Akumakaji
Akumakaji
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3258085#Comment_3258085
Wow, bro! Congrats!
I can't get it, it's too much. I pushed only to 5 since then.
I don't blame you, that achievment is just cursed and busted and anti-fun. I found a couple of cool people with whom I SWF every now and then and they helped me a lot with this achievment. We would burn a RPD offering every second game and they would 99 the doors so that I could open them. That got me 7 pips in that achievment in one day.
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Me and the boys and girls embarking on a camping trip. They don't know that I will be attending and I got some big surprises in tow for them. I checked and most of them got their tetanus shot refreshed when they got their councelor permit, so the rusty razor wire should be ok. I am really excited and will try to capture ther hearts (with some tough love) and bodies (caged, as we say in the business). Wish me luck. Uwu
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Cursed!
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@Persephone_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3258199#Comment_3258199
It is hard if you are solo but can be done if you play selfish and for the pips.
1) Start doing gens away from the action - ideally do two by yourself.
2) Break two totems (don't bring a book, you need to be the one healing others)
3) Then proceed to do the more dangerous stuff. If you get two unhooks and escape two chases your are good for altruism and evader. The best way to do this is to stay near someone injured/in chase. Sometimes it's have you enter chase as well but the killer will focus on the injured person, so you can get away and "escape the chase". Then hide near the hook a d make sure you go for the unhook first. Don't heal at hook, book it and make sure you're not found. 😅 Don't be afraid to pre drop pallets either if it helps, even though your teammates will hate you for it.
I ran this build:
Borrowed Time - wasn't basekit then so essential so you can probably substitute it, maybe for detectives hunch to find totems quicker.
Inner strength - since I'm doing totems anyway
Empathy - to know where chases are going on
Kindred or sprint burst - kindred helping when you are hiding near hook or sprint burst as a good exhaustion perk, helps you be first on the scene for the unhook and if you happen to be with another survivor, the killer won't go for the one sprintbursting away 😉
You don't actually have to escape.
It sometimes feels bad though as you have to stick to your gameplan no matter what. Even if it's not the optimal play. 🙄 I'm glad I got it and don't have to go through this again.
In the same vein, Tools of the Trade for the killers was pretty tough, ie getting a merciless victory with only 3 universal perks equipped. Most universal perks ain't that good, so in order to get a merciless victory you had to play like mad. Doing it after grade reset helped a lot, but you were still on sort of a timer: win too much, but not good enough, and you would only pip up once, and once you would reach Gold grades, double pipping would be much, much harder.
The thing that saved this challenge for me was Jolt, which indeed counted as a universal perk for this challenge. Back in the days Jolt had a cooldown, but still, this perk gave me the breathing room I needed to eventually get this achievment done.
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@gnehehe said:
https://us.v-cdn.net/6030815/uploads/QB2NUJHFJQLE/image.png
How am I supposed to get this one when I never kick gens, hardly ever play stealthy killers and hate "Tinkerer & co" perks!
Literally my latest unlocked achievement (with RPD exit gate) ...
I should get this one late 2023
That achievment dropped with Sadako, and she is probably the easiest to do it. Basically you just kick a gen while demanifested and get one blip of that achievment. I guess it would also work with all the various stealth killers, so if you wanna go achievment hunting, just play Ghost Face or Myers for a couple of rounds and you should get it.
Alternatively maybe pick up Trail of Torment, its not the best perk, but can be fun at times and give you some often unexpected stealth with non-stealth killers.
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@bunnyfengenthusiast said:
From the Void She Kills is ridiculously hard to do. At least, Outbreak Breakout is just grindy. So is The Man Behind the Bush. From the Void She Kills requires you to use Torn Bookmark, AND get lucky enough to get a grab on a clueless enough survivor that didn't run as soon as he heard nurse teleporting close to him.
Thats true, but you can easily do it via farming. Not gonna lie, if I had to do it the regular way, the honest way, this would be a no-no for me and basically impossible to do, but as things stand I finished From the Void She Kills on my first try; turned out that survivors would gladly farm with a Nurse, instead of versing her :P If they had known how bad my Nurse game is they might have reconsidered, but I didn't object :P
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3186259#Comment_3186259
I believe in you, because it's an achievement. You also got "Outbreak Breakout" to 5, which is 4 more than me, and I play mostly only a survivor because of that, and I HATE playing survivor.
