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Beaburd

Beaburd

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Beaburd
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  • I finally found my gnome in a game as a survivor (two in one game in fact!).

    Best tip I can give for finding it is don't look too hard. Check obvious spots, like hills and open areas and do brief scans as you run around, instead of scrutinizing every crevice.

    Also remember that the laugh also indicates he spawned somewhere else on the map, not that he's near your current location. Multiple gnomes can spawn per game, but only one will appear at any time.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/2185693#Comment_2185693

    I'm not looking for it to be op, but the skill checks definitely need to be increased. In it's current state you can easily heal more than one survivor and never get a skill check.

    The chance to hit a skill-check at the moment is 15%/second. The chance to hit a skill-check while solo healing someone is 93%, and 73% if healing with someone else.

    If you're not getting a skill-check with multiple people, that's some unlucky business - rip.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2185601#Comment_2185601

    The problem is that many dont care for bloodpoints.

    Right, but it does increase interaction between multiple users in a way that doesn't affect the current games balance to a significant degree and would still seek to discourage these un-fun practices and reward those who don't utilize them as much. Those who camp and tunnel out of spite may be unaffected, but I don't think it's realistic nor possible to fully remove the issue without a drastic change in behavioral policy.

    This is simply a good first step to promoting healthy game-play, in my opinion.

    Doesn't hurt that it reduces the grind in a controllable manner to boot, especially as more perks are being introduced to increase it.

    ---

    Edit: It will also encourage passive and scared survivors to be brave up and participate in the game. Which is huge, because I see quite a few of self-centered or cowardly individuals. Nothing wrong with it, but promoting these players to interact more is always nice.

  • The only thing I'm cheating with in-game are lockers.

    Those sexy rectangular lines.

    That full, luscious red paint job.

    And the way they open up to let me inside on demand.

    AHHH! Sorry, I just Dwighted myself.

  • Was a rank 1 survivor, now a rank 1 survivor.

    Was a rank 1 (or 2, it's been awhile and I forget) killer, now a rank 2 killer.

    Doesn't seem like mine changed at all tbh.

  • It wouldn't solve it entirely, but something that I think would reduce the prevalence of tunneling and camping is making both BBQ 'n' Chili and We're Gonna Live Forever base kit** on both sides.

    Killers would be motivated to leave the hook and tunnel less because this new base mechanic will always encourage and reward these actions regardless of their build.

    Survivors would be motivated to take protection hits from injured teammates, thereby increasing camaraderie to a degree that should reduce the effectiveness of tunneling. This would also provide additional activities (helping others) other than just rushing generators.

    Implementing both will also give a decent increase in overall point-earning to reduce the grind for new players.

    ---

    I'm honestly surprised they haven't done this yet.

    **Note: I do not expect the +100% healing on downed teammates nor aura-reading of BBQ to be included in this base kit suggestion. I'd argue BBQ aura reading could be kept since it's counterable by lockers, but that doesn't feel too fair. Both effects could be retained in their current perks with an additional buff to make-up for the removal of the increased points.

  • I would love an Autodidact buff instead of a rework because its current iteration is fun, yet also terrible. I want to love it like the above user, because I love the idea of a perk escalating in usefulness throughout the match and I like being altruistic.

    Sadly it has some major flaws, such as:

    • You can no longer get "Great" skill-checks while healing, meaning no +100 altruism bonus points over a regular skill-check
    • You cannot get the +5% bonus healing progression when hitting a "Great" skill-check, because they no longer exist
    • If you hit "Great" skill-checks reliably and get that bonus progression, Autodidact doesn't break even in terms of healing progress until the SIXTH skill-check

    ---

    Honestly, just buff it so it has a "Great" skill-check zone within its enormous "Good" zone. It can be as small as a regular "Great" skill-check, but reward you with a +10% progress when hit until fully stacked - in which case it reverts back to the 5% bonus progression that would be present without it.

    I just hate how it currently removes all the fun and benefits of hitting "Great" skill-checks, and as a result it becomes so inefficient from a points and time-saved stand-point.

    ---

    EDIT: I did not read the first post. I love your idea about the skill-checks, it's literally what I've been thinking about recently. That said, I want to keep the current overall system of autodidact.

  • Coincidentally, Kindred + Open Handed gives a 32m radius of full killer information for just this purpose. As someone who religiously runs both, I can tell you that it doesn't matter that your teammates have that information, they still won't do generators more than half the time.

