Pepsidot
Pepsidot
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- Pepsidot
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Ohhh how sad.
Although, I thought the same when the community at large migrated to here from the steam forums 😂
I'm not active here much anymore but it was fun and I'm glad you guys made this space, was nice. Good job Mandy!
Anyhow, looks like we're going full circle! 2026 feeling like 2016 again!
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OG Sprint Burst sure did have a good run 🤣
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Hope everyone had a lovely Christmas! ❤️
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Devs gotta use XP multipliers as an incentive too… 😁
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I wonder if 2v8 killer queues times are even worse since you also can't queue with someone who chose the same killer as you.
So maybe just have the killer players choose a killer when they load into the pre-game lobby. If they don't, it's randomly assigned.
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🤔 -
7.7.0 patch notes:
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Every year that passes is the best one, honestly. There's always something to complain about, but DBD has steadily gotten better and better, with more and more content and variety.
Except 2018 though. Lost all my progress, and although I was somewhat refunded, I still lost my legacy skins that year and all the retired offerings - still sad about that.
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Admittedly, NOT a killer main, but I love it. And would really like it to stay, it feels like a feature since it's always been in the game. Same kinda thing with 'point' tech (which is also only used in niche situations and nicely compliments the 'heal tech').
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It's hard to pick an "ideal" killer to vs, because I wouldn't wanna VS the same killer over and over.
I like vsing "m1" killers, of course. But I also like vsing killers with strong chase powers, as long as I don't feel POWERLESS. There's gotta be a chance I can outplay them. So I like vsing Nemesis, Blight, Huntress, Hillbilly, Wesker, Oni, Demo, Artist etc.
Killers I don't like Vsing: Nurse, Spirit, A good Trickster, Knight, Skull Merchant, a good Chucky (soon to be Hag too).
- Knight and Skullmerchant: It's just a matter of time until I get zoned, then hit/downed for free. Holding W only gets you so far.
- A good trickster: If the loop doesn't have high walls and I'm not far enough away to predrop, I'm 100% getting downed soon.
- A good chucky: I'm gonna get hit for free no matter what I do, really. (Still learning to VS him though, but seems this way).
- Nurse: Obvious. If you think you can truly outplay a nurse player, you haven't VSed a really good one yet.
- Spirit: Vsing GOOD spirits that can hear your breath, hear when you grunt when you slow vault etc is PAIN, and when you're injured, what can you really do? And ok you might get lucky once at a pallet mindgame, but she'll replenish her power quickly and you can't usually run from that pallet, so it's just a guessing game, really. And I really don't like VSing spirits using the Cherry Blossom addon. Totally unfair.
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I often get good value out of DS. Unlike old DS, I now die near pallets by making a 'bad play' (I try to make it look convincing) and then use it. And I like to use DS + DH, rather than OTR. So I feel pretty safe when getting tunneld.
But saying that, it's definitely AWFUL vs Spirit + Nurse. And if you can't get near a pallet or good window, it's bad vs blight too.
Since it's less popular than it used to be, I realize people don't expect me to actually have DS, so I can usually comfortably get downed near the 60s mark.
So although I'm mostly fine with DS as it is, a little buff wouldn't hurt (deactivate killer power for X seconds, or 5s stun). I think making it work twice would probably be too good.
Edit: Side note: Having the killer pick you up facing away from the direction you want to run to when using DS is a clever play, and wastes a second, it reduces so much distance, and so yeah, a 5s stun would be welcome.
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Always use it along with DS. Killers are in for a surprise if they tunnel me!
I prefer it over OTR because I can progress the game and keep it.
Of course it still bugs out sometimes, but it's fun and rewarding to use otherwise. And it's much less expected than it used to be.
Annnnd of course whenever it's active you can be confidently ballsy in chases and go for plays that are unexpected/otherwise risky (which aren't really that risky cuz of the safety net of DH).
It makes 50/50s and unsafe pallets easy to "win", because when the killer thinks they've won the mindgame and go for the lunge, you activate DH. Easy.