Dun dun dun! As of today, I have finally collected them all! Phew, feels really good and kinda liberating. Now I can just play any way I want. In a couple of weeks we will get 4 or 5 new achievments, but I recon that they won't be as asinine as that Outbreak Breakout one. That was a real slog and every bit as frustrating and unfun as predicted.
How are you doing? Whats on your menu?
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Gosh ... I finally got it, and it was every bit as unfun, sweaty and frustrating as I predicted. Took me less then 1000 matches, but peeps are just playing a lot of RPD badges ... I wonder why?
Please BHVR, NEVER! AGAIN! SUCH! A! ACHIEVMENT!
Thanks.
Luv ya <3
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@MeanieDeeny said:
Which map do you find most success for you when playing Pig?
I generally do very well w Pig, but can’t seem to figure out which map seems to be best when playing her…curious which maps people find most successful when they’re playing Pig 🐷
I once played the item that hides the Jigsaw Boxes until the survivors party hats activate and the map that I got was Badham Preschool. I got two absolutely unintended beartrap kills there because the survivors couldn't find the more hidden boxes fast enough. There was one in a cellar and another one in the house with the upstairs gen thats only accessible from one side.
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@Adjatha said:
They tried making more zombies. They could not get more than 2 to work without crashing the game. And even 2 broke the game for about a month of the killer's release.
It's HEAVILY likely that the killer's original power was to create more zombies through the infection meter, in fact. This can be ascertained through a number of things:
- The first is simply that they tested multiple zombies in the first case. The GOAL was not what we got, so creating more zombies certainly seems like a logical Resident Evil power.
- Nemesis is the ultimate expression of the Tyrant, the final result of T-Virus testing, The opening stages of the T-Virus led to a zombie apocalypse. It would certainly make sense for his power to create lots of zombies. Add to that that survivors can kill zombies with pallets, and it seems like that would be the LOGICAL choice for a power that becomes deadlier as the game progresses (but which the survivors can arrest via destruction.
- The Nemesis' original Daily Ritual was "reach tier 3 three times in a match." The current model reaches T3 once and is done for the match. Every other killer ritual CAN be done in a single match, which strongly suggests he was supposed to be able to reach T3, do something, and reset to a lower tier, much like Myers.
- A simply absurd number of his addons affect his zombies. Considering that there are only two of them, they're very slow, and super unreliable, it seems very VERY odd for so much of his addon kit to be entirely focused on zombie buffs, unless the original plan was to let him create a swarm.
- Nemesis' T2 power lets him destroy pallets. This is very strong. It takes MORE infection to reach T3, which gives +1m to his attack. This is nothing. It's pathetic. Why would it take more to get a far weaker effect? Because it was an after-thought once they removed the 'spawn more' effect.
So, all that by way of saying: no, they won't be adding more zombies. They'll need a different coding team to get them working.
Cudes! This is an awesome accession and attention to detail. This makes it just that much sadder that this vision of Nemesis wasn't possible :V But thanks for this cool "what if" look into an alternative universe.
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De-pipping is one of the biggest sources of frustration this game currently has.
This week I got 4 pips in Iri4 four seperate times, only to linger there without pipping up and then get it all taken away in a string of unlucky and sweaty games ...
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/3257090#Comment_3257090
Another perfect example of the phrase “We take those”
For real :>
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3257189#Comment_3257189
Yh dead dawg saloon is 👌 my only issue is the 3 gen cluster that often spawns near the gallows. It's a bit too easy to 3 gen that one, and survs will often forget about it. Send one of them further along the map near where basement entrance sometimes spawns behind saloon and it's a perfect map.
I think this is part of why this map is so well designed. It has all this things going that can tip the balance in one sides favor or the other. You can't possible cover all your bases all the time, so eventually someone will make mistakes, and that's when the other side will pull ahead.
"The shack and main building are very safe", but the killer can devote time to break all the walls down.
"The gallow and hinterlands form a very strong 3 gen", but when the killer is distracted its easy for a single operative to sneak in.
"The totem at the water tower is an awesome, secluded healing spot", but should you really boon it a 4th time, when the kille4 obviously knows about it?
"The bushes are perfect to immerse oneself", but if the killer hits random bushes you are a sitting duck.
Etc. etc. :)
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@Brightened said:
Why am I getting RPD almost every match or every other match?