    Though, that set-up still can't see undetectable killers since they're immune to aura-reading perks.

  • I love this perk, and think it's fair.

    When I play killer, I get to use at least the insta down portion of it fairly often.

    When I play survivor, I almost never see it get value unless I ignore totems.

    It's probably the only insta-down and mori effect that I actually think is fair game.

  • I feel like I see Deathslingers so often lately.

    I could be sad about it, but then I remind myself that it could be Spirit and suddenly I'm fine with it.

  • Wait, that's actually genius.

    Please let the mori be sewing buttons into the survivors eyes.

  • I don't know how to answer this question in good Spirit.

    Maybe it's because the Spirit of the question itself is inherently negative.

    I can feel my mentality Spirit-ing away just thinking about it.

    Ugh, I need a drink now - where did I put my collection of Spirits?

  • Scooby Doo and/or Shaggy Rogers.

    I will not rest until my dream comes true.

  • @Rullisi said:

    If you have played spirit, most of the time you know where she is at and you can hear her feet during phase

    Ayy, it's the buddy on the sidewalk.

    Nice seeing you again, wouldn't be the same otherwise.

  • @Rullisi said:

    How can people hate spirit so much when freddy, twins and deathslinger exist. I want to play with any other killer than those three I just can't take it anymore.

    You can see each of those killers, and track their movements with your eyes. Even Deathslinger can be avoided to some degree by trying to remove line of sight using trees, walls, or whatever else to lower the chance or increase the delay of being quick-scoped.

    To put it in other words, even if I'm about to get F'd by those killers I'll at least still see it coming to some degree.

    With spirit, it's just a 'happy' little surprise from behind every time

  • Someone saved my life during end-game collapse once.

    After game, I typo'd and said "[name], ty you."

    The chat censored and appeared as: "[name], *** you"

    Spent the next minute trying to correct myself and wondering why the heck "ty" was censored Lol

  • @FatallyIconic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2180627#Comment_2180627

    Thank you for taking the time to reply with this, I appreciate it. Im already an avid fan of small game so will give that build a try.

    I'm curious what you think of the perk "leader" since I think it can be fairly efficient when sticking with teammates and using it with bond.

    The current build I've been experimenting with is :

    Bond, Visionary, Open handed, Leader. Ive been swapping out open handed for Borrowed time when I'm in a SWF. I used to only use the meta perks all the time, but I've been having fun playing with aura teammate builds.

    I've thought about leader quite a bit in the past - I want to like it, but can't bring myself to.

    No one really sabotages anymore (especially not when I'm around), and I tend to claim all totems, unhooks, and chests as my own because of their amazing point/sec values. In that case, it's literally only useful for speeding up heals and unhooks on myself and maaaybe letting someone open a gate faster. Problem with that is if I'm ever in a position where unhook speed matters, I'm probably gonna be camped/tunneled anyway. If I'm in a situation where heal speed matters, it's probably because I positioned poorly (healing at hook) which I don't let happen usually. And exit gates are also something I typically like to claim for points over my teammate unless capped, so even if we get to end-game I probably won't use it there either.

    As it stands, leader just isn't worth it to me because it just encourages people to take points that I want away from me. If they ever buff leader so that it gives you the same amount of points received by users affected by the buff, then I'll consider it - till then, it's unlikely I'll ever use it.

    That said, all of what I'm saying only matters from a point-hoarding play style (which I love and play for). If you just want to be supportive, or have another in-game goal then it could work for you.

    ---

    The build sounds fun overall though, I love information perks so that's up my alley.

  • Why I don't like Spirit:

    • When she passively phases in-and-out while walking, she temporarily vanishes each time for a second against aura reading perks (like kindred and OoO) - it's kind of annoying.
    • Her power has no real discernible audio or visual cues to warn you what is happening and how**
    • Her power, even if it did have cues, is still incredibly strong in that she's faster than Wraith, retains that speed for a bit even after her power ends, and can attack immediately at any time


    ** I know there is apparently an (intentional or not) glitch where her animation restarts VERY briefly when she uses her power and/or that her glass shards glow a bit when used on certain skins. It is extremely unrealistic to rely on these, as they are not only nearly impossible to spot at a distance (if not impossible to some entirely) but also unrealistic to expect to do so while in a chase. Close up, unless they're at a pallet, she's typically able to M1 just fine without using her power because her base movement speed is still decent. Even at a pallet, it's still on the survivor to not only discern these slight tells, but also gamble where she'll appear after using her power.

