Akumakaji
Akumakaji
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664089#Comment_3664089
it's that or his chainsaw should be only taking 1 health state if it's to stay the way it is. Their is little no risk to it anymore
Dang ... I get a sinking feeling, that this reply is unironic ... and thats just wild!
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/406889/request-deny-unhook
As much as I empathize where you’re coming from, bc getting farmed like that sucks. I see it creating a whole other issue of ppl denying being unhooked just bc they can bc something didn’t go their way, and that’s also unfair to everyone else. It would just be trading an issue for another issue.
Not gonna lie, there have been many, many games, were the inner child in me won and out of the spur of the moment I wanted to rage quit and unalive me on hook, but some kind soul unhooked me anyway and I kept playing. One game in particular I was hard tunneld and they protected me after the unhooking (I was soloQ, btw) and we still made it somehow all out.
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@ReverseVelocity said:
It shouldn't require a hook to work. It should activate on every pallet break. The effect isn't strong enough to only activate 12 times per game at the most.
Nowhere to Hide doesn't require a hook to activate, neither should Thwack.
Chad Knight perks vs uwu Wannabe Merchant perks. Nuff said.
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@NomiNomad said:
The cycle repeats itself once again.
The experienced DBD nose can already smell the stench of an overheating chainsaw on the horizon.
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I could never do this to a fellow killer main T_T the sabo tome challenges were among the most painful to do for me, but what ya gotta do.
But for real, Sabos are one of my most hated aspects of the game. I know that it's not easy to pull off, but getting downs with a killer can be already be pretty tough against a good survivor, then being bereft of that hook by any means is rubbing pounds of salt into the wound.
Touching my hooks is a surefire way to incite me ire and get tunneled hard, even if it means throwing.
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@CountOfTheFog said:
Most of us are on console and haven't felt anything yet. It is 'unknown' to us. We cannot answer your question.
Learn about the Unknown will allow it to learn about you. Learn from each other. Become each other. It is Known.
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@Khastrx said:
Distortion doesn't need a rework, and we didn't need another thread on this. Any changes mostly punish solo players and that's the group that suffers the most on this game already. Killers are still regularly going to get rolled by SWFs, perks related to that needs attention more.
So did you actually read my post? I call this change pretty balanced, besides some oversight, like OoO, but its just a brainstorm and discussion, not a finished product. My gut feeling tells me that you are just lashing out and didn't event gave the opening statement so much as a single look.
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@TheArbiter said:
The answer to your question is currently unknown
This one knows .... which is dangerous around The Unknown. Expect a visit in the night, soon.
Is this... your dog?
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662464#Comment_3662464
It would be unbalanced if it prevented killers from tracking survivors at all. It doesn’t hide scratch marks, blood pools, or grunts of pain. And it doesn’t block killer instinct either.
Just a smoll interjection: when Distortion uses up a token, because the killer used some aura reading on you, Distortion also suppresses your scratch marks for 6/7/8s. Really sneeeeeaky.
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I had two situations today, that were very cute.
On Suffocation Pit I played as Chucky and two survivors, an Alan and an Ada, constantly failed their flashlight saves, because they got confused by Chuckys blindbox.
After the third miss or so, the Ada got really frustrated and did a spin while shooting lightbeams at the sky. I had pitty on her, because I know this pain myself (I don't use flashies often, and the Alan Wake "get 30 flashlight blinds in a public match" was really, really hard for me), so with Alan on my shoulder I nodded at her and stood still. She was super confused, with me just swaying slightly because of Alans struggle, but then she understood and got the flashlight save. Later I let her escape and we had a pleasant lil talk in the postgame chat.
The other situation was a game with me as the Twins on Borgo. The game was pretty much in the bag and I had just killed off a duo SWF that tried to sabo on me ... ugh, don't touch me hooks. For real. It was still two gens to go, I hooked the Claudette and basically cornered the Mikaela on the far end of the map. She threw a pallet, I broke it and she ... she just gave me "The Look" and froze me in my tracks. When she moved towards me I had to back away. She then made me follow her and made a plea for the Claudette, who apparently was her duo SWF-mate. So I agreed, traded hooks with the two till I got 10 and let them finish their gens. We ended the trial in Slug Race with Victor as the line-judge. This whole thing was so heart warming and adorable.
https://www.twitch.tv/akumakaji/clip/UnusualAlluringWolverineBrainSlug-79tjRI7CAiPw2-IW -
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662488#Comment_3662488
But thats just bad killer play, if you need aura perks to find survivors. - Here is a free hint -> Try looking near gens, especially the ones that have progress
Lol, dude, I am pretty much in camp "I hate Distortion, but just leave it be", but the way you lash out is just embarrassing. If a killer has aura reading perks that help them find survivors, and due to Distortion they can only see two, thats bad luck for this two survivors, they are soft-sandbagged by their Distortion using friends.