And please don't come in here saying "someone maybe brought an offering" because I know what that looks like...
What happened? Someone explain it to me :D
Outbreak Breakout.
- Drops the mic
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@Rovend said:
I would like to know what everybody thinks about Dead Dawg Saloon.
For me, a survivor main, is a horrible designed map. A tiny shoebox where the RNG can screw you so much as to let the killer be able to watch 3/4 gens from the same position.
A map where every Terror radius build hits like a truck. Agi-star nurse, agi-star wesker, coulro anti healing doctor.
God i hate this map
Besides the issues you mentioned, Dead Dog is one of the rare maps that both sides enjoy and have a fair chance of winning. In polls in routinely scores pretty high all around the board and when players can chose a map for certain events to have a higher chance you can bet that Dead Dog gets chosen.
It is the only map with a breakable wall in the shack and many breakable walls actually benefit the killer ... or hurt then when not broken down. All walls In the main building are basically a time tax that the killer has to pay better sooner then later.
The map is small, but it's bushes are notorious for hiding suevivors of all size, shape or form. The gallows and its hinterlands are notorious to form easily a vert strong 3-gen, but can just as easily be infiltrated.
The waterpump has a guaranteed totem spot that is a favorite healing hideout, but so knows the killer. Upstairs in the closed off room is another spot that 3/4 of the time spawns a totem.
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@Terion said:
you tell me there is players shaming over others players items now? just when i thought the community cant be more pathetic than i alredy think..
I dont care, anyone has to know themselves what they bring and why they do it. I rarely take any item with me only when i have challenges. "repair 12 generators" -> toolboxes with charge add ons and brand new parts, paired with built to last perk
"heal survivors x times/seconds" -> medkits obviously.
"blind the killer x times" -> flashlight and im using it at pallets.
i used to have maps and keys for aura reading but now that im more experienced (and have more perks for it) i dont really need em.
This is actually nothing new, but the thing with keys has fallen to the wayside in modern times.
Back when the hatchcwould spawn Inc the open and you could unlock it with a key mid-trial (keyword "hatching an escape"), killers would seek out and tunnel keybearers, especially if they noticed a last second item swap.
But nowadays keys pose no actual threat to killers and if someone wants the hatch that badly, they probably have a tome challenge for it.
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Yeah, second wind is a really strange and cumbersome perk. I remember that I couldn't make ryme or reason out of it when I got the game and Stranger Things was my first licensed chapter, it all seemed so strangely worded and convoluted and Mikaela had just released with a much simpler self-care mechanic.
Then I revisited the perk a year later, now confident that I would understand its mechanics now. And while I did, I was also underwhelmed: all this hoops to juno through just for a one time slow auto heal? Meh.
I had the perk equipped for a whole night and got it to work a couple of times, but it always felt like real work and never rewarding in a clever way. Thematically it's cool, ie babysit the other survivors and regain health, but nearly every other option does it easier, more consistantly and probably faster with way less hassle.
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Yes, it is and I feel ya. But just play Pyramid Head and just enjoy a fun and chill ride on The Game with suevivors continually locked in animation, cursing their lifes decisions to bring a Puzzle Piece Offering.
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/3257090#Comment_3257090
I did this too. 😂
I knew that I couldn't be alone in my strange ways ;D
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3253498#Comment_3253498
Pyramid Head has a substantially better attack than Nemesis and a secondary power that tracks and forces survivors to crouch through it and even give themself up to you instead of running through it lest they face the wrath of the best tunneler in the game instead of Margaret and Joseph who love to look at rocks.
Yes, yes, yes and yes.
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@Roaroftime said:
Killer is now easy mode, you're being handed 4k's thanks to the hundreds of survivor nerfs and thousands of killer buffs including rapid pallet destroying perfect for the game map. Skill issue.
*sigh* I am too frigging tired to respond to this oldish and boring claim time and time again.
Chances are that you're dead set in your opinion and nothing me dirty killer main could say would sway your opinion or even gave you pause in your vindictive rage.
So go on.
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@DragonMasterDarren said:
https://us.v-cdn.net/6030815/uploads/HDDQARWSCRCW/20221106212733-1.jpg
*Lightly sips Iced Tea*
I once finished one of the "survive while X survivors escape" challenge in the most unlikely way: by making a dumb missplay and getting sacrificed during the EGC.