    Basically there's just no realistic way to know what's happening when vs a spirit, and it's a one-sided interaction where they're basically in complete control over how they do.

    To sum up my experience vs her:

    It's like walking down the street, someone whistles behind you, you turn around and you get punched in the face randomly. To make matters worse, his buddy is on the sidewalk saying "if you looked carefully enough, you could have seen his arm tense up briefly when you turned around and reacted to it - get gud." Meanwhile I walk away with a broken nose wondering ######### their problem is.

    It's just not an enjoyable experience.

  • @FatallyIconic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2178441#Comment_2178441

    OK, so what build would you recommend to maximise blood point gain and to benefit a playstyle of sticking with other people? I just find sticking with teammates a lot to be detrimental. But maybe there is a build that will make it more viable? Bear in mind I play solo queue in which your teammates aren't guaranteed to make smart decisions.

    Yeah, the whole teammates aren't smart thing is probably the biggest flaw to perks like Better Together which rely on them to make good use of the perk. Even though I think the potential of the perk is great as is, as mentioned above, people's ignorance to its benefits can often avoid it thus making its purpose invalid. But that's a player-base/match-making problem.

    That said, to answer your question of what build I'd recommend to actually maximize blood-point generation and improve co-operative play-styles...

    If you want a more passive and safe play-style, I'd recommend my current build:

    • Bond
    • Kindred
    • Open-handed (can be exchanged for inner strength, exhaustion perk, or something else)
    • Small Game

    With this build, I just prioritize totems early (dull give 71.43 points/sec) until I see someone on a generator with bond and join them on it (51.60 points/sec for one other person; 82.89 points/sec for two others). When someone goes down, I use Kindred to see whether to remain on my gen or to commit to a save - typically I'll commit if I'm sure I'll get the save over someone else OR if the killer is chasing another survivor somewhere. Benefits to safe saves are an instant 1500 points + 200 points for assisting an injured teammate + 500 healing or 700 if co-op healing (31.25 points/sec solo, 87.5 points/sec co-op) + ability to do a nearby generator together afterwards (51.6 - 82.9 points/sec). Since doing a generator solo is 15.6 points/sec, running to instead help heal a hooked survivor and grouping for generators after is clearly superior points-wise.

    Typically with this passive playstyle, I'll max objective easily without prove thyself regardless of the game's pacing. I'll also get at least 5k in boldness from totems and general chases (that's 13k points minimum already per game). Anything more in boldness and altruism depends on the killer and my teammates though - if the killer can't hook anyone, it's pretty impossible to max them out.

    ---

    If you want a more aggressive play-style, I'd recommend:

    • Bond
    • We're Gonna Live Forever
    • Prove Thyself (can replace with self-care or inner strength)
    • Exhaustion Perk (can replace with self-care or inner strength)

    Unlike the passive style, you won't be actively hunting totems for boldness points. Instead, you run around and harass the killer for boldness and only stop to do generators or altruistic actions with someone else. You don't need Kindred here because you'll always be going for save attempts. Prove thyself makes it so doing a gen with another person gives 76.6 points/sec, or 132.9 points/sec with two other people. Meaning you'll reach your 8k max blood-points for objective in roughly 1 or 1.5 minutes of doing generators with someone else. Co-operative healing also increases to 112.5 points/sec since prove thyself affects co-op actions in other categories.

    Since you generate so many bonus co-operative points, you have a lot more freedom to do whatever else you want on the map. This play-style, especially if you have self-healing, also encourages body blocking chases (which you'll find with bond) for protection, distraction, and WGLF points. Self-healing perks also give super rare survival points, albeit not many (min 9.3 points/sec for self-care, and 37.5 points/sec for inner strength). Self-care has the benefit of giving skill-checks though, so if you can hit greats reliably you'll often get 600 per heal for 18 points/sec. The points/sec are low, but if you can hit at least one great skill check it's still better than doing a generator solo at 15 points/sec, and survival category points are so rare that they're arguably worth more.

    Note that I said prove thyself can be replaced for a healing perk. That's because once you really get efficient with weaving co-op gen time while playing, you'll find you often reach near the cap for objective points even without it.

  • Bond, Open-Handed, Kindred, and Small Game.