Expecting the killer to squander the aura reading they just got and hunt a survivor that they clearly know the whereabouts, but instead to go and look for survivors that might or might not be in a certain direction is just ludicious.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661528#Comment_3661528
i dont see a fix for this, we just had a game vs. a huntress that didnt tunnel, result 4 escapes and some people dragging time at the open gates. If thats what we give killers when they play nice, why should they? (im not advocating for tunneling, i hate it, but i think some is ruining it for a lot of other people by beeing asshats).
This! I had a streak of really but games this last couple of days, with lots of BMing and abuse by the survivors, wasting minutes of everyones life at the exitgates and with them calling me names and laughing at me for being such a "baby killer". Enough of this behaviour just erodes my goodwill with survivors and this afternoon I went into full sweat mode and ruthlessly tunneled and camped and played dirty from second one, no matter if it was 5 gens remaining. If the survivors want a vallain to hate, they got one. And surly enough, the salt and the bad steam profil comments where flowing.
And then I had this rather tough match were I played Twins. The sabo survivor and his companion were already out of the game, that sneaky Claudette on the hook and I had spotter and cornered that Mikaela on the other side of the map. We looped around some burning walls (Borgo), she threw a pallet, I broke it, and then she .. .she gave me The Stare! And that suddenly made me stop in my tracks. She even made a step forwards and made me back away. She then pointed at Claudette, her duo SWF friend and made a plea for her. It was very moving, but I downed her and secured my 4K. Lol, of course not! I agreed and the two of them memed around with me for a while and I let them finish the last two gens and then we had a slug race with Victor as the line-judge. It was very wholesome and very fun, and that Mikaela rekindled something in me.
sigh really, this game is something else. Its like a toxic relationship: you just can't let go of it, even though it puts you through a hell of a bad time. And just when you are so filled up with rage and anger, it does something that reminds you of the good, old times and why you love it so much. This won't last, I know that ... but at the moment, it feels good.
https://www.twitch.tv/akumakaji/clip/UnusualAlluringWolverineBrainSlug-79tjRI7CAiPw2-IW -
@MikaelaWantsYourBoon said:
I sadly did this mistake and now i can't play Jill, even she is my fav survivor in game.
It's pretty easy to hide prestige levels but we have to wait at least 5 years for this happen i guess.
That really sucks and I feel you :V Jill is also my main and I have her at P17 I think .. .good enough to show that I played her a good while, but not enough to dodge me.
I mean, by now Prestige badges are a thing for such a long time that they are mostly meaningless, even a casual could pour all their BP into one character and get them to P100 ... but its still somewhat a red flag.
Usually no casuals have the nerf for this and a P100 signals at least someone who cares enough and poured in hours upon hours. That alone wouldn't warant all the dodges, though, there are many 1000h+ players ... I guess its that toxic players and those dreaded premades always have high P levels, unless they try to hide it, so many killers got burned. And well, a lobby of 4 P100 ALWAYS means business, there is no way that this is just a nice way to say hello.
But yeah, Prestiges and who is in a SWF with whom should be shown in the postgame chat and hidden before.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661602#Comment_3661602
I think I may need to explain why tunneling is more effective than the past
Pre 6.1.0
- Hit to injure
- Stronger Dead hard
- Hit to down (1st hook)
- Hit on teammate's BT
- Stronger Dead hard
- Hit to down and eat stronger DS
- Hit to down (2nd hook)
- Hit on teammate's BT
- Stronger Dead hard
- Hit to down (3rd hook)
After 6.1.0
- Hit to injure
- Hit to down (1st hook)
- Hit on basekit BT to disable DH and OTR
Hit to down and eatweakerDS (which most people dont use)- Hit to down (2nd hook)
- Hit on basekit BT to disable DH and OTR
- Hit to down (3rd hook).
Sure back then it requires all perk slots for those 2nd chance, doesnt mean tunneling were stronger. If hitting off hook is "harder" than the past...
Remember Pre 6.1.0 had these happens in the background when you're tunneling a survivor in pre 6.1.0
- 3 health state medkit
- 16% extra distance on hit.
