Beaburd
Beaburd
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- Beaburd
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I'm not sure how it would work, but I feel like a vampire killer would suck.
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Hag and basement Bubba.
They both just have me doing generators and leaving the person to die - no one really gets any points.
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Look at you, making a thread trying to unwrap a compliment made to look like an insult.
I'm offended to the lengths you go to speak common sense, friggin' try-hard.
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Most of these are survivors, but there's a couple killers in the list:
Dwight - Fairy, normal
Meg - Fire, fighting
Claudette - Dark, ghost
Jake - Rock, Ground
Nea - Dark, Poison, Bug
Bill - Ground, Fighting, Dragon
David - Fighting, Steel
Laurie - Fire, Fighting
Ace - Ice, Psychic
Feng - Electric
Quentin - Bug
Tapp - Dark, Dragon
Kate - Flying, Fighting
Adam - Psychic, Water
Jeff - Grass, Ground
Ashley - Steel, Dragon
Nancy - Water, Fairy
Steve - Fire, Dragon
Yui - Electric, Flying
Zarina - Dark, Fairy
Cheryl - Ghost, Ice
Felix - Steel, Ice
Elodie - Ghost, Psychic
Yun - Poison, Grass
Jane - Thicc, Fairy
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Holy mother of...
There's gotta be a story behind this face - did he get kicked in the nuts by plague, and suddenly realized it's one of his kinks?
I just can't stop staring at it LOL
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Yellow skin, blue hair.
That's the best cosmetic build for Marge Simpso -- er, the hag.
Perk wise, you could try Franklin's, BBQ, Make your Choice and Corrupt Intervention to some success.
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Credit to Ohtofu for the cosmetic build, which I heard of and found amazing.
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Are you saying I could be Ghost Face AND play as a survivor?
It's a dream come true.
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As for fun ideas in general, I gotta bring up a classic:
Create more mori animations, purchasable in the shop for everyone.
As for a new (and potentially horrible) fun ideas:
Give us purchasable skins for totems.
In particular give me a hex totem skin that, instead of being lit on fire with ember noises, dress up in a small suit and sing the "dry bones" song with volume increasing with proximity.
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I'm part of the sensitive crowd, and I was definitely not attempting to provoke someone. In fact, I chose those words specifically for the intention of avoiding a fight about the topic! Not that it worked, but the intention was there.
Oh well, can't please everyone I guess.
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I've never played the Silent Hill series, but I love the DBD theme for Pyramid Head.
It's just so calming and relaxing. I wish it played this music in-game while out of chase.
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I don't even have a snarky remark for this, that's kinda nifty - thanks.
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I prefer not to think about old DBD.
I get more riled up than a perfume seller remembering his old pirate life in some 2000 game about monkeys and islands.
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I would love a zombie killer, whose power is creeping around. We can call him the creeper.
Next, I want two survivors:
- A young male with shaggy hair, loose-fitted clothing, who's also a bit of a coward. We can call him Shaggy, after his hair.
- A young female in an orange velvet-like sweater with glasses. We can call her Velma, after her sweater and undoubtedly great ass...ets.
For the map, maybe a spooky hair-raising graveyard.
Also, it's mandatory the survivors have voice lines when first meeting the killer.
Example: Shaggy and Velma would say "Jeepers, it's the Creeper!" upon seeing him.
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Now I understand your concern: "But Bea! Your suggestion is too scary! Think of the children!"
That's why we'll also add an item in-game to give survivors courage in these trying times - we'll arbitrarily call them Scooby Snacks.
As for what they do, you figure it out.
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I will also not rest until this dream comes true.
Note: Special mention to potential killer Ghost of Elias Kingston, whose episode name is "What the Hex is Going on!?" and would be an amazing chapter title for DBD.
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I pray a talking system is never implemented.
Both for the sake of the crowd sensitive to toxic people, and for those around me who would have to endure my hours of rambling about inane topics in-game.
I'd rather they implement in-game systems that give SWF-levels of information and balance around that.