    I love information, and this build quenches my thirst. I'll always know where everyone and thing is, meaning I'll always be focused and busy - whether it be on objectives, finding totems, or even saving teammates in a chase or from a hook. When doing generators, this build also lets me watch people get chased which reduces the monotony of holding M1.

  • Bubba and Spirit for me.

    I tend to have a dislike for killers that have little or no counter-play. Bubba's only counter is a good window tile, which can be impossible to get to quite often. Spirit's only counter is herself, which isn't really a counter.

    I'd argue Nurse is better than both in a chase, but Sally's power has discernible tells when used and gives me the feeling I can alter or delay my down. This is especially true with line of sight breakers on the map. I actually really like her design as an S tier killer - very strong, but still feels manageable to a degree even if one's efforts as a survivor aren't really fruitful vs a good one. Something I'd argue Spirit lacks.

    ---

    Notable mention to Deathslinger, whose instant shots can be frustrating sometimes. Even he, though, is weak to line-of-sight breakers and gives me the same feeling that I can delay my down by early pallet slamming.

  • Things I would do, personally:

    • Put in more scoring events for the "Survival" category for survivors that can be achieved without perks
    • Nerf or change spirit and bubba
    • Heavily nerf, remove, or otherwise change what keys do
    • Buff a lot of killer/survivor non-meta perks
    • Remove tiered perks
    • Give each survivor a - small - little perk or innate ability that makes them stand out a little (like + 1 luck for ace, +10% heal speed for claud, +10% locker enter/exit speed for Dwight, whatever. I'm making this up as I go)
  • Being healed by an ally takes 16 seconds from you, and 16 seconds from the teammate healing for a total of 32 seconds spent on healing you. This excludes the time it takes to find someone to heal you.

    Healing yourself via Self-Care alone takes 32 seconds. This heal can be conducted whenever you want with no delay. You also get rare survival points from completing the heal, and any skill checks you succeed at.

    Self-care is fine as it is. Time-wise it's as efficient as if someone else was healing you, but is always available and provides you with points that are almost impossible to get elsewhere. It's superior than having someone else heal you as it is for those reasons, and buffing it would just widen the gap even further. If you really want to shorten the heal time, I suggest Botany Knowledge and/or Desperate Measures. Sure, it consumes another perk slot, but it also affects your healing on others in addition to your own.

  • @FatallyIconic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2176577#Comment_2176577

    The problem with grouping on gens is that it's extremely risky. If the killer comes to your gen or has discordance, they can easily keep 2 or 3 survivors pressured. Everyone doing separate gens makes it way harder for the killer. I've seen killers easily win games because people kept stacking on gens. You will get more blood points in the long run by splitting up and actually progressing the game more reliably.

    Unless they're Plague or Legion, they likely won't be able to pressure everyone who was on the generator enough for it to matter.

    Most killers will have to commit to one to get a hit/down, while the others scatter to other nearby generators or even come back to the one that was being worked on if the killer is lead away by the one who took their agro. In addition, the other players not being chased will all get boldness (chase/escape/proximity) points without sustaining any significant risk as well as potential altruism (protection/healing) and additional co-op (healing/generator/chase) points.

    You could split up and do generators individually to reduce the risk of what's usually going to be a minor interruption, and a well organized split will make the game impossible for most killers, but it definitely won't give you more blood points in the long run. All major forms of BP in 3/4 point categories are through interactions with each other (objectives/altruism), or the killer (boldness/altruism). Splitting generator pressure lowers all forms of those interactions, and therefore points gained. You might get a lump sum from surviving the actual trial, but I'd argue you'd make more points overall by grouping to a degree and sustaining some risk, as opposed to avoiding it - especially if you still survive regardless.

  • Benefits of Better Together:

    • Lure people to do gens with you
    • Lure people to you if they need healing
    • Tell people where to avoid when they're being chased
    • Informs people of the generator's location in case you get chased off (they can sneak onto it later)
    • Budget Kindred

    The key to this perk is making you a beacon to gather under if they need it (like using a map with that beacon add-on), or otherwise provide information to your team and yourself (via kindred effect for the latter). This can actually save a lot of people considerable amount of time wandering the map aimlessly.

    In addition, you do not need Prove Thyself to benefit from having multiple people on a generator. Prove Thyself only saves a maximum 6 seconds of repair time when doing a generator together from 0% progress to 100% and only up to 3 seconds if they join half-way. That's okay, but not really significant most of the time.

    The real benefit to working with others on a generator are the point bonuses.

