a bust.

  • I like the interconnection as it is so far. To me, it's not about it having to all be interconnected, so much as why it's chosen to interconnect so many things.

    Even if there was some loose connection where "Dwight's old boss is connected" to the Black Veil (though I think that's hyperbolic), I don't think that mist inherently be a problem. If it was written for the grand purpose of the narrative and is cohesive, then it's simply a direction they chose of countless possibilities. I would have a problem if BHVR pulled a Rowling and started spouting new lore in tweets without any extrapolation, even if it added to the characters. But if we got tome entries that connected Dwight's boss to the Black Veil, and that contributes to the meaning of the lore as a whole, then great. So it could expand how we understand some aspects to the circumstances the characters ended up in, and grow our understanding of the Black Veil's presence.

    That all said, I'd be interested in hearing more about what you mean when you say "it takes something away" and what you mean by "expanding the characters." Since "something" is a vague term and there are many of ways to "expand" a character. I don't want to assume what you mean beyond my general thoughts on the Black Veil lore so far.

  • @bacon said:

    I used self care perk only and escaped case then healed and got lucky and escaped through the exit gate and got the achievement not sure if only had to escape chase Thanks

    Would you mind sharing what platform you play on? I play on Switch, but the two times I did it (brought only self-care, fully healed with it once, and escaped—both chases and the trial through the exit gates), it still wasn't completing for me 💀

    Not sure if there might be a platform issue

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161720#Comment_3161720

    I get the passive aggressiveness as if you were in the right but clearly you just didn't understand it, I'm not saying if he grabs a survivor with his power and hits them against an object then lets them go because they were healthy, i'm not saying when he uses his dash grabs someone and when he doesn't slam them into an object he throws them, im saying you grab a survivor with the power, and then drop them (without slamming them, damaging them, or throwing them) just straight up grab the survivor and instantly dropping them and getting almost nothing out of it because of slightly uneven terrain not cliffs or ledges, just uneven terrain for any reason

    and just in case that doesn't make sense heres a clip I stole from someone else that shows it

    https://youtu.be/x91MgOKLcdM?t=40

    Thanks for responding to the other persons comment with more details. Your report makes way more sense to me than how I was reading you first wrote. Since you said he was dropping them, I thought you meant he would be carrying/grabbing survivors to a hook, then being forced to drop them by uneven terrain. Like the game was forcing Wesker to either slug or keep refilling survivors up each time it forced you to drop.


    That all said, I thought he was doing this (not grabbing properly with his me) because of connectivity issues on either killer or survivor side. Like it was meant to be a grab, but then the server didn't validate it so the survivor carries on like normal. So guess my assumption was off.

  • I was a fool who didn't fully read the description for hyperfocus, so I didn't know until you said something that it is meant to work on healing skillchecks. I just thought that it was bugged when healing so that the hyperfocus token counter went up for no reason.

    Good to know that I can use it for both (eventually) :)

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152492#Comment_3152492

    The 1s would be too much maybe 0,7s because sometimes if killer start hitting same time the 0,5s just ends. But I think it's fine now. But it was not that bad before I would just removed the immortality from it so then you can get hits through it.

    My main reason for extending it was pretty much that same reason: latency issues, and how the killer starting to swing at the same time (feels even more off with lunges) so dead hard just ends in mid-swing.

    My main concern for extending it was that too long of a period could mean killers would have to go back to waiting it out, which I feel was a big part of the frustration and unhealthiness of pre-endurance dead hard.

    So something like .7 seconds could be a possible way to make it more viable for people with average ping and adjusting better for activation time and swings/lunges.

  • Zarina and Oni. I wanna know more about what happened after her father's death, and I want to know what happened for Oni as a father. It can be the Paternity tome (though now that I think of this, there are plenty of survivors that could fit this theme?)

    Maybe Yoichi (oh no, he's also Paternity tome material)? I was initially hoping for either Reiko (film) or Kazuyuki (novel), and I don't feel attached to Yoichi even as a fan of the Ring license—both the films and the novels. So some lore might make him more appealing to me now that he's grown up, which is new territory for his character. Or Haddie for an event kind of tome (Paternity event??)