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I would love this, but make the survivor perk have no limit.
I just want to repeatedly revive the people who suicide on hook, disconnect, or otherwise exit the game. Just have the game somehow re-start itself every time I try to revive them, and force them back in. Their only option would be to unplug the PC entirely.
I don't know how the devs could do this, but I now realize I need this in my DBD life.
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A tinker is somebody who is fond of, and shows some ingenuity towards inventing things.
Gnomes are often tinkerers by trade.
Gnomes can also be pretty sneaky, as shown by Chompski.
Therefore it is only common sense that Tinkerer remove your terror radius and make you as silent as a gnome.
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Personally I'm hoping for Jill and Jack Baker.
I just really have this yearning to see Jack and Jill run up a hill
to fetch the entity's favor
But Jack fell down, and broke his crown
And Jill came tea-bagging over
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His smile, those knives, that wink in his eye?
Not to mention the way he dresses - yeah. He's a bad boy, alright.
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Yeah, I'm sorry to say this but that survivor was definitely cheating on you.
If they don't want to let you touch them, but are more than willing to let other people touch them, that's not a good sign.
Sorry for your loss.
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Good.
I do the same periodically, for the same reasons.
Heck, way back when before I took breaks I was always antsy at survivors and ready to join these weird online killer strike events - that were mainly just groups of a dissatisfied minority venting out on what they perceived as injustices within the game. Really had a bone to pick with the dev balance team too.
Now I'm just so much more relaxed and enjoy the game for what it is.
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Though, back then infinites were a thing, decisive strike had just come out, and there was a period where flashlights and pallets could stun mid-animation... Tell anyone about these things and you'd just get mocked and laughed at.... even the devs would rant "you need to be SO skilled to pull off anything remotely like an infinite!"... and then...
Oh, whoops! Killer PTSD flashbacks, ignore me.
I tend to ramble randomly.
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Not even joking, I got this map 3-4x in a row last night myself.
I mean I like the map well enough, so I don't really mind - but boy, what a co-inki-dink.
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I know this a meme thread to show your appreciation for Blight, and I respect that.
But holy... it does not seem right seeing Spirit and Deathslinger on the same tier as Trickster and Trapper (with the latter being in front). I'm almost triggered - almost.
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I don't mind it that much.
Though, I did play Raid: Shadow Legends briefly in the past due to someone sponsoring it and I definitely think I've been permanently desensitized to all forms of pop-up advertisements/news.
I still don't know if that's a good or a bad thing.
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The thread wasn't 'charm'ing enough to stay
While each discussion is like a color of the rainbow, some colors just aren't ready to be seen by human eyes.
Don't worry though, I doubt the mods took 'pride' in deleting it.
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@A_Skinny_Legend said:
I thought all ranks would reset once mmr is on, which is in the coming chapter.
Wait, was MMR actually confirmed in the RE chapter? Do you have a source?
I ask because I literally just finished reading a mod say there is no ETA for mmr:
https://forum.deadbydaylight.com/en/discussion/comment/2201400#Comment_2201400
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Strength depends on the killer.
Hard for me at all to care if a Meyers, Trapper, Trickster, Plague Ghost Face, or even a Hag has it; but give it to Deathslinger or Nurse and you couldn't lure me back into terror radius range for any number of Scooby Snacks.
Also, is anyone else being driven crazy by the discussion title? I keep thinking it's asking about Starbucks coffee, and I can't shake that feeling no matter how hard I try.
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It's coming, don't worry.
While I have no real information regarding the date, I have a hunch it will be on the 13th - of next month.
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Killer-only player in 2016-2019 (when I wasn't on hiatus). Survivor-mainly player afterwards and to this day (I seem to be eternally burnt out of killer, and don't enjoy it anymore).
I think I'm a good sport. I don't BM killers at all because I understand how horrible that can feel. I also tend to take protection hits and even die if it means saving someone on death hook or at end-game.