- 16sec self healing speed.
- no extra 50sec of Gen time
- broken Coh that teammates can constantly taking turn to body block
- old BNP
Thats a pretty good assessment and write down. We should make this a sticky to the front page and use it as a reference in discussions, so that everyone is on the same page what we talk about.
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For real, I really tried to curb the toxicity in my last couple of weeks and not tunnel or go for the unhooker etc.
But yesterday and today literally EVERY survivor group seems to be deadset on rilying me up whenever they can, whatever way they can: t.bag at every corner, chainblinds and clicks from the flashligh (technically not toxic, but it wears you down when they do it at every single opportuninty), bodyblocks and trying to deny every single hook, even when no one is at death hook. A successful escape gets rewarded with "ggez" and redicule in the postgame chat.
I guess survivors learned that in order so survivor they have to use every trick in the book and play tough and sweaty, but that means that I will again do so, too, and tunnel whenever I get the opportunity. Its a dog eat dog world and I just don't want to be the laughing stock.
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@vol4r said:
This topic reminded me of situation i had few months ago.
So basically we went against plague with my swf (3 people + 1 random) and we decided to give up on hooks and all 3 of us unhooked themselfes.
It was hilarious, we just wanted to go next. xD
######### :D I think I would have died by laughter. Thats a 0,000064 chance. That could have been a lottery win, but it was at least fun ^_-
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660766#Comment_3660766
Agreed, and it's also tough to buff or change.
You could have it work somewhat like Leader, except as teammates die you receive their buffs. But that would make Leader useless. You could have it give bonuses for each dead teammate, but that's still selfish and works too closely to Sole Survivor.
Really it's tough to try and think how it could be a better perk overall because of it's thematic application.
Here is a big idea:
the perk powers up by finishing gens or at least working at gens. For example it gets a token for each 50% of gens you repair and each token gives you 12m of hatch wallhacks. As a Bonus, at 6 tokens you get a key capable to open the hatch. This way you had an awesome fallback plan, but only if you engage in actually playing the game and helping your teammates. Dayum, this perk would be lit with this changes!
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@MadameExotine said:
It can pair with Pentimento and a more threatening hex (like Devour Hope).
If survs cleanse totem, Pentimento value + Two Can Play can re-kindle again, rinse and repeat. If surv don't cleanse, then Devour Hope and endless Two Can Play value.
Devious. I like it!
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@Huge_Bush said:
It’s a decent perk. It’s only bad against me because I main SM Myers when I play killer and I will eat through all of your tokens!
I once faced a group of 4 blendettes, all running Distortion, Urban Evasion and a mix of various perks like Head On, Deliverance, Power Struggle, etc that have the potential to turn any killer game into a frustrating experience. And of course they send me to Dead Dog Saloon, a fun map when it appears randomly, but a hellhole of misery if send to by survivors with a plan.
They later told me in postgame chat that they usually goof around and hope for the killer to DC out of pure frustration. By some fluke of luck, I was playing Amanda's Letter Pig. It was still slow and meticulous work, but with the constant Aura reading I had at least a chance to burn through their Distortion and eventually corner someone.
It was minutes on minutes of slowly paced crouching through scrubs and patrolling out of the way regions, interspersed with rare, but sudden burst of intense chases. One of my bigger criticism of Distortion is, that a killer without constant aura reading or four aura reading perks has basically no way of burning through all the stacks, while they so easily regenerate.
Is there a way to make it more effective against killers running a lot of aura reading, while not gutting killers running a single one?
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@SkeletalElite said:
Two can play can trigger on another totem after it gets cleansed so I don't think it matters much its a hex perk and at least gives the perk interesting synergy with retri and pentimento, the fact that its a single perk that can light up multiple totems is its main value, similar to play thing, but its effect is a bit weaker.
Well, that pretty much answers my question. I was under the impression that it worked like Face the Darkness, ie once it's active, if it got cleansed it would be gone for good. But hearing now that you can rekindle it, that's awesome news.
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@LordGlint said:
Open handed. Currently running it with bond and kindred. Being able to see my teammates auras from over 50 meters away makes finding gens to help out on/teammates to heal me super easy. With Kindred, I gain a 32 meter killer aura reading every time someone is hooked, which can be VERY helpful if hooked in a centralized location.
The fact this buff applies to my teammates too is pretty awesome.