While The Entity was busy with stabbing and impaling my poor body and not yet claimed its piece of my soul, I was still very much alive in the games code and got full credit for my bravery.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/3257038#Comment_3257038
My only argument to this is that if the killer wants to tunnel they will and it doesn't matter if the unhooked runs to the strongest tile in the game or two other survivors tank hits, if they want that survivor they'll keep going after them anyway and most of the time they're hanging around by the hook for the tunnel anyway, I'm not complaining about it because it is what it is but I'm just stating a fact that there is no set list to follow to make it not happen if someone wants it to happen it will and staying up is all you can try to do at that point and hope others are doing gens and not watching you loop for your life
Your are right. The big yet unnamed factor is, that every player, but especially killer, has their own unwritten codex of rules. I might play chill, but once one of this rules is broken, I shift gears and go full ham on you, ready or not.
Its like playing Blind Man's Buff in a mindfield and the chances to make it through unscathed are slim at best.
Still, I think that my advice is not unreasonable and might be mirrored by a fair share of the "cool killer kids" crowd. Tunnelers will always tunnel, but I guarantee you that tanking a hit and bodyblocking the unhooker will MASSIVELY increase the likelihood that you will get subsequently tunneled.
It's nearly as if sometimes actions have foreseeable consequences ^_-
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3257065#Comment_3257065
Enjoy Wesker while he lasts because they are going to nerf the hell out of him and make him clunkier and unfun as hell like Pyramid Head and Deathslinger
I wanna take your advise to heart, but I am also a Pyramid Head main and have mastered his clunky ways. To me, he is the hight of killer fun and hitting a Feng with a blind shot through the shack wall and getting accused of hacking is balm on my t-bag-ravaged killer heart.
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@Adjatha said:
The killer manually hooks every survivor. The survivor portraits tell you exactly who has been hooked. All an accurate counter shows you is a short-hand, so you don't have to remember the events of 1-2 minutes ago.
This quality of life feature is seen as helpful and right for survivors, who all get this information at through the old system.
This quality of life feature is denied to killers because of the tunneling strawman. If a killer is going to tunnel, they're going to remember the survivor or at least the spot on the list of which one has been hooked already.
The disparity is a simple representation of an underlying design philosophy: the power role is expected to struggle with as many in-game elements as possible to take the pressure off of the team side. Trivial things like the hook counter are just one layer. Memorizing which breakable doors are traps (they actually make loops BETTER for survivors if broken), letting survivors use the same character model with identical skins to obfuscate the intended target, scratch marks not changing for better contrast on bright maps despite their original design for 100% dark maps... these are all gameplay choices that are made specifically to make the game feel worse for killer players.
And this philosophy carries through to the macro level. Look no further than modern killer power design. Virtually everything is Hard or Very Hard these days. The belief appears to be: if a power is easy or fun to use, it is a design failure. That killer powers must be a challenge to overcome for the killer, or else they must be objectively bad (poor controls, very slow wind-ups, insane cooldowns, etc). And even when they ARE hard to master and punishing to use, the survivors must be granted as much or more information than killers get on the powers (knight's patrol path, Pyramid Head's warning beam).
It sucks.
It's a crummy philosophy to say "one side must fight against the game itself as much or more than they get challenged other side."
Wow, you just hit the nail square on the head and drove it home like there was no tomorrow. Cudos.
I already said my piece, so I'll just add a small addition to the last part of your comment: I remember seeing all this content creator's videos and streams of Wesker, how plain fun it was to just charge around the map and smack survivors into things or yeet them into the scenery. It was beyond awesome.
And after the PTB he feels just sluggish and cumbersome. Yes, smashing and flinging is still fun, but it's also hard and at release his hitbox was impossible small. Now it somehow is okay-ish, but he is a far shot from the beer-and-pretzel smash-and-grab playstyle:(
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The big thing about spinning is the decoupling of the survivors model and the actual hit box.
When running the survivors model is leaning forward, but the hit box actually stays the same as if they were standing, ie a somewhat egg shape. Don't aim for a spinning survivors head, but their revolving butt, legs and ankles and you should improve your hit rate by +9000%
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@brokedownpalace said:
I really wish they'd make the perk and charm menus easier to navigate. Maybe a search bar or at least the ability to jump to a letter
A search bar, a favorite charms option/checkbox, a couple of presets and a few new headers/filters, like all this recolored rift track charms that hardly anyone equips or tome charms, possibly with an option to sort them by tome and thus see the different versions of the charm going from mundane to fully Awakened.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3168345#Comment_3168345
I would never blame the unhooked, solely, at least. The unhooker is often a huge part of why people get tunneled and of course the killer actively chooses to do it. But there are ways to make yourself a less enticing target and deter tunneling, I assume that was his point. The "git gud" crowd is not exactly known for their communication skills.