I do not feel the need to max any prestige, because I don't see the point in it. Though I may do it in the future one character at a time for something to do, if/when I ever get every perk on every survivor and killer.
I can get frustrated, but I rarely tilt.
Things that can frustrate me include: Spirit and Bubba (when no window loop is around). Things that do frustrate and also risk tilting me are: Teammates doing nothing, or doing something stupid.
No, I do not buy cosmetics.
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Honestly just give Laurie green skin, and make Quentin have long, thin white hair.
This way we can have an orc and Golem, and I can finally realize my Lord of the Rings dream in DBD.
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I hope they add a mode where Nea is the killer, and she hides among the survivors before she kills them.
They can call the update: "Darkness Among Us"
Oh, wait...
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I can just imagine the 10 hour farming games some people would do if the cap didn't exist lol
Not to mention what it would do to game-play for non-farmers, by encouraging people to mainly/only do what they're comfortable with and have fun doing. People need to be forced out of their comfort zones for points, otherwise we just have another Death Garden with self-inflicted defined roles.
I also support the statement that removing the cap would increase and encourage the number of bullying activities in the game.
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I just see absolutely no benefit to ever doing this.
Raise the cap one day? Sure, maybe. But never get rid of it.
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Edit:
Also as someone who was once farmed by a killer and survivor against my will in the last couple days, I would also DESPISE the removal of point caps since they probably wouldn't have killed me for a LONG time. At least they were discouraged from doing it after like 15 minutes because they were capped out, so I didn't have to disconnect and get punished + lose my points.
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I love this perk.
- Releases me from the responsibility of having to heal someone (unless I want the points)
- Encourages timid players to actually play the game instead of wait in a corner injured
- Amazingly useful when only 1-2 people are left and heals are rare
I personally only use it when I'm running a heal build, with at least botany knowledge to supplement it. That said, the perk is so handy when I do take it and is liquid courage for people who otherwise have panic attacks.
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It's also one of the only reliable ways to get a steady source survival points.
C'mon devs, we need more survival point options than aren't associated with getting killed or escaping (healing on ground, wiggling, struggling on hooks, escaping).
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If we put four survivors on one side of a scale, and a random killer on the other side, you'll find it'll almost always be survivor sided.
It's just really hard for one killer, regardless of their height and size, to match the weight of four survivors.
Except perhaps Clown. He's a thicc boi, so the scales might tilt in his favor - hard to tell really.
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All I want is Robert Englund's Freddy Kreuger.
If this ideas gets me it, I'm all for it.
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Dwights, but only if they hide in a locker before going down or crouch to show submission.
#DwightLivesMatter
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2197687#Comment_2197687
LOL It’s the way her legs move as she Urban Evasions to sandbag you isn’t it?
Oh God, don't remind me of those legs while crouch walking.
Her thin legs and bent knees literally remind me of some deformed spider Lol
They should just rework her. Attach another 3 sets of legs to her torso and move her into the "Killer" category, and the devs have the cheapest chapter they've ever made - easy money.
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I only really have two issues with their current emblem system for killers.
The Gatekeeper emblem feels too biased on survivors actions relative to the killers actions and exerted pressure.
The Malicious emblem encourages tunneling because you get +1 point per hit, but lose -1 when someone heals. This means you only really keep your emblem point for hitting in this category if you down an injured survivor, and then hook them (preventing the heal of the health state you took away). This is easily done on already injured survivors, especially ones who have been unhooked already. In contrast hitting a healthy survivor just exerts pressure, but doesn't really give you anything emblem-wise.
I guess the current malicious system though does prevent hit-and-run farming tactics, and ensures a decent score if they hook everyone multiple times instead of just once. Still I can't help but feel it could be better somehow - sadly, I also have no idea how to improve it.
The Sacrifice emblem and Chaser emblem are great though, I like those a lot.
Edit: Chaser emblem has issues with one hit downs actually, that should be improved upon too. But again, I never gave it a thought as to how. Maybe double points for instadowns? I don't know.