This combo was my go-to survivor loadout, no matter if I ran solo or in a SWF. People claim that SWFs get this perks for free, and while its true that they get a budget version of this info by just calling out to each other, there is a very direct and visceral feedback from actually SEEING whats happening in real time, instead of getting it described by someone, possible in a butchered and stumbling manner of speech, because they are chased by a cracked Billy or Huntress.
Open Handed beautifully enhances this two basic perks that get a bad rep for being baby perks, but its so good to constantly see what your team mates are doing. And Kindred with Open Handed is kinda busted. The killer has no idea they your team gets wallhacks over half the map, sometimes quite literally. You could even use is aggressively and combo it with Camaradry and someone giving you a Rebecci reassuring Thumbs Up to have 2min wallhacks per healthstate, but its also a bit risky, because the team will be one person short. Still, it can be occasionally fun to play the living recon for your team.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661144#Comment_3661144
Two Can Play and FTD don’t work the same way. While FTD has that temporary deactivation condition, it’s gone forever if it gets cleansed. If Two Can Play is cleansed, it will deactivate, but can be reactivated again on another dull totem if you get stunned/blinded 2 more times. The only time it will be gone forever is if there are no more totems for it to occupy. So it is not as risky as traditional hex perks. It’s still not a very good perk though since the blind duration is too short.
Oh interesting, I did't know that! Thanks for clearing that up.
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Just a fun (or sad) little story, that just happened today. In the lobby of one of my games I had a Yun-Jin with the username "FacecampEnjoyer". Mischievous me had a plan and luckily enough, I ran into her first, chased and downed her reasonable quickly.
As this happened at shack, I hooked her in the basement and then stood directly in front of her, head up, stared right into her soul for what felt like an eternity, then I nodded and left. I guess the message was quite clear.
But then she just wouldn't unhook herself, while I was chasing and downing another survivor and a 3rd survivor baaaarely got into the basement, when she was a sliver away from slipping into 2nd stage.
Turned out that her bar had only filled up around 85%.
So yeah, I couldn't even face camp when I tried to.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661143#Comment_3661143
People on here won’t be happy unless it’s buffed to work after each unhook and stuns the killer for 10 seconds.
Well, back in its old form it was so prevalent and meta, that I actually respected it. I had a timer on my other screen and took notes when a survivor got unhooked, just in case they tried some aggressive DSing. And I had situations where I had two survivors downed and waited out 1min before I picked them up, just so that one wouldn't DS me and pick the other up, or had 1min to crawl around and maybe get hatch. It was a wild time.
Oh and one time I chased someone off hook, how had BMed me pretty hard. She jumped into a locker and I waited a full 60s before picking her up. Postgame revealed that she didn't have DS, I had essentially mindgamed myself, but DS was in full meta back then.
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@jonifire said:
The old dead hard has a cooler effect, which could be used to do many fun things.
Old DH was a great example of "fun at the complete expense of the other side".
Every time a survivor that got outplayed dashed to vault or pallet that should be completely out of reach and got away and extended the chase but 30+s, a little part in my died. After the thousandy DH I got dead eyes that glaced over, when they did it, it was soul crushing. And people defended it in the most rileing manner: "ts ts ts, if you outplayed them, but they DH to safety, did you really outplay them? Fufufu." or another favorite "lol bro, its just a perk in the game. There is nothing wrong in using it." And of course "skill issues. Git gud, scrub."
For a very very short moment in time, afte 6.1 dropped, we had this wild moment when everything was possible and people tried all kind of new perks or builds and only the sky was the limit. During that time, when I got hit by a DH, I raised my eyebrows and applauded the survivor "woah. that was really skillful. Good job, dude!". But very, very soon survivors found out how to bait slaps, how to greed pallets with it and how to use it to its max and it became extremely obnoxious, again.
I feel sorry for the people who loved their little dash, but no perk had such an influence and strangelhold over DBD then DH. Its not that "survivors can't have strong things", its how slim this margin of influence is that can be given. God loopers and middle of the road casual survivors are like Nurse and Trapper, but they are both in the same game and have access to the same perks. A Trapper with Awakened Awareness is no big deal and he might see someone hiding behind a rock and go there after the hook, but a nurse can see people hiding at another story and just beeline to them and down them instantly. Its the same with DH in the hands of a casual, who can occasionally get out of a sticky situation, and a 5k hours god looper who can 99% of the time run every killer for 3min minimum, but then still had the DH when they messed up, got mindgamed or Bloodlust 3 eventually kicked it. Like I said, it was soul crushing.
