Beaburd
Beaburd
About
- Username
- Beaburd
- Joined
- Visits
- 1,496
- Last Active
Comments
-
@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/2193935#Comment_2193935
you might be able to do that but it feels to me like I'm getting less points for the same amount of work I've always done in a match. I've had 3 gold and one iri emblem after a game and I'm still only just over 10K in total points. sometimes below it.
Best advice I could give then is compare your BP gains to the wiki:
Score Events are used to award Players with Bloodpoints in Dead by Daylight . They are triggered through various (inter-)actions the Player can make during the course of a Trial. 1 Overview 2 Tracking Score 3 Survivor Score Events 3.1 Objectives 3.2 Survival 3.3 Altruism 3.4 Boldness 3.5 Archive Challenges 3.6 Special Events 4 Killer Score Events 4.1 Brutality 4.2 Deviousness 4.3 Hunter 4.4 Sacrifice 4.5 Archive Challenges 4.6 Special Events Score Events are awarded in 8 Categories, 4 per side:and emblem points to the emblem section.
Could just be inefficiency, or maybe it is an issue and needs to be reported.
-
What about the BP system is broken?
I feel like I'm out of the loop - just hit 32k BP as a survivor earlier today.
20210515210518_1C.jpgOutside of that, I've been regularly hitting 28-31k on other games as well.
-
Favorite builds at the moment:
Bond, Open Handed, Kindred, Small Game
Bond, Open Handed, Plunderer's Instinct, Appraisal
Bond, Autodidact, Prove Thyself, Small Game
Bond, Botany Knowledge, Self Care, We're Gonna Live Forever
---
Oops, forgot why:
I love information, and being efficient on the map. Bond, Open Handed, Kindred, and Small Game all do that for me.
The last build is for point farming, since only self heal perks can max you out on survival points.
The third build is for when I just wanna cap my objective in 1-2 gens then run around the map playing support.
Basically, I just love info and being a team player + point hoarder
-
Dwight.
According to his lore he's an unpopular and unwanted guy, so someone's gotta have his back.
-
You know, I always thought poorly of the Spirit which I felt kind of bad about.
So I went to meet her in a bar and clear the air.
Didn't work out though. The bar didn't have any counters.
-
It happens.
Sometimes you just gotta remind yourself that no matter what happens it's gonna be all Dwight in the end.
-
The Doctor has a medical license.
While I'm not sure what he specializes, I think it's quite likely he's either an optometrist (judging by his lovely eyes), or an operating professional (judging by his employment at Lery's Institutional).
Either way, he's clearly an OP in way or another.
-
I'm sure it's been mentioned already but:
I feel like Nurse's power itself is inherently stronger than Spirit's due its ability to completely circumvent map elements. A good Nurse at a reasonably close distance can also position her blinks in-between your possible positions at the end of the blink to prevent any real counter-play on your part.
That said, I still find her infinitely more fair than Spirit simply because she gives significant audio and visual cues as to what she is doing and where she is going. She gives you time to understand and react to her movements, even if you're in such a bad position that your reaction is futile regardless of what you do at that moment
---
In contrast, Spirit does not give any significant cues as to what she is doing.
To re-use an old analogy of mine: it's like walking down the street, having someone whistle from behind you, turning around, and getting punched in the face. You don't have any real warning or indicator what will happen until the moment it's too late, and that is births both a frustrating and unpleasant experience.
And no, the small faintly glowing shards on her body and the slight animation reset when beginning a phase is not a significant cue as to what's happening. It's impossible to discern from a distance and still exceedingly difficult to discern up-close, especially relative to anything else in this game and even many other games. Even if you're attuned to these slight cues to know when she's phasing, you still have no significant indicator as to where she is or what she's doing - it's all a guess.
Why on earth would I find such a one-sided interaction fun and stimulating?
-
I want to say Dwight, but I'm already really happy with my current outfit on him so maybe not.
Other than him, I do like Nancy but I somehow doubt I'll ever see an extensive collection for her due to copyright complications.
---
Perhaps Kate?