    • Doing a full generator solo takes 80 seconds, and gives 1,250 points (15.6 points/second).
    • Doing a full generator with two people takes 47 seconds and gives 1,250 points + 1,175 co-op points for a total of 2,425 points (51.6 points/second).

    You literally get over 3x the points per second doing a generator with someone else, rather than solo. That's pretty worth it in my opinion, and it's why I almost never solo generators anymore unless I need to, or have this perk on to lure my walking point bags to me.

  • I love survivor solo queue more than anything else lately to be honest.

    Playing by yourself makes it more of a tactical game than anything else, where you have to emphasize efficiency to succeed. That's why my current survivor build is Bond, Open-handed, Kindred, and Small Game. With the amount of information these perks give me, I'm constantly on the move and doing something with little down-time. What I do exactly depends on the situation, and these perks enable me to more reliably make the correct choice.

    I even find myself not only surviving more frequently, but also getting points in the 20-30k more often (and even hit a perfect 32k game recently).

    ---

    That said, there are a decent of tunnelers and campers lately which can ruin the experience. For the former, I use bond to take hits or even get downed purposefully if it saves a teammate from death. For the latter, kindred tells me when to leave someone to die and just do gens. The game experience is still hurt, especially by campers, but my information build has been making even those games tolerable as a solo.

    ---

    Edit: I will say though, the most annoying-as-hell thing to experience as a survivor, is definitely being paired with other survivors who are on a lower skill level. Match-making sucks right now, and being constantly paired with rank 15s as a rank 1, and using my build to watch them do literally nothing all game is kinda infuriating.

  • TLDR:

    I made him work by forgetting he has a power, and playing him as an inferior version of a base killer.

    ---

    As someone who plays Trickster this way as well (Monitor + detection perks + pop), I agree it's the best way. That said, it is depressing that he can only work by abandoning what's supposed to make him somewhat-unique (his power).

    Behaviour might as well have released a killer called "The Basic One" who can only M1 and runs at 110% movespeed. Kinda shameful.

  • my-image.png

    Here's a simplified tier list that sums up my feelings to the latest release and killers in general:

  • Once, I was sitting on a generator in the bathroom of The Game. I turned my camera, and jumped at the sight of a survivor walking towards me. I thought it was Nea for a second there, and got so scared.

  • New objectives, longer minimum game times, enhanced killer powers, survivor specific-abilities, new end-game and hatch system.

  • I approve of this suggestion. While I cannot contribute to perk ideas at the moment, here's the model I expect BHVR to use:

    https://www.youtube.com/watch?v=sHquUKSR04M

  • Alright, I'm going to do a long rant.

    Toxicity in the current game is a combination of a lacking identity on the game's part, and personal immaturity on the player's. What some people don't understand is that we're part of a transitional period in the game's life, and the difficulty associated with this change is making games more frustrating than fun in some cases.

    Example:
    This game started out with the concept of being a 1+1+1+1v1 stealth horror game, where even the Wraith was terrifying for that reason since he would catch you unaware and feeling helpless.

    The players evolved, however, and people realized they could run literal infinite loops to prevent ever being captured. This encouraged a sense of bravado and the false idea that anything resembling infinites were only performed by skilled survivors (Good old Mcote was quoted for that one). Ever since then, survivors felt increasingly comfortable with the idea that they were more or less capable of 1v1ing the killer, and even flat out demanded it as a possibility in some cases.

    On top of that, SWF was introduced and brought to the game a more 4v1 team-like essence. Survivors started to band together more efficiently in an increasing manner. Eventually, even solo queue players were beginning to unknowingly define roles for themselves in certain games as being a generator jockey or even taking it upon themselves to taunt and pre-occupy the killer.

    So all of a sudden this game that started as a 1+1+1+1v1 stealth horror game has started to become a more chase-oriented 4v1 team game. This is basically the exact opposite of the original intention, and balance went haywire, especially in regards to the time it takes to complete objectives relative to potential chase times in an ideal scenario (as most popularly highlighted by Marth and his crew).

    So, killers started feeling discouraged by looping (an unintentional feature in the game that uses map assets and hitboxes to create an artificial distance and area of security) and the introduction of SWF (an originally unintentional feature that gives large team-oriented benefits to the survivors). The amount of obstacles killers had to adapt to in that regard was pretty sudden and immense, and has/is causing some backlash. After all, it's a pretty forced and unexpected change from the original game idea - the latter of which hasn't even been officially addressed in the years since its release. The large increase in altruism likely lead to an increase in camping, and likewise, the increased efficiency from co-ordination between survivors reduced gametime, encouraging tunneling to slow it down. Neither really fun for survivors, but feeling necessary for killers.