MFT was the other big such perk that was "so much fun to use" for the survivors, but again utterly soulcrushing for the killers, who ineffectual hat to chase after survivors that they just couldn't catch and that could greed another two rounds around an utterly trashheap of a loop, literally, before smacking that pallet in their face and zooming off to the next.
Its not that "survivors can't have strong perks", but that this "its so fun to use" perks very often tip the careful balance of the game over and trample it into the ground. Eruption was the killers version of that, that just had to go, because it was utterly miserable for the survivors to play against. Or Chessmerchant. Sometimes we just have to let things go for the greater good.
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@TieBreaker said:
Wouldn't it just be better to change the system mechanics rather than devote a perk slot to fixing the issue?
Just make it so when all survivors are inside the exit gates and the killer isn't nearby the timer goes down faster. It wouldn't impact regular gameplay and you wouldn't have use a perk slot.
It would be nice to see some bi-partisanship when it comes to tackling toxicity though. People generally only want the other side stripped of their ability to BM, but if you try to take their ability to do it away they get very upset.
Thats kinda the point. Killers have complaint about this from basically day one and nothing has changed. I (and probably a sizable chunk of the killer population) would actually devote a perk slot to be rid of this. I am THAT serious ^_-
And it would lead to the interesting situation that, just like with Bloodwarden, survivors have to take the existence of this perk into account and this alone could lead many to Just Leave.
This makes me think: what could be the reason behind BHVR being so adamant? Is it "hur dur survivors have too much fun BMing the killer in this matter, they can't take that away"`? Or is it "content killers will eventually become to docile and let survivors go all the time. We need to keep them on edge, just like you don't cuddle with a watch dog if you want to keep it angry".
Or might it have something to do with statements like "we like the risky last minute save attemps, the teamwork required to get everyone out", and a survivor that leaves early is, well, out of the match, thus reducing the opportunities for late game bravado. If one survivor leaves, the other two might book it, too. We learned a couple of times in the last 2 years, that changes that we wish for can have unforseen consequences.
But FR ... why is this kind of BMing still in the game, when it hurts so many killers feelings?
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The only thing that I would like from a gameplay standpoint were some more options for killer to fake it. Right now killers are big oafs that the survivors can run circles around if they play their cards right, and killers often have to play along, because of the game mechanics.
Killers are singular automatons in this regard and are not allowed to do a clever fake. Like if we had a fake button and could attempt to break the pallet or pick a survivor up and then regain control 0,3s later this could be awesome and would make killers much more interesting to play. With all the known checkpoints in the game and how prevalent WoO is, playing killer feels at times like playing an automaton that just has to go through the motion and it would be nice to be able to do something tactical that doesn't involve moonwalking.
But back to OP, non of your small buffs are actually small and kinda over the top.
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@ReverseVelocity said:
I think it would end up being too annoying if it wasn't a Hex. Cleansing the Totem only gives them temporary respite anyway, it'll go back up eventually.
I think a better buff would be to increase the blind time ever so slightly.
You are sure about this? I was under the impression that Hex: Two can play and Face the Darkness get disabled for the rest of the match, when the totem gets cleansed once it spawns into the map. Face the Darkness has the added twist that once its condition is no longer met, ie the survivor that spawned it gets healed, then the perk gets deactivated for the time being and the hex totem becomes dull again. But if the survivor cleanse it once during its uptime, its gone for good.
But Two can play has no deactivation condition, so once its gone its gone for good.
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I personally wouldn't mind if the bar fills up faster, BUT everyone sees the bar, including the killer. I get a lot of anxiety to chase a survivor around a hooked survivor, because I HATE the thought of them unhooking themselves just for me playing the game.
On the other hand, others seem to abuse the mechanic to the max. and its very unsatisfying for many hooked survivor.
So increase the speed of the bar, but show it to everyone. Other survivors know if they have to come to the save or if the hooked one can unhook themselves, and the killer knows if they are allowed to chase one more time through the vicinity of the hook or if they overdid it. Win/Win in my book.
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@TetroXyD said:
I understand you all too well... However, the devs don't seem to have the time to deal with one of the least played killers in the game...
In my opinion, the reason this system exists is because the devs are afraid of making him too overpowered, because let's admit it, it wouldn't take much for the killer to become that.
Then they came up with the anti-3-gen idea, without revisiting the singularity system. But they shouldn't rush the patch... Survivors might think the devs are showing favoritism towards killers lol
We'll find out in June with the next roadmap if the devs are going to do something about it or not.