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Well the obvious thing is to allow survivors to see each other's perks, items and addons. Like DBD mobile. But in an ideal world they would go a step further and reveal a perk such as For The People when you're injured near a healthy survivor. So that that injured survivor knows the other survivor might be trying to FTP them. Doing this with as many perks (and addons like the insta heal) would be ideal.
Other examples: Showing a survivor has Ace in the Hole when you're opening a chest near them; revealing which survivor has BT/No One Left Behind when someone's on a hook; reveal a survivor has Deliverance active when they're hooked; revealing whether a survivor has DS or OTR (or Endurance effect) active when getting chased by the killer etc.
In fact, if you could (at least toggle an option) to SEE other survivor perks the same way you see yours (albeit a much smaller UI), I'd LOVE that.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666530#Comment_3666530
Bare minimum would be to put DS back to 5 second stun. They should also have increased the hook timer to 90 seconds to combat tunneling and camping both, to make killers choose between giving up gens to focus one person out of the game.
Neither of those changes does anything whatsoever of the killer isn't tunneling, and can't be 'weaponized'. Go patrol gens, interrupt gen progress and chase someone else. You know, progress the game instead of just waiting for an unhook to chase that one guy you happened to find first.
ETA: The current only play against tunneling is to gen rush. That's it, that's the entirely of 'playing well' for 3/4 of the survivor team during a hard tunneling killer match.
But let's say those changes are implemented, making it harder to tunnel. Killers would need a buff overall to account for this (since at high level, killers often* need to tunnel to win). The obvious one is to extend gen repair times even more, which is boring for survivors.
So one thing might be fixed, but it seems to lead to another problem. Sitting on gens for even longer. So it's a tough one to solve.
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How do you REALLY stop killers from tunneling though? Any protection or measures you give them would surely be used against killers, right? Just like how OTR, DS and even the built in BT can be.
And a BIG unpopular opinion, but I think if tunneling was disincentivized to the point of no longer being viable, DBD would be more boring for it.
The idea the killer CAN tunnel you out and you have to play well to survive (or have your team "win") is fun, tense, dramatic. If for example the killer just... leaves you to satisfy a x hook win condition, that'd be boring, right? Sure, you might end up surviving, but so what? The killer LET YOU survive for their win condition, you didn't escape from skill or from teamwork.
I think the real issue as usual is matchmaking, as well as the solo queue and SWF coordination/information disparity. These both need to be improved further.
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Well, Solo queue is awful. You have teammates that kill themselves on hook if they don't like the killer or when they die too quickly in first chase. Or teammates that are determined to do a challenge and that's all. Or teammates that use distortion, left behind, calm spirit (maybe urban evasion or self-care too) and don't care to really play the game.
As for SWF (which I normally play), it's fun mostly. But I say that coming from someone who SWFs regularly in a 30k+ hr SWF. We mostly win (and we DO 'play to win'), but we really, REALLY are challenged when VSing a full meta killer, with meta perks and addons that plays well and tunnels as appropriate. Which honestly, is fun (in a good team). It's boring VSing killers that don't pose a challenge. But I can imagine (and have experienced) just how frustrating it is for less experienced (or solo queue) players to deal with losing vs these kinds of killers game after game.
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I hold the same opinion as OP, but only for items that can be earned for free.
Even CLUB PENGUIN had exclusive badges and party hats to celebrate each anniversary! You had to login and go to the coffee shop or something. Just something you can show off, having supported and played the game for years. Even the devs, fog whispers and twitchers have exclusives, to show off and reminisce!
I think what's more of an issue is that BHVR's definition of "exclusive" and "time limited" is very flimsy. They have re-released many skins that were "exclusive" and "time limited" and keep on doing so. It's a spit in people's faces every time they do.
For example, the 5th anniversary crowns. If you wanted all of them, you had to play EVERY killer and ESCAPE as EVERY survivor (this was when you could have perkless survivors).
And all of a sudden, they just gave people a simple code to unlock all of the 5th anniversary crowns, ON THE 7TH ANNIVERSARY! Why on earth did they do that? They didn't play during that event. They didn't put in the time to get it, even if they only unlocked it on a handful of characters.