    But fr, no more Blight tome entries for a long while. The other killers need some attention.

  • A lot of the perks I'm seeing people counter Buck up with are odd. Perks like sole survivor and Dark Theory can be helpful still. Sole Survivor can improve your chances of escape as the final survivor due to aura blocking and opening gates faster in worst case scenarios. Dark theory can give you a slight boost while looping within the boon, so that you may be able to greed a pallet a bit more forgivingly or be forgiven for not looping tight enough, or getting caught on something for a brief moment.

    But Buckle Up? Either you're picking up a survivor and the killer is far away enough that their location doesn't matter, or they are close enough that you can clearly see the killer without aura reading. The only arguable exceptions might be indoor maps due to the LoS differences between indoor and outdoor maps (though terror radius exists as a way to know when the killer is in your general vicinity). Maybe if you need to know if a survivor is recovering, but you can simply stand on them to see their bar. Bit at that point you might as well heal them since it's quicker than recovering. So at that point they are either slugged and you should be healing them since the killer left them (botany would be more helpful), or they are slugged and being camped on the ground, where picking them up is useless unless you or the other person have better perks for picking up players lime WGLF or soul guard or DH.

    I was gonna say if Buckle up could reveal auras through knock out but it does not. And I suppose that even if it did, empathy or bond would probably be better options anyways. So nothing it offers is optimal or worthwhile by its of or when paired with other perks.

  • Even as an opinion, it's hard for me to wholeheartedly commit to any of the three choices. Overall I guess i'd go with too difficult for (soloq) survivors?? I think it was a far better patch for overall balancing killers with swfs (be it duos or a full squad). But solo q seems to have almost always been the rougher experience.

    My biggest overall hangup in saying it's balanced or sided towards killer or survivor l is with maps. I think it's important to consider how the map layouts can be a big issue for both roles. Some killers or play styles are highly map dependent, and even within a map the tile setups, totem spawns, basement spawn, pallets, etc. can vary so much that sometimes the match is easy or difficult just as a matter of map rng—for either killer or survivor. But I think that within this consideration, soloq is less forgiving for mistakes in terms of teamwork, even if a survivor-sided map and layout might be more forgiving independently (so if a survivor makes a mistake in chance but happens to have a good god pallet to make up for it, that forgiveness is useless if the rest of the team isn't using that time to work on tasks).

    As for solo being too difficult, I think overall balance will be better once they implement an update where something that shows what everyone is working on. Such as if survivor 2 and 3 are doing gens while survivor 4 is in chase. It won't be as strong as swfs with comms, but it'll make it better for balancing survivor and killer since solo players can at least work as a team with enough info for it to not be a game of hoping people are doing whatever tasks need attention (since sometimes doing gens means no one goes for an unhook or no one searches for devour hope, etc). Since it's not all that uncommon that a killer's greatest advantage is the lack of coordination available in solo play.

  • It's the kind of perk where it was useful before, and is still useful—but in different ways. Now you can use DH to check for NOED, take a protection hit while injured, maybe avoid trading hooks in some camping situations, etc. I prefer DH a lot more now since it works better with For the People now that I can take a hit for someone as soon as I pick them up (and giving them a better chance at survival than I could if I had old DH).

    I only chose other since I wonder if reverting it to 1 second endurance would be be an overall improvement for use, or if it's better to keep it at .5 second endurance. Since I can imagine arguments for both.

  • FtP sort of works with WGLF. At least when the WGLF endurance change first happened, I could only get FtP+WGLF to work after healing the downed survivor for a tenth of their bar before activating FtP. So you have to "pre-heal" a tiny bit. Maybe a bug, or maybe BHVR thought it would be OP to allow insta-heals with endurance (even though FtP and Soulguard exists to contradict that logic).