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That said, the above only applies to the current system. If they can figure out a better system that might resolve my issues with the current one, and I'd totally support that. Wouldn't be my highest priority, but would be nice if they could figure a better one out for sure.
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Nea.
The number of times one has gotten me killed is insane. She's just too attractive when she's on a hook, especially during end-game collapse.
All those points though... I'd do it again in a heartbeat - curse my lack of self control!
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I'd feel bad if I outright said what I think.
Just know I understand some killers in particular can feel frustrating to go against, and that I'm with you all in Spirit.
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Oh I've seen that thick grass once at the edge of a map, between a stump and a fallen log.
It was so memorable to me because there was a totem inside that grass inbetween the stump and log. It was legitimately IMPOSSIBLE to see and I only knew it was there because of small game. I also only found it by rubbing against the tree for a cleanse prompt.
I couldn't tell if that was cheap as heck, or clever as sin - either way, it was the dirtiest spot I'd ever seen.
Edit:
Found the screenshot I took of it
Dat Totem though.jpg -
I don't like this idea.
One of the reasons the point categories are separate is because they want to encourage every player in the game to experience every aspect of the game. If you promote points for categories that differ from the actions you're performing (objective points in a chase), you risk segmenting the player-base further into defined roles of gen jockey, looper, etc, than they already kind of are. This could also potentially promote and cater more to the players who love to taunt killers, and basically be rewarding and encourasing what we know as toxic behaviour.
Instead, I'd love to see more reward systems put in place to discourage tunneling and camping and encouraging altruistic play-styles. One example of this would be removing the bonus bloodpoint portion of "We're Going to Live Forever" and "BBQ 'n' Chili" and making them base kit.
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Survivor BP generation is also strong if you take the type to work with someone else, and can easily surpass the killers BP generation. Everyone just tends to avoid these interactions and therefore repeatedly deny themselves decent BP gains.
Examples of some of my recent games that try to mix in more co-operative point play:
Co-operative.jpg Looper.jpg Looter.jpg Perfect Game.jpg Supporter.jpg -
I'd argue Bond is the best perk in the game, but I'm probably also a bit biased.
I just really appreciate how much information Bond gives, including:
- The killer's general or exact location (depending on distance)
- Location of objectives
- Location of teammates for co-operative point farming
- Location of teammates for healing
- Location of teammates who need a protection hit to survive
- Location of teammates if you need to distract the killer from chasing you *awkward cough*
I doubt there's another perk in the game that can make any player more efficient and on-track in their game-play than Bond. It's just so generally good and reliable.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2196352#Comment_2196352
I run away. Doing gens together without prove thyself is a time waste. So i prefer to do a gen alone. So if i do gens i get less points then when i get chased the entire game.
That's the thought process that I actually think is holding a lot of survivors back from improving their bloodpoint scores, with the current system anyway.
Soloing a generator is actually the lowest form of non-survival category point generation in the game. You get 1,250 points in 80 seconds, which is 15 points per second. It is more efficient in terms of overall survival, but it also has the lowest level of interactivity with any other player in the game - probably explaining its low point value. In contrast, working with a survivor on a generator without Prove Thyself gives 3,250 points in 47 seconds for a total of 69 points per second.
If you play solely for survival then that's completely fine, do what you like.
However if you do want more points in your games, you should try to make an effort to do more things together. Yes it's less efficient in terms of generator repairs, but only by 7 seconds (if you only work with one other person). Finishing any individual generator faster also has the benefit of getting both you and your ally out in the field as soon as possible, and makes it harder for a killer to rotate and push you off in time if they're far away initially. This is especially handy vs Ruin users early on, and Tinkerer users in general
That said, you do become more inefficient as more people gather to do generators. At that point you have a decision to make on whether you think you can afford to endure that penalty for the massive pay-off in points, which I think is kind of fun in itself.
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Are you sure that's Michael?