Can you think of ANY other game where the developers give away "exclusives" from past years on a whim like this?
I am happy that the 4th anniversary crowns have still not been released to everyone... although I suspect the trend will continue and that they WILL be re-released, probably this year, and again, for no good reason.
Anyway, that's my rant over.
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One of the most fun and rewarding loops in the game
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Probably not, but are you playing in a SWF with survivors from a different location? Perhaps you're playing on a different server than usual because of this.
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@Mandy said:
There will be a visual indicator - on the gen progress bar there will be a "line" (for want of a better term) to show when the 5% is reached.
Awesome 👌
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I think if you bring a single hex perk like Ruin, they're kinda meh. But if you bring Ruin/Devour + Undying + Pentimento for example they're good. Underrated. ESPECIALLY on high mobility killers or killers that already have built in slowdowns/side objectives like Wesker, Pig.
With Pig, once the snowball starts survivors will be running all around the map trying to get their trap off, trying to cleanse all the hex totems and meanwhile trying to keep their gen progress going and probably healing. With some good game sense (or Ultimate Weapon) you can easily interrupt these survivors, causing chaos.
I also disagree when people say totem spawns are bad. BHVR switches totem spawns up every so often but just doesn't mention it. Will experienced survivors eventually find the totems if they know all the spots? Of course, but you wouldn't expect otherwise, no?
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I don't use it because I don't want to be addicted to it. I also feel it's better to not use it, so that you actually start thinking more about where pallets spawn and paying more attention.
But of course it's very useful for new players and because the map layouts are ever changing - it is difficult to keep up even for those who play regularly.
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Perhaps the Artist sends crows to generators or tries to hit a survivor with them (and misses) and the pathing just happens to have the shack behind it for example.
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M1 killers are basically killers who have a power that can't DIRECTLY injure/down survivors (wraith, clown, freddy, onryo, doctor) AND/OR their power is weak enough/unreliable enough (in chase) that they may as well just be an M1 killer for the most part (trapper, pig, legion).
Killers like Pinhead, even though he can't directly injure survivors with his power (usually), he has a strong chase power so I wouldn't count him as an M1 killer.
Also, depending on the circumstances or addons, killers can be called M1 killers. E.g.:
- If I realize a Michael Myers is using an aura reading addon, I'd call him an m1 killer.
- If I notice that a trapper/hag has no traps placed, I'd call them an m1 killer.
- If Huntress has no hatchets, she's an m1 killer.
Etc.
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Skull Merchant, Nurse, Spirit pops in my mind.
But I just don't like vsing Trappers. I always get way too paranoid about traps and don't loop smoothly and really really badly. I usually let trappers get free hits just to get distance to somewhere that I hope is more safe.
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IMO that is the only change Wesker needs - the 8% hinderance removed.
He can already use his power for zoning, distance, vaulting windows and pallets and of course injuring/downing survivors. He can also instant down fully infected survivors - I think this is reason enough for survivors to waste time off gens to disinfect themselves.
Tunnel all you want! But let's not make it so easy (and unfair). Remove the hinderance!
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@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555699#Comment_3555699
I believe you mean Rapid Brutality and Coup. The thing about those perks is that they don't give aura reading or gen-regression - RB even comes with a notable and permanent downside.
MFT is also an Endurance perk besides being a chase perk. It's two meta perks in one.
Thanks for the correction and yea you make good points. Can be easy to forget sometimes that killers have 4 vs 16 survivor perk slots. The 4 killer perk slots are much more important for killers and so replacing a slowdown perk should be meaningful.
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I think it's strange to have Made For This far up the list, but not have Alien Instinct or Coup De Grace anywhere near it. They give the killer hits they otherwise wouldn't have got and can be a complete surprise at first. Even when you realize a killer has it, it's still very difficult to adjust your looping to those perks.
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Hug tech is fun to vs. Plus, when you look for it, you can usually easily see it coming. And if you pay close attention, you can often position or start pre-running the opposite direction of the loop when it becomes obvious what way they are about to hug tech around the loop. In many cases, the Blight can only really hug tech around the loop one way, so you expect him to come that way.