    FtP explicitly states that it will "instantly heal [a survivor] one health state" upon activation. And WGLF gives endurance to "any survivor healed from the dying state" (assuming a prior condition for activation is met). So they by definition should work together. But for some reason they still use the term "heal" for FtP and the Anti-Haemorrhagic Syringe (AHS) even though they have either unspoken or hard to find record of differences from other healing instances.

    I'm guessing it gets wonky because they (FtP and AHS) apply regardless of current health bar progression/charges recovered. So regardless of whether a survivor hasn't recovered at all or is at 99% recovery, the effects apply the same: FtP instantly heals them, or the AHS takes 16 seconds. Apparently, neither FtP or the AHS apply to tome challenges; Nor the perk Renewal, which I've always assumed was because of what I mentioned before since it's the simplest reason I can think of. But considering that WGLF is about the change in health state from dying to injured (and not necessarily the charges), it seems like it should be a bug.

    Guess we'll maybe learn one day?


    EDIT: come to think of it, maybe Soul Guard only works with FtP because it applies for being healed from or recovering from the dying state. So it applies in situations where you aren't healed at all, but your health state still changes from dying to injured. But at the same time, two people with Blood Pact and FtP can get the haste effect from using FtP as a heal? So it just seems like a mess of using the term "healing" too broadly or without adequate (consistent) parameters. At least when FtP is involved, since sometimes it's a heal and sometimes it's a heal-but-not-really... ¯\_(ツ)_/¯

    EDIT 2: 6.2.0 patch notes state that they "fixed an issue that caused survivors not to receive progress towards the Medic achievement when healing a survivor using the For the People perk." Which seems to clearly count it as healing in yet another situation. And there was a previous bug fix where the Life Giver archive challenge was not gainin progress with FtP. So it does work for tomes as a healing action too, so long as it's for health states and not time healed.

  • In addition to no physics, some of the skirts create these odd visual issues with the character models while being carried. In my time wearing Min's Axolotl Skirt with a few various torsos (maybe all torsos?), she gains a see-through gap above the top of the skirt. So you can see the environment through her body while being carried around. So there's that oddity with some of the old skirts too.

  • I like to imagine this post occurring during a Sawyer family dinner where each comment is another family member. But Bubba is playing all of the family members.

  • I play enough to finish the tomes now, and that's it unless someone QOL improvements come to soloq. But If Rebecca Chambers is revealed as one of the survivors for the upcoming RE chapter then I'll probably get a second wind for a bit. I don't think it'll last long, but it'll be there.

    The last match I had was a Dredge where no gens were done. I spent the entire match either unhooking and healing, trying to do 1 specific gen, or looping because he always came to my gen before I could finish it (on Garden of Joy). It was a waste of time and took over 15 minutes. Do you know what it's like to be in a 0-gen match for that long? While personally trying? Hell.

    I can't deal with gameplay changes that made it so chases are shorter and gens take longer, on top of no info in solo. It's doable at times, bit it just feels bad. It's not even needing a mic like swfs, just small icons that tell what tasks others are doing. At least I'll know before ten minutes that no one is doing gens so I can gtfo, or see that it's worth it to keep giving my best for my team that match and for myself.

  • @loveontherocks said:

    It's true that if you're being tunneled and killed early it's likely that you're not very good. My response is...so what? Should having one bad player on a team doom the rest of the survivors to certain defeat? This isn't Dota. We're all here to have a good time.

    Incentives should be aligned so that the most effective way to play is also fair. Right now the best strategy for a killer who wants to win is to pick out the weakest survivor and get them out of the game as fast as possible. Nobody feels good about that, not even most killers. Flashlight-clicking neon-clothed survivors who love being chased are not the ones complaining on the forums, and they are a small minority of the player base.


    "It's true that if you're being tunneled and killed early it's likely that you're not very good... Right now the best strategy for a killer who wants to win is to pick out the weakest survivor and get them out of the game as fast as possible."