She's got great assets that could do with additional investments cough.
-
The key to enjoying killer without playing an S rank killer, is to become a Ghost Face main.
Now hear me out:
You either do extremely well and look like a God amonst men for playing what many consider a sub-par killer efficiently; or,
You do poorly and start pretending to be a care-free farm killer by skittering around the map crouched and stealthed, like you're some kind of nervous crab who just doesn't want to be seen. People will love you for being so cute and silly.
Either way, you'll always have (some form of) your dignity and never feel bad about playing killer again.
-
Oh, absolutely.
Never had a better conversation than the ones I have with myself - I'm such a pleasant person to talk to, really.
---
But yeah I tend to talk and say what's on my mind subconsciously when playing games, reading, performing tasks or even just when I feel like it when alone. Sometimes I even have to remind myself to keep my mouth shut when doing something engaging in public, in case I let the habit slip.
Part of me blames my time narrating gameplay as a hobby years back, that's when it become more prevalent and somewhat troublesome until I embraced it as a charm.
-
The only actual hit-box I have an issue with is the one associated with huntress hatchets.
I swear half of those things don't even hit, and get mildly frustrated that a thin hatchet has the hit box of a giant beach volleyball.
---
Btw bikini beach volleyball skin for huntress when?
-
Just have the ones responsible for rank reset revamp the perk UI before a match starts.
Instant perk-roulette mode - fun for all!
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2191624#Comment_2191624
Literally just had a game where I managed to force a 3-gen, killed one.
Instant key escape. Nothing I can do.
Keys should only be for a slight BP gain and should only be able to be used after the Gates are powered.
Obliterate them.
I'd rather they be removed entirely
Yeaaah that scenario ain't right.
While I still advocate their existence, I don't think their current iteration allowing more than one to escape is appropriate - sympathies.
-
I don't have one myself because the post-game chat is typically dead (or I leave before it's active, I don't know).
That said, the pussy killer thing got a laugh out of me - ty Lol
-
I'm in the club of being terrified of random pallet stuns.
That stuff legit makes me jump when I least expect it.
---
Also when I'm a survivor doing a generator in a small corner with a low field of vision vs a known stealth killer like Pig, Ghost Face, or T1 Meyers.
The stealth killers themselves never seem to scare me, but holy crap a random survivor sneaking up to join me on the gen always seems to.
-
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2191576#Comment_2191576
I don't know if this is again a problem with your wording but egc and "after the exit gates are open" are the same thing except killer can start egc by closing the hatch irc.
And to your point of them having nearly no point, Moris don't have a real point either. (Btw I never use moris since everytime I do I get survivor way above my skill and already won't be able to pull them off even before the nerf XD) They are simply a kill animation alternative to the third hooking of survivors. Depending on distance to a hook they even are more time consuming and therefore hurting the killer efficiency wise. The only positive is that they deny any attempt or perk assistance for a last save.
Of course keys would have to be made into an offering too if their usefulness would be downgraded this much. Something like an offering that lets 1-4 keys appear on the map in some form and the can be picked up like event specific items like the halo or lanterns but without highlighting particle effects.
Fortunately your post contains the highlight of my response:
"except killer can start egc by closing the hatch irc"
Right, and if keys didn't work in this situation I don't know what the point of them would be. If keys only worked when gates were opened, you might as well exit via the gate and keep your key. But in that case, why would I ever use it and what its purpose be?
---
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2191576#Comment_2191576
Same point as mori's.
Small counter to Bloodwarden like mori's are for DS, but it's basically just a different animation
For both of your posts, I don't understand the constant comparisons I always see of keys to using a mori.
How I see it:
Moris focus more on delivering an aesthetically pleasing (or disgruntling, depending on the audience) experiencing for the user. They also just happen to have the benefits of avoiding save attempts, saving time, and avoiding perks such as DS, power struggle, flip flop, etc. The nerfs to moris restricting its usage to death hook support this view too, I think.
Keys, in contrast, are (currently) a misguided way to occasionally reward a survivor for their efforts thus far. The game might have people working together in a 1v4 environment, but the four team-mates aren't exact buddies that are obligated to save each other (SWFs aside).