I'm convinced it's a preview of an upcoming killer: The Mannequin
A headless killer, with an abnormally large collection of expensive in-game apparel - every fashion artist on a budgets nightmare.
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For better or worse, I haven't played in a SWF since I started playing in 2016.
Maybe because I was a killer main for the first couple of years, who knows.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2196341#Comment_2196341
So a survivor's BP gain is determined by the actions of another player? In a game like this, currency gain shouldn't be affected by cooperative actions seeing as there is no way to guarantee that another survivor will actually cooperate on something with you.
I'm not going to argue the system is perfect, good, poor, or otherwise. I'm just stating that you can easily max out your categories by working with others.
I also personally haven't met too many people that run away from me when I want to work with them. That said, I don't usually meet many that go out of their way to work with me either. That's another reason I typically hunt for totems earlier, it lets me know who is where and where to go. Bond definitely helps in this regard too, but it's not necessary either.
Edit:
I'll add that in my screenshot and original post, I implied that Steve joined the generator late. While this is true, he was actually doing a totem in the back room that I wanted and I only started working on the generator because I anticipated he would join me. If he didn't, I would have left.
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I hate these joke discussions, there's not even a "Locker Deity" category for Dwight.
It should be right above "Path of Pure Perfection."
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Gaining bloodpoints as a survivor is actually easier than one thinks, even if you get chased most of the game.
People just often don't realize that the VAST majority of survivor points are not gained from performing individual actions, but rather from performing those actions with someone else. In fact, you can technically cap out your objective score from doing a single generator if you really wanted to - even without Prove Thyself.
Here's an example, with me completing a single generator at the start of the game as the killer gets his first hook:
Generator Points.jpgYou'll notice two things:
- I got 5,000 points from repairing a single generator - 75% of which came from co-operative points.
- Despite what I said earlier, I have Prove Thyself.
Ignore Prove Thyself for a second, and just appreciate the large number of co-operative points relative to the generator 1,250 generator points which I'm going to otherwise ignore. Steve there joined me on the generator a little late, and I actually should have gotten 4,000 co-operative points. The reason for this is because doing a full generator with someone else gives you 2,000 points per person you're working with, and Prove Thyself just doubles it. If I worked with two other people I would have gotten 4,000 co-operative points without Prove Thyself, and 8,000 with it.
Similarly, if I worked with all three other survivors (good luck with that) on a single generator I would get 6,000 co-operative points, or 12,000 with Prove Thyself. Talk about overkill.
The same system works for healing, where you get 400 additional co-operative points healing with someone else (in addition to the 500 base you get for just healing in general - totaling 900 for a single heal with someone else). If I had Prove Thyself that would be 800 co-op points from a single heal, and 1,300 overall with the base points included.
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The point I'm trying to make is that you really don't need much effort to max out the other categories if you try to perform actions co-operatively in your downtime. Even one generator with another person without prove thyself nearly gets you half of the available objective points you could possibly achieve in a match.
If you're literally being tunneled so hard that you can't do anything else, that does suck. That said, it might be an indicator that you need to up your stealthiness a little at some point in the game or otherwise try to avoid the killers detection by playing safe even if only for a short while.
If it helps:
I personally do a totem at the start of the game, let someone get chased, then use Bond to find someone on a generator and complete it with them. If i have Prove Thyself on, I'm basically capped out on the first gen and can do whatever the heck I want after that (such as play with the killer all game). If I don't have Prove Thyself on, I can still do whatever I want but just need to make sure I stop by a gen again later for a bit.
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Trickster is the best killer in the game, hands down - he just tricks you into thinking he's mediocre by holding back every game.
There's a reason why always seems confident, and laughs during chases.
Fun fact:
He's laughing at you, not the survivor, because he's purposefully holding himself back and knows you're suffering.
Now you also know why he winks at you in the lobby when you pick him.
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I'd make a sarcastic quip, but I actually just finished facing 4 blights in a row.
Don't get me wrong it's better than spirit - but dang, that's a lot of Blights!