" However, the devs don't seem to have the time to deal with one of the least played killers in the game..."
a classic self-feeding vicious circle: a killer with a clunky and very hard to learn power, thats technically demanding, while the game around them changes and makes them even thougher to play, won't make them any more played.
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@MaTtRoSiTy said:
Distortion.
Now before your eyes roll and you instantly judge me as being an immersed survivor who also enjoys leaving my team mates on hook to get hatch, I am pretty decent at looping and I play aggressively and I will sacrifice myself to unhook a team mate and let them get out.
However with all the aura perks in the game Distortion can allow you to hide for an unhook, pressure an essential gen and be ready for a flashy/flashbang save along and heal without being detected. I cant tell you how valuable this is as a solo queue only player!
However one caveat - if you're using Distortion simply to hide to avoid chases, you're doing it wrong and not getting the true power from the perk. I actually hope people keep sleeping on it as I don't want it nerfed
And there is also the case where you sind by the exit gates and suddenly lose a stack and just know that the jig is up and a Bloodwarden is coming and thus just book it in time.
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@GolbezGarlandGabrant said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660885#Comment_3660885
Not sure if you're trying to lump me as a toxic survivor but I don't have the patience for end game. As soon as the gates are powered I am GONE from the game. Likewise I'd rather be quickly hooked so I can queue the next ASAP. Diddly doddling around is just not my thing.
Sorry, I was just trying to be funny, the scenario you describe makes more sense then my BS perk to maximise BM uptime.
But you are totally right.
"Just hook me, bro" (Survivor anti bully general perk)
If the killer has slugged or hooked all survivors and there are no other survivors remaining in the trial, this perk activates.
The killer sees the words "Just hook me, Bro" on their screen, followed by a timer counting down from 45/35/25s and showing them the aura of the perk user. Once the timer reaches zero, three killer loses 10% of their BP and XP total gains they would have gotten this round, each 10s.
To stop the timer and/or BP/XPs lost, the killer has to pick up and hook the survivor highlighted by the perk. If more then one survivor has this perk, the timer is pauses while the killer is in the act of picking up and hooking one of the perk users.
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@GolbezGarlandGabrant said:
Can we get one for survivors where it's "just hook me"
What would it do? Auto click the flashlight at the killer without blinding them and auto t-bagging while moving slowly, so that you can fully concentrate on moving amd checkpoints, while still BMing and poking at the killers ego?
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@Xernoton said:
Huntress Lullaby. I swear, you'd be surprised how many times even survivors with thousands of hours still fail skill checks with this perk.
I am one of those T_T
Huntress Lullaby 5 stacks is of the devils and in the same priority category as Devour Hope.
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Well, actually I don't have much an opinion on Left Behind. By design it is an extremely selfish perk that only serves one pupose: finding the hatch.
In itself that's not bad, but it leads to sandbagging players who just want everyone to die, while they escape through hatch to finish their tome challenge.
If this players die while looking for hatch, they will sabotage another match, so whatever, just let them always see the hatch and be done with it. If a perk only has a singular use case, let it perform that case really well.
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@Caiman said:
I would love to have a perk like this. Something extreme. It doesn't even matter if killers actually run it or not, I just want something that can spook survivors out of the trial faster just through the possibility of its existence, like Bloodwarden but more.
Foe real. Bloodwarden is played so rarely, but he couple of times it does go off, it really burns survivors, so many of them are extremely aware of potential Bloodwarden plays and my teammates constantly remind me to not open the gates right now, wait for the hook, because of Bloodwarden, etc.
If a perk like "Just Leave" could do the same for lingering in the exit gates area, that would be a dream come true.
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@glitchboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659921#Comment_3659921
Oh damn, I should probably try that combo out, I could definitely use more practice for my PH shots lmao. Thanks for the idea!
I'm also really excited for Unknown's new stealth perk, it's basically the old Trail of Torment (but stronger!) as a whole new perk.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659929#Comment_3659929
I think the reason why Spies from the Shadows gets hate is because it's another tracking perk that doesn't show survivors' auras. Like Whispers, you still have to look for survivors manually because the info isn't handed to you that easily. Back then Whispers always had the upper hand compared to Spies, and now that Whispers left the meta, Spies has sadly been forgotten as well.
What makes both of these perks unique and why I love their design is that they stay activated for the entirety of the trial. Got 2 kills and the other two survivors are hiding in corners? Don't worry, you've got passive tracking!