I'm sure we've all been in situations where we've had games where we performed well but our teammates got slaughtered; or maybe the game was close and three died with a single generator remaining at 99% which the killer could now camp. It's these situations that I believe keys were created to reward the remaining player(s).
That said, I do think the concept is misguided because it allows multiple people to escape and secure a morale victory over and above what it robs from killers when they've put forth so much effort of their own. It's because of this that I want keys to be nerfed to allow a single use, or otherwise only be usable at EGC where upon only one person could survive with it anyway.
-
I'd be okay with them only allowing one survivor an escape per use, or only opening hatch during end-game collapse.
If it's after the exit gates are open, I don't know what the point to them would be and they'd likely need a rework.
-
Nea.
She's clearly evil, and extremely terrifying.
That said she usually dies in each game I have her in, so it balances itself out really.
-
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2191349#Comment_2191349
I have a question to your comment? How is trying to hit the unhooker during egc before and during/after unhook a misplay or rather what would the correct play be? Are you suggesting going for a grab, which are broken since dedicated server? Or is there a strategy I can't think of right now?
Honest question. no sarcasm, irony or anything intented.
Sorry, good catch. I punctuated that horribly and the wording itself can easily be read to mean the opposite of my intentions funny enough.
It should read:
"You should be able to trade kills unless you misplay, by hitting the savior before the unhook"
With the intention being to communicate that you can trade kills by hitting the unhooker before and after they hook, thanks to the animation delay. That is the proper play, unless the killer messes it up.
-
If you self care using medical supplies that have an enema kit within it, then it can absolutely lead to a harsh BM.
Be careful if that is the case - there's no functional restrooms in the entity's world as far as I know.
-
@[Deleted User] said:
This was never a horror game. It’s always been a horror themed party game.
I kind of agree with this.
I used to be stuck in the mindset that this game should be scary way back when. Fast forward a couple years and I've realized it really is just a game of time efficiency coated with a hint of horror, rather than a horror game itself.
I'm quite okay with that too, as I enjoy time management activities in general.
-
Foot rubs.
Plenty of them.
When I'm satisfied, I may then let you hook me - but only if you beg first.
-
An additional tip I'd throw in, is to do broad scans of the individual tiles rather than scrutinize every crevice.
Example:
On hills, within structures, facing inward on a tile full of trees.
In my experience, the placement has always been relatively obvious on whatever tile it spawns at and not snuggled between two objects like totems can be.
-
Hey, c'mon now.
They're clearly just admiring the DBD graphic design and arts teams' work. Sometimes it just takes a few minutes to really absorb the view in, that's all!
---
But yeah, one of the most frustrating things can be watching people do literally nothing with a Bond + Open Handed build. Lol
At least they make decent distractions when I'm being chased since they never move.
-
Yeaaah, some players can be #########.
I had two games today with particularly toxic individuals.
The first:
A Laurie (coincidence?) that repeatedly brought the killer to my location via Bond and fast vaulted around me to lure them over.
The second:
A Dwight using bond that helped the killer farm my body for an extended period of time (downing, then healing) so I couldn't exit the game without disconnecting. They eventually killed me after I afk'd though.
---
It sucks, and is disappointing that people like this exist.
Just know others suffer with you, and to report the individuals after a game is done.
---
Fun fact:
I ran an looter build in the first game, and escaped through the hatch with a key I found after Laurie baited the killer to me. The killer closed the hatch afterwards, then killed her. Got the most points in that game, and was the only survivor. Karma at work there.
-
@TGB said:
https://forum.deadbydaylight.com/en/discussion/comment/2191335#Comment_2191335
Listen, your post isn't innately bad here. You're right, as much as I cannot STAND the Survivor community in general, they ARE people too, and players too, AND they do need to be good adversaries or being Killer isn't fun.
HOWEVER, I want to say that I feel like you miss my point here. I understand why BT exists, and I even LIKE that it exists... ... on paper...
But its execution is miserable.