    Then the problem got further compounded because it's not like the developers were very transparent in what they're expecting from this game. They'd say things like "looping isn't bannable" or "camping isn't bannable" but they never really mentioned if it's something they want to directly promote in-game or not. This was likely to prevent angering anyone in an already confused and hostile crowd, but I believe it's also a large part of why the community couldn't/can't settle on what is and isn't fair for so long. This, in turn, lead to players creating their own rules and standards and trying to force it on the opposing side to improve their own personal experience (often while completely disregarding the other side's) and created a pretty harsh spiral of aggression when those standards weren't met.

    Fortunately, the developers have been making pretty great strides recently. The introduction of an innate Kindred to level the playing field is more or less a direct acknowledgement that SWF is here to stay, but that it's also an issue balance wise and that they're doing something about it by leveling the playing field for solo players first. I believe in a recent stream they also highlighted that camping, tunneling, and looping is fair game, but I could be wrong.

    Either way, I think things are actually making progress and people will (finally) begin to accept the new kind of game DBD is becoming. If so, that could also hint at the possibility of a slightly less toxic community. I at least have noticed less people complaining about me tunneling someone when there's say, 2 generators left and no one dead and to me that's a great sign of improvement in the community aspect of the game lately.


    That said, toxicity will probably always exist to some degree. Some people actually really love being ######### and promoting that kind of behaviour, regardless of what you do or even the game they play. It's for this reason that I really hope the developers are working on a better reporting system, and hopefully one that highlights (even anonymously) when a punishment has been handed out. This would immensely improve the community's faith in their system, and perhaps discourage toxicity to a larger degree.

    That, and I would hope that one day the developers actually release a video (maybe a stream) dedicated solely to addressing these controversial topics. Preferably by saying if they're reasonable strategies or not, with visual examples as to why certain strategies are efficient and how to counter them. I can't help but think that an official video dedicated SOLELY to topics like looping, camping, and tunneling, bodyblocking, etc would be great in finally shutting people up and learning to cope.

  • What I want for self-care is one of two things:

    1. Limit the heals to 1-2, and increase heal speed.

    or

    1. Turn self-care into a basic function for all survivors (i.e. no perk required), and severely reduce healing speed. As well, introduce the heal reset mechanic when interrupted.

    The first option just plain makes the perk healthy in my opinion. The second option is for the (potentially) overwhelming masses that rely on the perk to the point of being unable to let it go. Regardless, I just want to promote more team-oriented heals over letting survivors keep their ability to be totally independent, as well as potentially increase perk variety. Hell, I'd even say you can even improve this new innate self-heal with perks to revert it back to its original power (or improve it further). Maybe the new Self-Care will remove the heal reset mechanic when interrupted, for example.

  • I would love for Freddy to have voice options when he's using his power to sleep people.

    For example, when you hear the hissing gas associated with him using his power, the survivors can hear him calmly say: "I sell propane" followed by "and propane accessories" when he hits someone within 2 seconds of being slept.

  • It took about 9 attempts to log in.

  • Bamboozle feels almost mandatory on some M1 killers. The time wasted by windows is just immense, and with this event, generator rushing is becoming even more prominent (even through ruin). There's just no time in a lot of cases.

  • Pro tip: The loading screen tips will occasionally tell you which killer you're facing.

    Unless you mean you want to customize your perk load against a particular killer. Uhh, no thanks.

    picks doctor
    Everyone runs Calm Spirit, Technician(?), Self Care and Sprint Burst

    picks Hag
    Everyone runs Urban Evasion and Small Game

    picks Trapper
    Everyone runs Small Game

    picks Wraith
    Everyone runs Object of Obsession

    The list goes on...

  • I'm picturing two Hillbillies M1ing each other while standing still when I think of this.

  • I dodge at 200+ ping 100% of the time. I dodge 150-200 ping half the time. I almost never dodge under that.

  • @Grey87 said:

    @Beaburd said:
    Good question.

    I was just told by a survivor to slit my wrists. Something tells me by his attitude that wasn't his first offense either.