I do want to try and use Spies from the Shadows more often because it seems fun.
I can see that, but compared to Whispers, Spies gives you a comparatively small 5m radius and that the survivor has to be. Like I said, it often feels like having eyes in the back of my head. I move in a direction, a bird caws (please BHVR, can we get the option for actual caw notifications? ) in my back and I turn around and see two rocks and a tree there. That narrows the spot where the survivors can hide pretty well.
Spies is the optimal tracking perk for me: it always active, doesn't give pin point directions, but narrows it down pretty well, and it's so useful for a lot of applications. During normal game it will give you an indication where to look, during endgame it gives you a massive leg up at which gates to check and even when hunting stealthy survivors, it will help you massively.
No one, actually no one, plays Calm Spirit anymore. During the time UW debuted I was heartbroken that my favorite tracking perk got gutted due to UW, but luckily most survivors decided for themselves that running Calm Spirits wasn't worth the perk slot for them.
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For me this came so far out of the left field and I am so loving it! Deathslinger looks SO cool, that I might wanna learn to play him, just so that I can use that skin!
Dredge might be really goofy, but in the most cool and metal sort of way.
Doctor transforms into a completely new character as the Pharao and becomes a true battle caster.
And Oni is just slick and cool ... well, besides that sword :D Lets not talk about Samurai Edi's sword, ever :D :D :D
I just wish that they had done the T-Shirts globaly, ie one for the males, one for the females, one buy for everyone. Having to buy a seperate shirt for each character feels really backwards and sours the whole experience a bit... But now I can't wait to buy a real life version of that tour shirt.
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Iridescend Salt Bag: get a 66,6% chance to successfully unhook yourself, but you only get one chance before you slip into stage 2.
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Thats the thing that people always bring in, when for example killers vent their frustration with Adrenalin, ie "the survivor played the whole game with 3 perks, the effect shouldn't be strong and potentially game changing".
Its frustrating to have the door closed in your face and the killer notified, but its still not a surefire way to win. I have had embarressing situations where I was on the other side of the map when the notification went of, and by the time I got there, there was no scratch marks whatsoever.
In that case you as the killer can't do much, either, when the exit gates RNG laughes in your face: you can look around, but every second you waste at one gate could be the one that the survivor draws closer to opening the other. In the end its a mindgame in itself and there is no real right answer. Either your gut feeling is right and they didn't move and are still somewhere around, or you are wrong and they moved to the other gate. Whatever the case, just take the L or W and move on.
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Tessen, the Warfan.
Or we could get a Kitsune legendary skin for Trickster and she throws Kunai.
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Lol. No, it doesn't, you are objectively wrong.
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@glitchboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659505#Comment_3659505
Same, it's a pretty damn underrated perk these days but I miss when it was meta. It's probably my favorite tracking perk.
For me that perk is Spies in the Shadows. It was always a comfort pick for me and these days I equipped it on a lot of my killers.
I never understood the hate or ridicule this perk got. Its like having eyes in the back of my head.
Having a feeling that someone is around, being ready to leave: a Crow goes off behind me to be left. Gotcha!
A survivor plays stealthy af, but no one has room for dumb Calm Spirit. Gotcha!
Moments before I pick someone up a Crow warns me. Gotcha!
Endgame collapse, I leisurely check the gates till a Crow goes off. Gotcha!
This perk is so versatile and I never get no value out of it. Its the essence of a comfort pick for me.
And of course, how could I forget: it doesn't warn survivors by burning through their Distorion or makes then scream like UW. The crows just silently whisper in your ear and no one is any the wiser.... besides you.
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@glitchboi said:
Pretty fun for killers that can hit through walls or hit multiple survivors at once, especially in stealth. Pyramid Head is my favorite user of it, especially with range add-ons. Bubba might also be pretty good with it.
One of my go-to tricks when I was learning Pyramid Head and was still pretty bad with landing shots was comboing Nurse Calling with Monitor&Abuse. This reduced the terror radius to the same as your detection range and messed with survivors threat assessment, thinking that you were much further away and allowed for some beautiful podshots. These days I would probably go full stealth with Trails of Torment or even the new Unkowns genkick perk.
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@Yippiekiyah said:
If they're not breaking the totems throw in devour hope as well, that'll teach them.
I love how the game quite literally grinds to sudden halt, once you down and hook that soon to be 4th person with Devour. I swear I have heared the sound of screeching metal, Silent Hill style.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659016#Comment_3659016
Don't insult Kate like that. Why you gotta be so mean.