How does the buff being visible NOT have BT still accomplish the same exact thing??? The unhooked player still has TWELVE entire seconds of run time. That's several eternities, and there isn't a hook in the game that's more than 12 seconds away from the nearest Hitler's Funhouse of Pallets and Windows.
I am very and quite simply saying... I do not think Survivors should have a 5th Perk slot.
From the sounds of things, Survivors seem to want to keep their 5th Perk slot, and have no interest in discussing it further...
... To nobody's surprise, really...
Whether flawed or not, it's the inherent design of the perk system that they remain anonymous until triggered or the game concludes for the most part. In this regard it's actually a two-way street.
Examples that come to mind are totem perks in particular.
Like BT, some totem perks (particularly Devour Hope and Haunted Grounds) give no indication that they're present until they've been triggered. The effects are equally devastating in that they can give a free down just as easily as BT can deny one.
Even if totem perks aren't up your alley for comparison, similar examples can be derived from Starstruck, Bamboozle, BBQ, Blood Warden, and many others. All of which have potentially lethal effects, and therefore require consideration before action is taken even the threat isn't real.
Part of the game, as it's currently designed anyway, is weighing the existence of such threats on both sides to the potential benefits of ignoring them. That exists for both sides, in a way gives both killer and survivor multiple hidden perk slots.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2191335#Comment_2191335
12 seconds allows Survivors to run 48 meters.
12 seconds allows the killer to run 55.2 meters.
If the killers is so adamant to tunnel them down, they still can.
You can argue that 48 meters is enough to get to a strong tile-set, and you're not wrong. That's part of the whole concept of the perk in giving the receiving survivor a chance to play the game again after having been removed from it from however long they were on the hook.
I still don't see the issue with this.
---
Maybe the fact that it can guarantee a free escape during end game collapse?
But in that scenario, you have nothing to do but camp the hook and therefore you should be able to trade kills unless you misplay by hitting the savior before the unhook, and again after.
-
I mean, Borrowed Time (BT) was created as a tool specifically designed to help counteract tunneling.
You can argue that tunneling is fine, part of the game, and necessary to a degree and I won't disagree with that. But survivors are people too, and they log in to be your opponents because they want to play the game. Being downed immediately after being unhooked is akin to saying "I've decided you don't get to play the game" and that by itself would be a miserable experience for them.
---
I also see a lot of comparisons of BT to DS, but they're nothing alike.
DS started as the most bullshit perk in existence, giving EVERYONE a free 5 second stun when picked up whenever they wanted it. This original design was the biggest middle finger to killers everywhere, as it completely negated their downs and denied them their first hook vs every survivor. It was basically punishment for doing well.
DS then evolved through multiple stages until the most recent, where it was only active for one minute after unhooking. Prior to the nerf, the issue surrounding this was that it was literally a full minute of immunity vs the killer. They could heal, do objectives, or do whatever else they wanted without consequence. The nerf turned into a healthier perk where it specifically counters tunneling, and disabled that free-roam period of immunity after each unhook.
BT in comparison is 12 seconds long, providing only enough time for the survivor to struggle for their lives if they do get tunneled. BT's sole existence is providing that 12 second period of game-play after being idle on the hook so that they can still do something. It does not deny a killer of any significant efforts like the original DS, nor provide a significant period of immunity that the recent form of DS did. It even still rewards killers with a mend status effect, and the opportunity to trade killers on the rescuer.
BT was created to encourage killers to target others and allow the recipient time to play - and it's doing its job either passively through fear or actively through its effects.
-
I like chest builds - they're fun.
That said, there's no point to them other than to have fun or farm items.
---
It takes 10 seconds to get 250 points searching a chest (25 points/sec) with no emblem score.
It takes 5.55 seconds to get 100 points rummaging a chest (18 points/sec) with no emblem score.
In contrast:
It takes 14 seconds to get 1,000 points cleansing a dull totem (71 points/sec) with 20 lightbringer points.
It takes 47 seconds to get 2,425 points doing a generator with someone else (51 points/sec) with up to 50 lightbringer points.