Plus, in many cases as the blight is 'setting up' the hug tech, you can just run to another nearby loop and his hug tech becomes worthless.
If you can't do either of these for whatever reason, a good old spin around the blight when he's tightly hugging the corner often works.
I think they should leave the hug tech in the game.
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(Most 😅) of the female characters are small, some even very small like Nancy.
This gives the benefit of:
- Perhaps the biggest benefit - the illusion of a smaller hitbox. The illusion can cause killers to not go for a close call swing since they think they wouldn't get the hit.
- Since they're small it is easier to hide with them.
- If you're chasing a chonky male survivor like David with a big Jacket (as an extreme example), he's going to be visible for longer when going around a corner in a loop. As a female, your character model disappears around corners faster in comparison to males, simply due to the size difference. This means females can be harder to track in a chase.
- From a survivor players POV, a chonky male survivor takes up more of your screen. This makes it feel as if you have a smaller FOV. As a small female you can technically see more of your surroundings, even though you do not have a bigger FOV. For me, the difference is massive. It feels much nicer playing as a female character for this benefit alone.
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I just use Pepsidot for anything now. First time I used it was in 2006 for Club Penguin 🤣. It's simply a combination of 2 of my dogs names.
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To add to other comments, you can recover whilst also holding the run button to prevent others heaving you at the same time. So you can block heals.
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@averagemikaelamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499375#Comment_3499375
Dead Lock,Pain Res,Corrupt,Gift Of Pain,Jolt,Floods,BBQ,NOED,are all of these dead and I missed something?
POPGTW is very good. Lately I've used it along with Pain Res + Agi. Agi not only lets me reach resonance but gives me good/better positioning. I can't tell you the amount of time survivors spend trying to complete a gen sometimes after I pain res and POP it constantly.
Also don't forget No Way Out. Honourable mention includes STBFL and perk combos like Ruin + Undying + Pentimento can be good on killers that can pressure well.
To add, the Eruption nerf was good. Yes, SWF can still call out whenever they're about to get hit to avoid the aura reading aspect of the perk, but it's in a much better spot than before in terms of SWF vs solo queue.
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Experience is massive in DBD. Practising looping or trying to master certain killers only gets you so far.
So for example at a few thousand hours you'll likely have gone against a killer acting oddly - not really leaving the hook but staying semi-close. And they turned out to have Devour Hope. Your first experience of that you might not have thought anything of it, but now you've experienced that situation you can recognize it when it happens again. You'll anticipate it.
Another example is The Artist not hitting you when you're getting crows off. In the moment you'd think it's weird, but would probably get the crows off you right? Big mistake, she has the exposed addon and you're now downed. You'll remember that next time and not get rid of the crows if she's acting this way again.
Experience will tell you NOT to hug certain parts of the shack wall of Dead Dawg, because you'll get stuck.
Other things experience will allow you to do is look behind you more in chase as you know the tile loops so well you simply pay more attention to what the killer is doing rather than what you're looping or where you're going. Because you already know in the back of your mind how to smoothly loop the tile and where to go next.
So what I'm trying to say is is that experience means a lot in this game. You improve A LOT from experience. And from perks, to addons, to killer powers or even bugs, there's a lot to experience before you know what to expect - so that nothing is a surprise. The game is ever changing - even at 8k hours I adapt to things, like new killers, addons and perks that are released, reworked or buffed etc. For example I'm now adapting to the fact that pain resonance can't really be reacted to and mitigated in the same way it could be before the last update.
I'd say you need about 3-4k hours of experience whilst actually trying to improve to be really good at the game - as survivor. As killer it depends if you main a certain killer, or not.
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Still calling Discord cheating in 2023? ...
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504257#Comment_3504257
Wow, u must have nearly 10k hours in the game?
I've got 8400hrs :) I am unsure if it's fully accurate as I lost my progress at 2600hrs~ (although was refunded 165m bp) so I don't know if that would have skewed the data.