    I refuse to assume that a player inherently isn't good/skilled when I see them get tunneled. Because tunneling leaves 2 options: either get killed off without a chance, or god loop. It's an unfair double-bind to claim tunneled players aren't good—particularly early match tunneling. And a lot of killers just stick to one person regardless of whether thy can down them fast or end up in a 5gen chase.

    Most good players IMO are still screwed by tunneling, unless god-looping streamers are what you consider the benchmark for good players. At times I've been tunneled out early, and I've also looped 5 gens getting camoed and tunneled off hook. For both of those outcomes, I don't believe that I or anyone should be considered "not very good." I (or anyone tunneled) was just a player put in to a crummy situation, and no one's skills should be based on whether or not it pays off to tunnel them.

  • @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/337232/anything-other-than-slow-down-builds-are-still-ill-advised

    Maps are huge.

    4 Survivors. Sometimes coordinated through voice comms.

    7 gens, only 5 need to be completed.

    M1 Killers are literally a joke. All handicapped. More pallets than an IKEA.

    Survivors with second chance perks, boons, spreading hooks offerings, sabotage, heals and offensive weapons (flashbang, ds, head on, etc.)

    It´s impossible to put actual pressure on gens only to kill Survivors. Sooner or later you will have to commit to chases, and it´s 12 hooks ahead at 2x hit each hook.

    Camping, tunneling and exploiting altruism are the only viable options. It does not pay off to chase that long with gens popping fast and 10s is literally no change to incentive Killers to patrol gens and leave hooks.

    ↑↑

    "Camping, tunneling and exploiting altruism are the only viable options... and 10s is literally no change to incentive Killers to patrol gens and leave hooks."

    Yikes. Y'all are hearing it here. Camping and tunneling is the only way killers can win or enjoy a match, despite what the majority of people who play killer would say. You're seriously out here acting like the match is a loss if you don't 4k at 5 gens. Calm down. You sorely overestimate the abilities of survivors as a whole, and degrade the abilities of people who play killer when you think like that.

  • (Pre-update story) Went against a trickster who was hard camping and tunneling Tapp on MacMillan from the start. And by the start, I mean we popped 1 gen while he was still on his first hook state and that's it. I eventually baited him part way across the map so the Tapp (who was already on death hook because we couldn't unhook him sooner) could finally be safely unhooked. As soon as that guy was unhooked, he drops chase—even though I'm injured and right there—and beelines to Tapp. I happened to find a flashlight and went to get the save, only to find out he has Lightborn and so I had to dead hard out of the way, resulting in his death. I was so frustrated that Tapp was killed that I went full toxic: T bagged at pallets, clicked to show him all the time I would have blinded him, etc. I kept him in chase for all but 1 gen doing this. The other three of us escaped. It was the closest I could get to justice for my teammate done dirty by that Trickster player.

  • @NerfedFreddy said:

    perfect patch. pure killer power fantasy and domination

    Ugh, I know that's sarcasm. but every time I see some seriously say "finally the killer feels like the power role again" or something like that, I want to scream. Of all the games to play for a power trip, some people are really out here choosing DBD as if it's supposed to be like the (horror) movies.

    But I do find it funny to apply that reasoning to other games. Imagine playing some updated Monopoly game and someone saying "finally, the banker feels like the power role again."

  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091685#Comment_3091685

    I'm that guy you're referring to. And I stand by what I said. It's not that hard to complete a match of dead by daylight. If you need to quit every time there is any shred of adversity that's a you problem that you're transferring over to the other four players in the game. It's weak sauce and actually embarrassing.

    I have only played three games since the update since I was on vacation. I'll hold my opinion until a play quite a few more games, but if it gets to the point where I can't escape or it's so rare that I'm no longer having fun, I'll take a break from the game. Not like a DC or suicide break from the game. Like an actual weeks/months break from the game. That way I won't ruin it for everyone else.

    Like honestly this whole "take my ball and go home" attitude is straight cringe. Do you guys play board games and just quit as soon as you "know" you can't win?