It takes 16 seconds to heal someone for 500 points (31 points/sec) with altruism emblem points.
---
Essentially, any time you spend farming a chest is inefficient compared to literally anything else you could be doing. In fact, the only event really that gives less points than searching chests is soloing a generator (1,250 points in 80 sec, or 15 points/sec), but even then that still gives you a ton of emblem points and brings you closer to survival which can net another 5,000 points.
So basically by looting chests you're dedicating a decent chunk of time and potentially perks to get nothing except the chance to get a somewhat helpful item in-game. The items vary in usefulness, but most times they're not worth the effort (unless you really need a medkit or a key specifically).
Because of the above, I wouldn't say they're underrated. They're just for-fun builds really, not that there's anything wrong with that.
-
People can be mad at whoever they want, and for whatever reason they want. Whether it's justified is another question, but the wording is just so domineering I had to point that out. "Shouldn't" would be a better fit.
-
I've been here since the start in 2016, though I've taken a couple year-long breaks.
Should still have my legacy prestige nurse weapon if I check (couldn't be bothered to prestige for anything else back then). Used to main killer and hate survivors with a passion back then, now I main solo survivor - go figure.
-
TLDR for above tips and tricks:
Try to be unpredictable, and pray she's bad enough to fall for it. At best, it's a gamble whether or not you made the right decision - at worst, you don't have a chance because there's not really any counter-play.
Also the phasing is non-directional, and can be confirmed on the wiki:
-
B-but, how will I fulfill my dream of one day becoming a professional instigator if I don't get sufficient practice online?
Darn peace-loving activitists trying to impede upon my fun - I hope you all face a thousand spirits in your future games.
---
I'm probably joking.
-
There are two types of perks I want to encourage and see more of for survivors:
- Distance-based aura-reading perks
- Obsession perks
As such, my non-fleshed-out perk ideas (with arbitrary numbers) are mainly examples of similar concepts I would like to see rather than serious suggestions:
Aura-reading perks:
- Perk 1 - See aura of all killer belongings within 5m of yourself (totems, traps, hooks)
- Perk 2 - See the auras of survivor scratch marks within 32m (basically a lesser bond, but with the added benefit of being able to use others scratch marks during a chase potentially)
- Perk 3 - Allied survivors can see your aura within 40m when you stand still for 2 seconds (includes when being active; i.e. healing or doing gens)
- Perk 4 - Allied survivors can see the aura of whatever you touched within 40m for 10 seconds (items, gens, totems, etc)
Obsession perks:
- Perk 1 - Bodyguard - Take a health state worth of damage in place of the obsession whenever the obsession is hit and you are within 10m. You are broken for 120 seconds. Reduces chance to be the obsession.
- Perk 2 - Headbutt/self-sacrifice - Stun the killer for 5 seconds, but enter dying state in the process (even if at full health). Deactivates DS if used, like healing would. You become the obsession. (potential combo with mettle of man or deliverance?)
-
If you really want to buff her up, I suggest protein powder with a slight calorie surplus supplemented with a decent training regime.
Be careful about the surplus calories though, she's already a pig and you wouldn't want it to go too far...
-
Slugging from ambitious killers aside, I love the event in End Game Collapse.
Because I don't always reach ECG, I don't feel overwhelmed by the presence of the event itself. When I do reach ECG, I often find myself in a position where I'll hunt for the gnome for fun even though I already have it.
Granted, me prolonging games just to satisfy my desire to kick a diminutive garden ornament for funsies might not be considered healthy to the overall experience. Still, I can't resist the urge - maybe it's a bad idea after all? But it's so addicting...
Okay, I'm conflicted.
-
When I'm feeling particularly friendly, I'll over-exaggerate a reaction to something and use that as a segue into upbeat banter or a compliment. On occasion, I will also attempt role-play as Dwight for fun.
---
Normally, however, I avoid communication post-game though due to the potential for misunderstandings, toxic individuals, or a sheer lack of a desire to converse with others.
-
Would be a crying shame if some villain(s) were to arbitrarily vote you down randomly.
A crying shame indeed.