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I know these aren't fully accurate, but interesting though!
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Nah because I can use cakes after the event ends.
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Since the new DLC I've been switching it up so I'll give a few builds I'm using:
- Adrenaline, Off The Record, DS, DH
- Made For This, WGLF, DS, Reassurance
- Plot Twist, Unbreakable, DS, Adrenaline
For solo q I generally replace one of the above perks for Aftercare.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502085#Comment_3502085
There is no anti-tunnel perk. And you’re joking about the 10 seconds helping them, right?
Ok, you don't have to call them anti-tunnel perks but perks like Off The Record, DS and DH are good anti-tunnel - especially when combined. Of course reassurance is good if you know someone is going to be tunneld off hook.
10s and the haste can help a survivor reach a window, pallet or give enough time for other survivors to start bodyblocking the killer. So it does help, sometimes a lot. Killers used to be able to just facecamp and insta hit you the millisecond you got unhooked, remember.
I'm just afraid of this game becoming too easy - everything given to you. I really like the 10s base-kit BT, and UI changes letting you know who's on gens etc. I'm unsure about the grab change - but it's live. But now a possible self-unhook option? I'd rather the devs implement good matchmaking - where survivors rush gens if someone is camped or get a save with some team effort or bodyblocks for that person, if necessary.
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I may have purposefully sandbagged a bot a few days ago... 😳 it wasn't just the killer chasing them but me and the other 2 survivors too! 🤣
I'm sure the bot was in good spirits and didn't report us all though... I hope...
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Might be an unpopular opinion but I feel like there shouldn't be an anti-camping mechanic that e.g., lets a survivor unhook themselves. It sounds too free - sometimes killers do need to apply pressure!
Now that hook grabs are gone, it's very easy to unhook someone by yourself whilst others rush gens - except vs bubba of course. If you have to trade, good, if they get tunneld, fair play I suppose. Get back on a gen and hopefully the 10s built-in BT helps them, or their anti-tunnel perk.
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@GannTM said:
Unpopular opinion but my favorite to go against is Artist. So many things to do against her.
I like the mindgame she brings. You can't just loop one pallet, force the break and repeat. You have to keep connecting one loop to another to another, and that's fun.
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Hillbilly, Doctor, Huntress, Bubba, Pig, Demogorgon, Oni, Blight, Twins, Nemesis, Artist, Dredge, Wesker
Favourites to vs: Wesker, Bubba, Artist
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501526#Comment_3501526
ok, hope all your next games will be filled funny camp bubba and 3gen SM
i like bubbas and if they catch me and camp that's fine. if i die fast enough to lose the game for the other survivors, its prob because I played bad by greeding 👍️
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Hit and run IMO is one of the most boring things to face. This includes any killer that can do so well, but Wraith is prob the best at it. I don't like vsing ghostface on lerys or even 'spooky' myers for the same reason.
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Yea I noticed immediately
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This is a hard one - it depends. If others are cleansing - cleanse. If others are not cleansing, do not cleanse. I'd suggest you and the other survivors to NOT cleanse. Because you'll probably just get infected soon again anyway - from unhooking or repairing an infected gen.
If the entire team isn't cleansing, I'll only cleanse in these scenarios:
- If I'm dead on hook and am not comfortable with my position. In this scenario I'll immerse as much as I can too without throwing the game.
- If the killer is hard camping and I'm going for the save.
- If all gens are repaired (because you'll likely have to go for an unhook/bodyblock soon).
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Skull Merchant's - when they 3 gen
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Onryo is a piece of cake to play right now. You don't have to think very hard, especially with the Mother's comb addon. You get a notification whenever a survivor gets a tape and see all the possible TV's they could be heading to.
Ring Drawing basically means the survivors should never heal because if they do, they'll get condemned stacks and waste more time having to get tapes to get rid of their condemned. Also, she can shred through pallets since she is hard to stun.
All my Onryo games have been very easy, maybe she's overtuned?
BUT these are my first impressions, I'm willing to wait a few days to see if any good strats against her arise (if any).