    Considering that your comparison is DBD = UNO/The Game of Life, I can't say I see an adequate argument. It ignores the nuances of focusing on the game itself by derailing about an unrelated subject matter. They're both games, which is a broad generalization. That does not make them reasonably comparable. And I don't care about being cringe. I care about having an explanation for why I think as I do.


    I said I can understand a lot of situations where survivors DC. If you want that to mean that I personally DC every match, then that's you inability to read what I wrote.

    You are part of the problem to me, where people either think all DCs/sui on hooks are valid or that all of them are unacceptable. My point is that things happen in the match that make it understandable at times if you pay attention to what's happening for that player. Likewise there are situations where it is completely ridiculous to DC.

    Sometimes there's a point where you/another player recognizes that the match is a loss and decides just take the L. And sometimes people decide to take that L too early. And both have been happening quite a lot more often, typically with soloq players who have been getting the short end of the stick for a while with the updates.

  • I feel like people have this fascination with survivors DCing or killing themselves on hook always being moments of "I saw trickster and instantly DC'd," when in my experience it is rarely like that.

    It's usually that one survivor keeps getting proxy camped and tunneled and is on death hook while the killer ignores everyone else. Or it's 3 minutes in, maybe 1 gen is done and people are already on death hook or slugged. Or they just watched a moment of complete idiocy from team mates (I just watched two healthy survivors get grabbed off the same gen. Picked up one, dropped, then picked up the other—stupid). Or they are being camped and the match has barely started. Or it's a 2v1 and they want the other survivor to have a better chance at getting the hatch.

    There are those insta-DCs, but in my experience so far those are not the most prominent type of DC. Those insta-DCs are also the only kind I can't think of a reason why someone would DC. At least the examples I put above I can usually get an idea of why, and typically I don't blame them for their choice.

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090901#Comment_3090901

    Wrong. If you go into games with such a bad attitude, you might as well play something else

    Wrong. You sound like the people who posted that unhook attempts should be removed and DCs should have a minimum 30minute penalty.

    I definitely share in that users thoughts. It's not about going in to the match thinking "I'll just give up," it taking in information during the match and recognizing that it's been 3 minutes, no one else has popped a gen, no one is working on a gen, and no one is coming to help you. Or that someone DCd at the star you you have no interest in a 3v1 all match. Or its early in the match and the killer is already camping. It's giving up on that match in hopes that the next one is worthwhile.

  • I feel in terms of fun both are equally capable of it. In terms of reward, killer takes the cake. It is very uncommon to have a match where the killer doesn't end up with the most or second-most blood points, even for poor gameplay. Usually matches seem to be 1 or 2 survivors with 10k or less, 1 with about 15k, and one with 20-25k. Meanwhile the killer has 28k+.

    After they increased the cap to 40k, I think both roles need a boost in points rewarded for each action. But more so to survivors since blood point gains favor killers as a whole. Especially since even the non- sweaty or toxic killers can get high bp gains while survivors get very little for engaging in the match.

  • If I have to cope with regularly being told to just run kindred because soloq always gets the short end of the stick, then killers can cope with being told to run shattered hope. I'm an equal-opportunist perk slot waster. If we have to do it, so do you.

    And I have to agree with the others who have said it's better to ask for a rework. They won't get rid of it just like they didn't get rid of dead hard.

  • Distortion blocks the aura reading for the entire duration that their aura is read. The 10 seconds you are referring to are for the survivor's scratch marks. Scratch marks are not left by the survivor for 10 seconds (at tier 3) after the killer attempts to read their aura.

    So if the survivor's aura is read 1 time, and 1 token is consumed, then it seems to be working as intended. The duration of Lethal is simply longer by a second than the duration a survivor's scratch marks are hidden.

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090025#Comment_3090025

    It'll at least keep them in the game to distract the killer for a bit

    It could mean they distract the killer because they were being facecampednand had to stay in matxh. Maybe someone unhooked them and that means they "distract" the killer by simply having to be downed and hooked again even though they are either running to the killer or afk and awaiting death.