I have been accused a couple of times of tunneling when in reality the unhooker just immediately speed off to a very strong tileset or possibly shack, while the unhooked one tried to loop me at an unsafe loop.
As much as I don't wanna tunnel, I much less like to waste all my time and pressure by chasing some survivor futilely around shack.
When you go for a rescue attempt, either gimmy time to move a decent distance away or take off the heat and offer me a moving target that's not totally unattractive (sorry Jeff) ((I am just joking, Jeff is awesome)).
Oh and a word of advice for the unhooked: get the f out and I won't touch you, but if you want to be cute and tank a hit for your comrades that's the sign for me that you're OK to stay in the fight. It's pretty easy, you can get away and take your cake or stay, tank a hit and eat your cake right then and there. You can have your cake and eat it and then accuse me of your buttery fingers and the gnawing feeling of regret.
This could be something that OP maybe didn't realise, but that's just a stab at the dark.
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@threeQuinn said:
I'm going to tell you the same thing I told my friend who always complains about being tunneled, while the rest of us don't as much. It's you.
Based.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3256941#Comment_3256941
Why complain about him or call him miserable to go against if they don't think so? We know full well that people call killers OP because of the most minor inconveniences that their powers create. Yes, even Trapper they do not excuse. Because they didn't excuse Wraith either. They didn't excuse Deathslinger. They didn't excuse Freddy. They just blanket statement say, "This is unfun and is hurting my feelings." and get validated, always.
"Trapper gives me anxiety whenever I vault a window, that's just plain unfun. Also last game against a Trapper I stepped into a trap and tried 5 times to get out. By the 6th try Trapper had come ALL the way from the other side of the map and downed me. What other killer has such crazy control? On some maps like Eiry playing against him feels OK and is even fun, but any McMillans or Autohaven map is literally distilled anti-fun."
There you go, mate, I threw you a curve ball.
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@The_Krapper said:
You still see the aura with blast mine I did it today, maybe they hid in a locker or something?
Fun! I like that and shall run Lightborn a couple more times.
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@Carmina_is_cute said:
From the perspective of a new player, I'm having tons of fun at both roles. I do see the issues with the game but blaming the recent changes isn't the correct reaction.
I'll argue that BHVR need to do more of what they did in the meta shakeup.
Perks with low pick rate need to be buffed or reworked, weaker killers need to be buffed or reworked, and strong killers need to be nerfed or reworked. No blanket changes, case by case depending on how relatively strong the killer is and what part of their kit isn't healthy for the game.
Finally, solo q must receive something that can let people coordinate or at least communicate what they're doing. Without that, balancing killers would be much harder.
This! I think that BHVR should just wing it and not trying to make the perfectly balanced game, but just balance with the pick rate, like for example LoL.
Just look at the top 5 picked and top 5 most unpopular perks and just nerf / buff them, no matter what they are. Next month it will be other perks turn to shine or getting gutted, but this way we are constantly stiring the games formula and keep adding somewhat new ingredients.
If something turns out to be way overtuned quickly adjust, but for the most part just roll with the punches and let the playerbase figure out the new meta, counters and tactics.
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@tippy2k2 said:
Yeah, I've never really felt like this before and I'm honestly not sure what it is.
I've been playing for quite a long time (relatively at two and a half years now) so maybe at this point it's just natural or if all these changes have just made the game very...stale (while the meta change was great, all it did was shift the meta to a bunch of really boring gen slowdown perks that really screws over solo queue players like myself). As a survivor, I'm constantly getting curb stomped but because it's all gen slowdown perks, it's a boring curb stomping (like....death by a thousand paper cuts curb stomping). As killer, I'm finding less and less challenge as either the game thinks I'm bad and keeps putting me against bad survivors or I've somehow hit a point where I'm just really good (unlikely but always possible!).
The Halloween Event was super fun and I played a bunch of it as the side quests made it so that I could get curb stomped and still have lots of fun but without it, the cracks the game was showing are becoming wider and wider...