---
Oh, there's no such option - take another upvote and congrats!
-
Survivor: Dwight
His team-oriented play-style, nervous goody-goody nature, and affinity for lockers are something I relate with which draw me to him over others. Doesn't hurt that we sport similar hairstyles - I'm currently rocking the quarantine Dweard look though.
Killer: Ghost Face
If I was going to be a serial killer or otherwise murderer of some sort, regardless of my reasons, I'd definitely just want to have fun with it. Ghost face, from the playful trailer to the parodied Scary Movie series, and even the crouch spam with corner peaking, definitely makes him feel up my alley more than others in that regard.
-
Game_1.jpg Game_2.jpg Game_3.jpg Game_4.jpg
All within the last 24 hours. Quality of the games is about what you'd expect in most.
Seems about right to me /s
---
Note: I've had teams like this often even before rank reset issues. Kinda sucks but oh well, can't wait for matchmaking though.
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2188439#Comment_2188439
While I like the idea of incentivizing actual altruism, this also leads to people being morons and running out in front of a killer carrying someone and trading a health state for a WGLF stack for no effect other than multiplying their bloodpoint gains. Or sandbagging someone mid-chase because they don't know what they're doing and their attempts to bodyblock the killer ended up bodyblocking their friend instead. Or sometimes people will even run a killer towards a group of injured people healing so that they can take a 'protection' hit.
As long as it encourages active plays, I'd hope it would be okay to suffer through the initial learning curve of how to properly take hits. As a Bond + Open Handed user, it gets tiresome seeing people do nothing - especially if someone on death hook is being chased while they haven't been hooked once.
As for the people who would sabotage others for their own personal well-being, I don't see too much of an issue with it. People who like trolling will always be trolls, and people who are incentivized to act like them for points can be dissuaded by controlling the maximum number of stacks possible in a game and the ways to achieve these stacks (unhooks).
Not to mention, survivor teams are more like a group of strangers co-operating for the sake of their own survival rather than for the well-being of others. Bond, one of my favorite original perks, sums this up in its own description: "I need you to survive, so that I can survive." I'd argue taking advantage of others to some degree isn't necessarily wrong, as long as it doesn't get out of hand.
Not to mention in addition to the in-game behavior modifications this system may present, it will also reduce the ever-increasing grind to a degree.
-
The way they always mispelled Mcote's name or job title on the Q&A streams long ago.
It sticks with me to this day.
-
Just make We're Gonna Live Forever's point stacking with protection hits base kit. Same with BBQ's point effect.
That's literally all I want. Keep the other effects on the perk itself and buff it if need-be.
-
Nerfing Slippery Meat, and buffing Spirit.
The poor girl just can't handle me when I'm that slippery.
-
Bond, Open Handed, Plunderer's Instinct, Appraisal, Kindred (not really underrated), Small Game, Better Together, Botany Knowledge + Self Care + We're Gonna Live Forever.
All some of my favs
-
Need a proper matchmaking system before anything else is considered balance wise.
I just finished, as a rank 1 solo queue survivor, a game with a rank 20, rank 16, and rank 8 vs a rank 6.
Everyone died before I even got hooked once, despite me trying to take agro for them. I had 3x the points of everyone despite us all dying.
You can't make that job harder until the teams are balanced, and you can't do that without proper matchmaking.
-
I'm going to comment again that my ideal change would be the introduction to "Great" skill-checks on autodidact.
Give users the points from hitting these "Great" skill checks, and the additional bonus progression non-users have to counteract the negatives of autodidact early.
-
I recently did 5 generators with my team before anyone even saw the killer.
Bored, I went to the basement to nab an item before I left.
Next thing I know, I'm on a basement hook with insidious Bubba staring into my eyes.
---
Did I get outplayed? I'll probably admit to it, I should have seen it coming.
Doesn't mean it was fun or healthy game-play though.
-
If the flashlight uses a fluorescent light bulb, it more than likely contains elements of mercury.
Therefore yes, flashlights and their associated saves can absolutely be considered toxic!
Otherwise, I don't see an issue.