    Or it'll mean wasting time to unhook someone who will run to the killer anyways, or do literally nothing because they decided to go afk. Or that you leave to die on hook when you might not know if they have given up. Removing the unhook function is certainly an idea, but it doesn't seem to resolve the issue in the slightest or be helpful. Some variables are confounding, and people doing whatever it takes to die in match is one of those variables.

  • Here late because with tome 12, we get more lore for Jonah. So far it seems pretty much in line with what his lore has already grazed upon. So nothing from the tome improves or distracts from his initial lore. Time to dump a bunch of thoughts:


    Regarding Pixel Bush:

    The Pixel Bush thing is bizarre to me. The primary argument that Pixel presents is that "Carmina was an activist against the regime that Jonah's employers propped up... And the story expects us to be okay with that". Which is not a sound argument due to how greatly unrelated Carmina's experiences are to Jonah's actions. Believing that the CIA is messed up for its actions during Pinochet's tyranny is a separate view from believing Jonah is personally bad. Jonah was never even remotely part of that beyond employer. That makes the CIA out to be Jonah's personality rather than employer. It seems like a misread where someone already has their opinion and then picks the text for any loose connection that supports their view, rather than looking at what the text says and using that to develop a claim. The Pinochet's tyranny reading fits for Carmina, but the application of that narrative to Jonah is forced solely because he works for the CIA. It's like Pixel had an opinion of Carmina first and then allowed that to bias their opinion on Jonah instead of focusing on what Jonah's lore actually says. Working for the CIA is not soind or valid enough evidence to apply that reading to Jonah's lore in the slightest. That they were released in the same chapter is not evidence enough in the slightest. Nor is Jonah being part of the CIA, as that is not an allusion or inference to Pinochet; Sometimes the curtains are just blue, and that's it. No hidden 40th clue or secret meaning. It's a claim that is as meritable to me as proof that Nea is the Entity.


    Considering Jonah's lore in itself:

    Jonah was part of a task force in Kwantana, which is a fictional land where the his story suggests the rebels as a threat to Kwantana's newly established democracy. He carelessly caused many civilian deaths when he was seeking to prevent civilian deaths. And while I have seen plenty of comments here, on Pixels video, Reddit, etc. That he is a murderer without remorse, his bio is very specific about his recognition of guilt. It goes so far as to lead him on a personal mission to provide financial relief for families of those he killed while dwindling the financial reserves of the rebels.

    Of the issues I have with this, it's more that the story is biting off more than BHVR can chew. There is a great deal of extreme actions which consequences and accountability can not be properly explored. Part of that is due to Jonah being a murder of countless civilians due to not catching on to the codes being fakes from the rebels to get the CIA to inadvertantly do their work (because why else would the rebels give fake coordinates to highly populated areas than that? Also, they would have checked the coordinates first? So the whole team managed to mess up everything). And part of it is that taking accountability for his actions is difficult to show well when it's such an extreme act of destruction. Wartime is just not a topic that BHVR should have gone with because it requires more attention than what they can give. This is one aspect that I think worsens Jonah compared to the rest. We don't know about the skeletons in Dwight's closet, or Meg's, or Claudette's, etc. But we know of Jonah's, and those skeletons need more recognition than what they got.

    As for Jonah outside of his skeletons, I think his personality, likes and dislikes, values, are all there. Just with a story that needs more attention than what it was given. Not because of Pinochet's relevance to Carmina's stoey, but because his own story in which citizen casualties in Kwantana mark a critical point. It was unnecessary to have Jonah take part (knowingly or otherwise) in war crimes as a way to get him taken by the Entity.