I think the most interesting killers are those with an inherent side objective baked into their kit, like Pinhead. No matter how noob stompy he his, but someone has to pick up and do the box and then you got to find a secluded area to solve it or getting chased like his power depends on it.
I think they should either design a side objective for every killer or design some 5-ish generic ones that you can do. Maybe doing the side objective could be a ritual table that takes 90s to finish and seals away the killers power for 45s, or harvesting canker plants, giving all survivors a one time injection that gives then a 150% sprint burst on demand.
Killer specific ones could be running around and pressing E on each wall section till you find the Nurses secret collection of breaths and debuffing her, or sabotaging Bubbas/Billy's fuel stock, making them overheat faster.
Go wild, think about something fun and useful, but make it take time away from doing gens. Peeps are burning out because there is a lack of variety and broadening the way the game can be played should refresh and invigorate peeps interest.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3256888#Comment_3256888
Thanks for the confirmation.
You are welcome. Happy BP spending
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Hax!
Lol, no. All Bonus blood points are in a separate pool that can break the limit.
For example you could just never spend your grade rewards and just keep adding. You wouldn't be able to earn regular BP, but also wouldn't lose any grade or login rewards.
This way some folks have amassed 14million BP or something, I think there was one player who went into 100 Million just to check out if this might break the system and cause an overflow (it didn't).
Another way to save up BP is by doing tome challenges in a strategic way so that you can proceed without needing to claim some nodes, effectively banking those BP for a new killer/survivor release that you would want to P6 day one :P
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What if ... the guards like a deck of cards. You can switch between them and the yellow add-ons give you one extra copy. Once a guard card is used you don't regain it till you worked through your hand. Then you refill your hand and can chose the way you spend your guards.
This would give you a bit more flexibility without hard-core banking on just one guards abilities.
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@Ayodam said:
Her perks are fine. QnQ doesn’t fully silence survivors so that it has counterplay. Killers complain when survivors are 100% quiet (see Iron Will, see Off the Record) so that won’t ever be a thing. In regard to Adrenaline, that is fine too. Killers need to back up off this notion that survivors shouldn’t have any perks for endgame.
True. If you got Adrenalin and Hope and just run so fast that all I see is a dusty cloud that might be frustrating, but you build for that and played be rest of the trial with only 2xperks.
Some with my Myers endgame build (NWO, Remember Me, Blood Warden, NOED): here the gameplan is to ping-pong between two survivors and kill one off before all gens are done and then go to town on the remaining survivors. It banks on the survivors already celebrating their escape and that they don't expect such an oppressive end game. It can feel downright unfair, but hey, that's the build and you could dance on my nose all game long :)
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@HugTheHag said:
Most SWFs are not better at the game than their solo counterparts. Even with coordination, they don't have a significant difference in escape rates either in most cases. Casuals will be casuals.
Daily reminder that this here is the truth.
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@Veinslay said:
Lol at "it's the killer's job to keep track of the hook states". This is a great snapshot into the mindset of the balance team. The killers have to remember all the survivors' perks, have to guess if they have Unbreakable, wait out a Dead Hard that doesn't exist that could get the survivor enough distance to reach a pallet, etc etc. While for the survivors, they get spoonfed exactly what perks the killer has constantly. Undying notifies you when your aura is visible, Dissolution notifies the survivors when it's active, Huntress Lullaby tells the survivor when it's in play immediately, NOED totem is revealed very quickly. Lol. Everything in this game is hand holding for the survivors
This is a pretty biased post, but sadly it rings true.
I wouldn't say that everything is spoon-fed to the survivors, especially with most if them still being soloQ and unable to communicate with one another, but the information discrepancy between the two roles is staggering.
What really irks me is that survivors basically have more knowledge about the killers power then the other way around. I know its done in the name of "preventing tunneling", but really, with the exception of Plague all progressing killer powers only give binary information to the killer, ie "this suevivor is infected/cursed/bleeding" or "they are fully infected/cursed/now dying", where as survivors have all the granular information in between.
This really feels like it's backwards then how it should be, ie a power should add a certain uncertainty to the survivors, an "oh damn,I'm infected, can I finish this gen or will this be too tight?", but survivors have the full information and knowledge of everyone involved, leaving he killer completely guessing at the progress of their own powers.
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@fake said:
Yes, we already know there is a hook counter. We also know that it doesn't help.