    Oh no oh no!
    Jesus christ... just avoid the internet if you are offended by bs like that.
    I find all this funny. I never bothered reporting anyone for talking #########.
    Cuz who cares about some salty idiot saying #########?
    Man...

    Summary of your response:

    "If you think verbal abuse and implicit suicidal suggestions are a bad thing, you shouldn't be participating in fun activities."

    In terms of manners, understanding, and the exercising of basic human rights, the internet is really underdeveloped. You know your attitude here is the type of attitude that has actually encouraged terrible tragedies in reality and birthed the feeling of shame in others when they try to confess they've been abused either mentally or physically.

    I simply don't understand when another person feels they're justified to put someone else down for saying they've been unfairly untreated and empower the abuser. Usually the types of people to encourage this behaviour are the types who participate in these wrong-doings themselves.

  • Good question.

    I was just told by a survivor to slit my wrists. Something tells me by his attitude that wasn't his first offense either.

  • Lucky.

    Lery's is one of my favourite maps. Sadly, I keep getting sent to the farm maps.

  • Fun fact: They do count towards a merciless score at the end.

    I had someone rage quit on me, and I still got the adept achievement for Doctor afterwards when I killed the other three.

  • Give the killer the survivor's aura when one survivor remains.
    Remove the killer's ability to grab people when they enter the hatch.

    Bam, the hatch standoff is no longer a thing and the end-game gets more accelerated and exciting.


    Note: Sole Survivor would work on this aura reading.

  • All I want from this perk, is for the survivor to start singing when they open a gate:

    "Wake me up,
    Bid my blood to run,
    (I can't wake up),
    Before I come undone,
    Save me,
    Save me from the nothing I've become"


    C'mon, it's strangely appropriate to the theme of the game anyway. Buy the rights to use the song, Behaviour. Totally worth it.

  • I know the feeling, it's infuriating. That said, I can understand why some people try it (and fail miserably).

    I knew a guy who did it under the assumption he was clearing the traps from the hook for a future rescue. Instead though, the Hag just took this as an opportunity to re-trap the area and essentially camp the hook without consequence. Pretty smart of her honestly, since she only gained from it. When confronted, the guy just said there was no point in crouching and left.

    Then I got to thinking about it - is crouching actually a necessary counter to her traps, or is it a trap in itself? If she has Mint Rag, Make Your Choice, or even both, you're screwed even if you do crouch to and away from the hook because chances are you've given her enough time to run back to the hook and down the unhooked, unhooker, or even both for free. This goes double for when you heal on spot, and triple when you're in the basement. After all, the vertical distance you have to travel makes it so there's literally no chance to get out while crouching even with Urban Evasion before she runs back by foot and downs everyone (or at least the Make Your Choice target).

    I'll still crouch for unhooks and gtfo personally, but after that I've always assumed anyone who triggers hag traps by hooks is following that guys logic and try to shrug it off. Not the best choice, but at least I can sympathize with their impatience somewhat.

  • Yup, Kindred will definitely be a nerf to camping whether intentionally or not and I can't wait for it. As long as it's tier 3 and open-handed compatible, you could theoretically see the killer up to 24m away from the hook if enough people run it.

    But I think that's great personally.

    I've frequently encouraged camping and tunneling in-game, as it's very efficient when done correctly. That said, there are definitely some people who will hard camp when no one's even around and the game just started. This can potentially discourage that since the killer will always have to wonder if they're being seen with the innate Kindred + Open-handed. Even if it doesn't, survivors can co-ordinate and punish this easier with the information it provides, by having an easier and faster time deciding if they should attempt a rescue or fix generators.

    That said, I don't think implementing Kindred as part of the base kit for survivors was directed at nerfing camping in general. Like Peanits said, it basically elevates solo play closer to SWF play. While I've seen some people complain that buffing solo survivors is unfair to killers and that the devs are borderline evil and/or liars for doing this after the killer buffs, it's really not true. Buffing killers to deal with SWF is similarly unfair to solo queue players, so any attempt at balance has got to start somewhere. If anything, I'm just happy they (I assume) started with the removal of vacuum pallets and such to make these upcoming changes easier to implement on everyone. I'm also sure future changes and/or buffs to killers will arrive as this and any other SWF equalizers are introduced.

  • @Delfador said:

    @Beaburd said:
    I looove the idea of Kindred, and I sincerely hope they give people tier 3 for free.