    --- I think I got that all spell-checked right despite typing it out on mobile. Sorry if anything needs clarification due to format ---

  • It's never specified, so the possibilities are broad. That aside, there are some theories that I think make sense:

    1). The simplest would be that it was due to his involvement or noncompliance with the gang (IR-28). Gangs are focused within a specific neighbourhood/territory violence where they are active. Violence can happen plenty between gangs, but it's not uncommon for nonmembers to be targeted by violence such as robbery, drug and gun trafficking, prostitution and human trafficking, fraud, and assault. We know it was premeditated due to what information Zarina got out of him during her trip to Hellshire Penitentiary. Because of this, it could be that either he was involved with IR-28 or another gang, or he refused to involve himself/his business/his family with IR-28.

    2). There are also White Power prison gangs, which IR-28 could be. It's quite clear that the Lebanese part of Zarina's identity is otherized. So her father being murdered for his presence in the gang's territory as a non-white person could have been reason enough. And the chapter was called "Chains of Hate," so it wouldn't be the most surprising that his murder was a hate crime.

    3). Another possibility is that this was secretly the influence of the Entity. The Entity has often interfered with her toys—both killers and survivors—before taking them to her realm. The Entity could have influenced gang activity to bring Zarina to Hellshire Penitentiary and take her.


    I wonder if it would make sense if we knew what "IR-28" stands for. I can't figure out any meaning that I'm confident could be logical.

  • @AbsolutGrndZer0 said:

    For the People is not actually healing them, its like a toggle, therefore it doesn't count. It's similar to how no perks (Killer or Survivor) that rely on unhooking a survivor will function with Pyramid head's cages.

    But is there really anywhere that proves FtP as different than a heal? Because descriptions state otherwise:

    • "Press the Active Ability button while healing another Survivor without a Med-Kit to instantly heal them 1 Health State."-For the People perk description
    • "Consume 1 Token to grant the Endurance Status Effect for 6/8/10 seconds to any Survivor healed from the Dying State "-We're Gonna Live Forever perk description

    So they quite directly classify FtP as a heal (they literally use that verb, "heal"). Also, the injured and broken state still adheres to all other effects applicable to injured survivors (get downed if hit, can use Dead Hard, can't heal for a set amount of time, etc). So unless the perk description is wrong, FtP by definition should have synergy with WGLF.

    Compare this with your example of PHead's power that states, "survivors afflicted with Torment may be sent to a Cage of Atonement when they are in the Dying State." The cages are defined as a separate sacrificial mechanic from hooking. Thus it makes sense that hooking perks do not apply. There is no suggestion in any hook-centric perk that the Cage of Atonement will apply because the cage is defined separately from hooks.

  • @DarkBarbarian said:

    Nevermind - relaunching the game granted me the missing charms!

    TYSM! Was having this problem too. Relaunching may be the most common troubleshoot advice there is, but I still didn't think to try it 🙃

  • (Late to the party--I know)

    It would be pretty cool if Rebecca had a perk similar to Flashbang where she makes a vaccine (iirc, she did make a vaccine in RE: Vendetta). It would allow BHVR to reuse the vaccine design to fit with her knowledge in biochemistry and being the S.T.A.R.S. Bravo team medic. Maybe she can craft a vaccine that operates similar to an anti-hemorrhagic syringe:

    • "After repairing generators with another survivor for a total of 60/50/40%, _PERKNAME_ activates:
    • Enter a locker while empty-handed and press the Ability button to craft a Vaccine. Over the next 16 seconds, the affected Survivor will passively gain 1 Health State. The next time the affected survivor becomes injured, they become broken for 60 seconds."


    Or maybe a team perk that allows everyone to see the auras of all teammates for 6/8/10 seconds after a teammate fully recovers a health state. Or something that works like Bloodpact or Aftercare where healing provides mutual advantages with the person using the perk. There's a lot they could do with more healing or support-oriented playstyles and--as a For the People enjoyer--I am ready for that.

  • It could be the "last person to wear a party hat in the fog." -Celebratory Skull keychain

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/332545/why-so-many-survivors-dont-bring-items

    How long could 109 brown tool boxes last you if you bring one every game? What if you got a tome challenge that needs you to deplete 6 tool boxes? Even with "Build to last" this will be at least two boxes. This is dangerous, man!