I would like the killer to be able to see the individual hook counts for each survivor, just like the survivors got in 4.5.0.
I'm remember the developer answering about this, I mean from Q&A 2021/2/5.
Q.Why is the hook counter on the killer less informative than the hook counter on the survivor?
A.We were concerned that it would facilitate the tunneling of the killer. Also, the killer's task is to remember the survivor's hook count.
I am still not satisfied with this answer.
First, I think it is a big mistake to say that hook counters promote tunneling. Just because you can see hook counters for each individual, killers who tunnel will tunnel and killers who do not tunnel will not tunnel. Regardless of who is hooked and how many times they are hooked, they need to find that survivor and make the chase in order to tunnel. It is the killer who plays to tunnel, hook counter or no hook counter, that does it.
I tunnel or don't tunnel depending on my mood; while doing the 8-hook-0-kill challenge, I'm thinking in my head, "0-0-1-0.... .0-1-1-0.... .0-1-2-0... .0-1-2-1..." Isn't it silly?
And it's funny that memorizing the number of hooks in Survivor is a killer challenge. When you play Survivor, you don't have the memory, so you need to be told how many hooks your allies have, and the Killer needs to do it because it's his assignment. Why is it that when you play survivor your memory disappears and when you play killer you need memory?
I think this was sophistry on the part of the developer. The presence or absence of a hook counter does not affect tunneling. A tunneling killer will tunnel with or without a hook counter.
Then in 4.5.0, at the same time that the survivor hook counter was implemented to help survivors with no memory, the now nonsensical killer hook counter was implemented. It seems as if the development was a tacked-on damage control to giving hook counters only to survivors.
For me, I mostly keep tabs of the survivors in my head. But if things turn sour and I need to tunnel one out, the hook counter is probably the last thing I am looking for.
Quite the contrary hooks mostly matter when I try to not kill some survivors and just maximise hooks without anyone dying or wanting 8 hooks before I kill und first one orf .. its then that accidents happen and my goldfish brain either miscounted, I mix the survivors up or I didn't notice someone slipping into hook stage 2 earlier.
I fully believe that a true hook counter for killers would save more lifes then would end.
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... only three more escapes and I finally got this abomination that is "Outbreak Breakout" :V I hope that they never repeat something like this.
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@Lost_Boy said:
https://forum.deadbydaylight.com/en/discussion/comment/3255995#Comment_3255995
Yeah I rarely see the people using it early these days like old deadhard. Basically hardly ever see the run animation & people always timing it perfectly even when you bait it.
Wonder why people are so much more skillful at using it these days over the old deadhard??? Doesn't take long to figure out that a s**t ton of people are running auto scripts.
One interesting factoid about DH is that its a good marker that you reached the MMR softcap. As you may know, the MMR system has a softcap of 1600pts; everyone in this bracket gets thrown together, as to avoid too long wait times.
Normally I get at least one DH per trial, but 2-3 at not uncommon. But when you lose a couple of games and your MMR decreases, DH does disappear completely within a couple of games. It just gets wiped from your playing experience, as players without the nessecary skills won't bother with it. So see it as some kind batch of honor that you are regularly seeing DH ;)
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I want around when most killers released, but I remember quite some hype werben Artist dropped on the PTB with her damaging idle crows and how fast that hype blew its steam in the live version.
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@Shi283 said:
The Dredge can't warp to a locker near the hook, but the nurse can
why is this? (I'm talking, of course, about the hook someone is hanging on.)
The question is: why would a Nurse want to teleport to a locker near a hook, does she have reason to believe there is someone hiding within?
Funfact: when blinking through a locker you can see the survivor physically hiding within for a couple of frames.
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@Veinslay said:
Kill rate is like 80% vs solo, 20% vs 4 man SWF. There's a reason why they never show kill rates v 4 man
Got a source to back this numbers up? The last developer statement we got was that SWF increased survival rates by pretty consistent 5% per extra member, with a full 4 man SWF having a solid 15% higher escape rate then soloQs.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3256107#Comment_3256107
the problem is that its pretty unfair for a self-unhook to happen. In the end game, self-unhooking yourself with base-kit self bt can create situations where the killer loses a game just from pure rng. I always saw the kobe mechanic as more of self-suicide/give up mechanic. I am not sure how I feel about the mechanic. in many games, your teammate creates reckless situations where you lose a game as survivor just because your teammate preemptively gives up. Games that could been won possibly become instant losses. At the same time, you cannot force a player to stay in a game that he/she does not wish to continue to participate.
speaking of which, I think there should be self-suicide mechanic for when survivor a survivor is slugged. Given that they have give-up mechanic on hooks, why not have give-up mechanic on slug's?