    Too often do I see survivors hook rushing or camping a hook expecting the killer to leave and wasting precious time as a result. Heck, it's not uncommon for some people to waste the full two minute hook time waiting around like an idiot instead of doing the objectives in the meantime.

    As well, I've actually seen quite a few killers literally camp a hook for two minutes while me and the other survivors are working on the same generator half a map away. Meanwhile I'm wondering what the guy's problem is since no one's even attempting an unhook. Then he repeats for the next guy if the game isn't done yet.

    I'm hoping this innate Kindred effect can promote a more efficient playstyle for survivors by giving them the information they need to act smarter. This would, in turn, maybe motivate some killers to get out there and actually try interacting with other players. Now this would definitely increase gen rushing, but I'm optimistic that encouraging survivors to play more optimally might open the doors to introducing new objectives to slow the game down (I mean, they did mention - fingers crossed!) in a meaningful and fun way. This would hopefully alleviate the killer's time-related burdens, especially with the introduction of an innate Kindred.

    Not to mention, talk about the incentive to run Open Handed (with a likely cap to seeing the killer's aura via Kindred's effects).

    It is a terrible idea and will never work in favor of a killer.

    Sometimes, survivors think that somebody will go and unhook the person on the hook. They continue to do the generators and the survivor on the hook gets to second phase. Works for the killer.

    Sometimes 2 survivors run to the hook and get a save. The killer was able to waste 3 survivors' time at that moment. If he chases somebody, then the whole game halted. Works for the killer.

    When kindred is used, we will be able to see if there is a survivor near a hook. If I see somebody around the hook, why would I waste my time to go there instead of repairing a generator?

    Then you can ask why should it be in favor of the killer? Why should not survivors gain favor by getting hooked?

    Getting hooked means a failure and we try to award it by giving a buff to survivors. It should not happen naturally. You can keep your kindred as a perk and use it but innate ability is too much. People don't understand but this change is much more problematic than bloodlust imo.

    Exactly!

    These inconsistencies in player actions due to the uncertainties of the situation often create killer-sided benefits. That's part of the problem in my opinion actually, as it's artificially making killers stronger in games by basing that strength on survivor decisions. This in turn, can make the idea of buffing killers kind of scary due to the snowballing potential from inadequate survivor responses alone.

    Why not instead make these actions more consistent for survivors, and reward killers in some other way?

    Maybe the addition of new objectives to give the killer more time to act, or perhaps a debuffing for hooking survivors for the first time? Maybe both, or something new entirely?

    What I want from this new Kindred is for power to be more consistently measured and controlled by giving survivors the information to act more appropriate to a given situation. Then subsequently balance around that. I want to see killers rewarded not for survivor ignorance and stupidity, but for their own plays, decisions and accomplishments. Maybe even see an increase in the opportunities for such plays by the introduction of new meaningful objectives to off-set the time lost by increased survivor efficiency.

    Yes, you're giving survivors additional information for free. But in exchange, I'm hoping for more consistent results in-game, less snowballing for either side, and hopefully better balance decisions when less variables are present. I really do feel this would be a decent step towards that.

  • I looove the idea of Kindred, and I sincerely hope they give people tier 3 for free.

    Too often do I see survivors hook rushing or camping a hook expecting the killer to leave and wasting precious time as a result. Heck, it's not uncommon for some people to waste the full two minute hook time waiting around like an idiot instead of doing the objectives in the meantime.

    As well, I've actually seen quite a few killers literally camp a hook for two minutes while me and the other survivors are working on the same generator half a map away. Meanwhile I'm wondering what the guy's problem is since no one's even attempting an unhook. Then he repeats for the next guy if the game isn't done yet.

    I'm hoping this innate Kindred effect can promote a more efficient playstyle for survivors by giving them the information they need to act smarter. This would, in turn, maybe motivate some killers to get out there and actually try interacting with other players. Now this would definitely increase gen rushing, but I'm optimistic that encouraging survivors to play more optimally might open the doors to introducing new objectives to slow the game down (I mean, they did mention - fingers crossed!) in a meaningful and fun way. This would hopefully alleviate the killer's time-related burdens, especially with the introduction of an innate Kindred.

    Not to mention, talk about the incentive to run Open Handed (with a likely cap to seeing the killer's aura via Kindred's effects).

  • I love the Pig, she's amazingly fun.

    My favourite map with her is Lery's with Nurse's Calling. Even If I can't grab them off a generator by turning off ambush, I usually get a hit and then can stalk them later. Good fun!

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