    SHUT UP YOU MARVELOUSLY LOGICAL BEING! This entire time I could have been using Built to Last for those item depletion challenges? You have blown my mind

  • Because I've repeatedly been tunneled for bringing common toolboxes. Legit have killers get pissy over OP items when I last-minute equip a common toolbox without any add-ons. The one toolbox that can give a teeny repair boost at best, and takes too long to feasibly pull off a sabo save. It's useful for faster Rookie Spirit value, or a toolbox/sabo challenge, and that's it. But it is somehow still too strong.

    Side-note: if you see someone bringing a broken key without add-ons, that's me. I brought it because I expect to die and my inventory deserves better than that useless thing.

  • The only way I've noticed to access event tomes after they closed is through the official wiki. From there, you can go to the tomes page and it has an event tome category. afaik, there's no way to access them in-game after the event ends.

    Edit: You can click here for the page link

  • The simplest reason is that she dyed her hair that way. Her lore doesn't mention anything special about blue, so it could be her favorite color? White hair makes for an excellent base for any vibrant dye; If you got it then use it.


    In general, the lore of her hair is rather obscure about most things: What caused her hair change? Was it just streaks, or all of her hair (her lore says, "she woke up with white hair," rather than saying she woke up with white streaks in her hair), etc.

  • Agreed! If not exp., then It'd be great if some/all daily rituals offered shards rather than blood points. I don't even do the daily rituals since the blood points don't have much incentive—less so with the upcoming blood web changes. If I got 100xp or 50 shards for downing 4 exposed survivors as ghostface, or killing a survivor by any means, I'd do it 100% 👍

  • I find it interesting that they changed the distance aspect of dead hard due to it being uncounterable. The common idea with exhaustion perks is that the survivor gets distance so they can get to a different loop, break chase, or carelessly put themself in a dead zone. Sprint burst does this, overcome does this, lithe, etc. The issue with Dead Harding for distance seems more about how it can be used whenever, *without* meeting a requirement that adequately limits it.


    Maybe if it only worked while broken? It‘ll still be a great perk in action, just with harsher conditions for use that limit it's desirability in the meta.

  • Seems like a useless info perk now. I can follow the reasoning for the vault speed change. Not so much the rest. I could understand making it so that it won't work against killers when undetectable. But if it only shows when a killer looks at you (and doesn't work through walls), then it's just telling you what you're eyes see already.


    And I've seen some players with hearing disabilities mention that it's gonna make the game harder for them to have enough information that others have to handle chases before the killer is already on them.

  • @humanbeing1704 said:

    Personally I would rather just add that as a secondary effect to head on

    Head On is the first perk that comes to mind for me too. Though Deception could also be a solid choice. Would be a nice little buff, givIMG survivors more info on which locker setups are best to use it on for a quick getaway, and from which side to best approach the locker.

  • It's difficult to see, but there are teeny detail differences between the faces. The earrings, nose piercing, and lips change between the three. The ear rings are the easiest to notice: a red, a green, and a yellow. So BHVR gave us uncommon Jane heads part 2 (and both are conveniently thiccer than other survivors; they're doin' big girls dirty with these cosmetics).

    But still, the cosmetics and rollout are unsatisfying. At this point, the only remotely worthwhile cosmetics are her locked set or the limited time prime and masquerade sets (heads aside, her common and uncommon tops and pants are all lackluster). By mid-july, she will only have her common, uncommon and single locked set cosmetics available. And I also cannot understand a reason for locking a cosmetic with such great pieces.


    I guess they were too busy making the Dredge look so stunning

  • Haddie is uncommon Jane cosmetics 2.0 (and ironically both are the only thicc survivors so far; doin' the bigger girls dirty).


    I want to like her, but so far her only good cosmetics—especially the face ones—are the limited Prime one, the (sadly locked) Waterfront Massacre cosmetic, and possibly the also limited Twisted Masquerade set. So for anyone that starts playing after July 15th, they are out of luck if they want worthwhile cosmetics. A rough cosmetic start :'(