T_T I am sorry, I was just trash talking T_T
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659822#Comment_3659822
I think, the only time, it beccomes problematic is when 4 luck offerings and more then 3 slippery meat and up the ante are in play. Almost a 70 - 80% rate for a free unhook is not "nice" to play against. There is a reason of why deliverance has a huge requirement.
Yeah, but playing against 4xDH, 4x MFT, 4x UB is much much more "not nice to play against", so I don't mind this kind of builds. Heck, I tried such a 55% unhooking build myself, and my buddy laughed at me the whole night how I slipped into 2nd stage tome and time again.
But my SWF and me have a fun lil ritual: when we come to the unhook, we will point and nod at the hook one and dare them to kobe. They get one try, then we unhook each other. Its playfully toxic for onlookers, but totally fun for ourselves.
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@GeneralV said:
Because it is a chance. A survivor's desperate attempt to escape and it can create some interesting plays.
It is so iconic that killers even had an unwritten rule of respecting the 4%, letting players go if they managed to kobe. That doesn't really happen anymore, but the mechanic's importance remains.
It's a bit more nuanced then that. I'd a survivor gave me a good game, some fun chases and then kobe, I still nod at them and let them off the hook, but I expect them not to unhook the others and will chase them and shake my head. Sometimes you see them plead for a certain survivor, probably their duo SWF friend, and I usually allow that unhook, too. But if they start to unhook unconditionally, then everyone is fair game.
BUT (here comes the but) 9/10 of the time it's that obnoxious survivor that t-bagged and flashy clicked you at every opportunity and really was a log between your legs the whole game, that miraculously pass their 4% chance and you can bet your ares off that I'll hunt them down and put them on the hook again.
In the end, kobe is a hope mechanic that is in the game to offer survivors at least a small chance in unsurmountable dire situations, but the chances are actually not that bad when you got a "Myers/Oni downed everyone at the exit gates" situation, that was a stellar play of the killer, and then they get shot in the leg by the 4%, that feels really awful and unearned: survivors massively misplaced, yet get off the hook, literally, by the roll of a die.
Just imagine if a killer had a 4% chance to instantly down and mori a survivor, if they got less then 3 hooks and the EGC starts. People would bemoan this lucky hope mechanic rightfully. But on the other hand, it happens so rarely that my whole match devolves around one lucky kobe, and killers are in such a good spot generally, that I actually don't mind enough.
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659626#Comment_3659626
I see where this is coming from but at the same time DBD branching out has given us some of our cooler chapters. There was a time back in the day when SciFi and Video Game killers were hardly mentioned in speculation because there was nothing like that in the game (aside Bill, but he wasn't talked about much). There were even people back then that argued that including franchises like that would damage the heart of DBD's atmosphere.
Going further, the original conception of what a DBD killer could be was actually pretty limiting. Freddy still can't speak because he was designed at a time when killers weren't supposed to. I'm my opinion, the Devs pushing boundaries has only resulted in more creative killers and chapters. Before Demogorgon, a lot of people said an animalistic killer wouldn't make any sense with the deliberate nature of the trials and hooking survivors. If that mindset was still held, we wouldn't have killers like Dredge, Xeno, and now Unknown.
If all these ideas could change over the years without DBD losing it's focus on horror, I think we'll be fine for the future in that regard. Even the latest chapter put a bigger emphasis on horror in the marketing. So Pandora's Box may be opened, but it doesn't seem like anything is leaving it anytime soon, if that makes sense.
Ngl, Otz, Ayrun, Spooks or ScottJund as characters would be really funny and somewhat appropriate for me. Seeing how some peeps gobble everything up this content creators say and do, while others hate them with their guts, this would also not be the worst in terms of engagement,but (here comes the BUT) as this are real persons, it wouldn't take long for someone to cross some line and do something unapropriate.
Also, while Feng Mins cosplays are cute and in character, I don't want actual VTuber girls or full fledged animr characters, who are they themselves and not some cosplay-ish interpretation (like AoT was), in the game.
AoT was done really well and the characters were all anchored in reality enough that it didn't clash with the overall aesthetics, but imagine a Holo Live or Magical Girl collaboration.... nah please no. I love anime but I don't want it in my DBD.
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@Nebula said:
I’d imagine most girls don’t want to put themselves in a game where they quite literally get murdered with a community that oversexualizes everything…
Elvira might give dbd an pass, though