True, but I am more ok with it when it happens due to a build and dedicated perks. Same as you cant really be angry at a survivor escaping your clutches via Adrenalin+Hope, they played the whole game with only two perks and then zoomed off to safety. If someone has Slippery Meat, Up the Ante and some salty lips, sure it sucks when they unhook in my face, but that was their build and I will take it with dignity and make sure that the next survivor meets my Tombstone Myers.
But no one runs Slippery Meat, so thats why I got the idea of possibly giving it the extra ability to try for a second stage unhooking. Even with all perks and items the chance would still be less then a 50/50, but at least it would make Slippery Meat a bit more attractive and make a good meme build.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3256416#Comment_3256416
So I've got 13 days playtime and, not counting deliverance, have unhooked myself precisely twice. Once it didn't help and we still got 4k'd. First time i managed it was during endgame and I managed to escape. Amazing escape particularly because the killer had been face camping me while last 2 gens were being finished.
Tbh even if unhooks happen more often I dont see it causing many clutch unhooks during EGC. Because not many survivors reach EGC without getting hooked at least once.
And I highly doubt it's intended as a deliberate suicide mechanic. Just an unlikely roll of the dice if nobody is obviously going to bother unhooking you.
I had a situation where we had a 3 vs 1 situation during the EGC. I had hooked two survivors and was chasing the third towards a 99ed gate. 2/3 of the way there one of the other two survivors KOBEed himself, unhooked his mate and all three escaped. He had neither Deliverance nor slippery meat or anything, this was a pure roll of the dice and no way to anticipate or counter this. Well, I could have camped the hooks, but yeah who would have done that? shrug Stuff like that happens.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/3256067#Comment_3256067
So this killer had:
Plaything
DMS
Tinkerer (ONLY ONE GEN GOT DONE!!!)
STBFL
Outside of tinkerer, that could absolutely not pop considering we only once got a gen to the threshold, there were no detection perks.
There was no way on Earth that guy could just down someone, walk directly to the other side of the map in the most random corner, hit someone, then when the person goes behind a wall, this guy perfectly readies his sights to the exact position of the survivor to shoot from behind a wall instantly. After that, they imediatly zoom to another ranodm corner where they have no issue once more downing a survivor.
I think that passed the limit of luck/guessing.
Well, yes, as you describe it and with this loadout it sounds like that Slinger was wallhacking. Hackers are a sad reality, but luckily they aren't in every game.
Let me tell you a story:
There were once two monks wandering the country sides when they reached a river. The rain had swelled it and flooded the ford. There was a frail woman who couldn't traverse the still strong water, so she asked if they could carry her over.
One of the monks shook his head in decline, stating that it was forbidden for them to touch a woman.
The other monks handmaiden this away, picked her up and carried her over. There he dropped her to the ground, bit her farewell and the two monks resumed their wanderings.
The next couple hours the one monk glared at the other and every now and then shook his head. When they finally camped for the night the one asked the other "what troubles you, brother?"
"It's that woman that you carried over the river. That wasn't allowed. "
The other monk nodded and said: "I carried that woman over the raging waters and dropped her at the rivers banks, but why are you still carrying her with you?"
So my friend, don't dwell on it and move on. BHVR is working on a solution to the hacking problem, if it will work out of not, you will always get that one game that rubs you the wrong way. But at its heart DBD is unconquerable and will always run wild and free. So don't try to hold it tight, let it run its course and enjoy the fun rides while not letting the bad ones weigh you down.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3256359#Comment_3256359
Well, i dont consider nodding and hitting on hook toxic either. Although it depends on the situation.
Indeed, I,was more answering in a humorous manner then totally serious.
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Keys I don't care anymore, but maps sat "I'll find every last gen and communicate their location to my teammates. Tunnel and kill me if you want, but und damage will already be done and my legacy will live on, leading to your ruin."
So a map will let me play tougher as usual, but the map bearer is usually not more of a threat, unless I stumble over them with Lethal Pursuer as the first survivor.


