Boss
Boss
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/906536#Comment_906536
It doesn't need to literally be dirt. We avert some realism in this game already when a survivor doesn't instantly die from a chainsaw to the chest.
For functionality it would work like dirt and you could bury them into it.
Sure, it'll just be ugly.
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How would that work on Lery's or The Game's hard floors?
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- Barbecue & Chili
- Hex: Devour Hope
- Make Your Choice
- Pop Goes The Weasel
- Enduring
- Spirit Fury
Goal: Kill with Hex: Devour Hope
B&C to target someone else, find a Generator with someone working on it for PGTW, and get you away from the Hook for a Token on H: DH & trigger MYC.
H: DH to kill, but 1-hitting is way too good to not mention.
MYC to quickly get someone back on the Hook, becomes obsolete when H: DH is on 3 Tokens, but is fantastic before that and fantastic if H: DH gets cleansed.
PGTW to kick the Generator where you spotted people repair with B&C.
Enduring+SF to insta-break troublesome Pallets and give you an opportunity to hit them.
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Sure.
You can even just go in empty if you want, there's no rules against that.
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Caring about Pallets.
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Can't you slam Killers with Pallets, stab them with Decisive Strike, headbutt them with Head On, blind them with Flashlights...
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We'll probably learn some stuff and then they'll take off for a while.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/905755#Comment_905755
Would you like different animations for all of the different Kill animations
Different optional animations, yes.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/905741#Comment_905741
Specifically mori animations or something different?
Ebony Memento Mori, Ivory Memento Mori, Cypress Memento Mori, Hex: Devour Hope, Rancor, Tombstone Piece & Judith's Tombstone kill animations.
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Kill animations.
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I've never had a need to DC before.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/903600#Comment_903600
Meeeh. Meeeeeeeeh
I don't like the idea anymore!!!
Jk, but honestly i don't think killers need more BP.
Kinda agree.
I always like more BP, but i wouldn't mind it being bumped up for Survivors first.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/903501#Comment_903501
But if it activates the chance for the additional 5000 BP award at the end is higher nah?
Well it says "for the entire duration of the trial", and NOED misses out on everything but the late-game.
It's not like NOED would count the entire match, because the point of this BP bonus is to reward you for keeping your Hex Totems up, and NOED doesn't have that risk until late-game, so it would be a mindless BP gain, hence it wouldn't work that way.
And later it says 10 BP per second that a Totem is a Hex Totem.
Your late-game would have to last just over 8 minutes to get 5k BP out of NOED.
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@FriendlyGuy said:
NOED farming build. :D
Actually, NOED would probably be the worst choice.
It says for how long the Hex Totem is up, not how long the Hex Perk has.
NOED is only late-game, and it might reward you 0 additional BP if they cleanse all Totems before late-game.
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@BearWolf_51 said:
https://forum.deadbydaylight.com/en/discussion/comment/903354#Comment_903354
OP: "Describe your Playstyle in a few sentences."
Boss: "In the beginning The Entity created The Survivor and The Killer..." "...And then The Entity said, Let there be fog: and there was fog..."
TL;DR - Go fast, punish Altruism, bait actions, sneak well, stuns ain't bad.
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Assuming i'm going all out...
Equipment
- Power: Wailing Bell
- Add-on 1: "Windstorm" - Blood
- Add-on 2: "Swift Hunt" - Blood
- Offering: Survivor Pudding / Bloody Party Streamers
- Perk 1: Barbecue & Chili
- Perk 2: Make Your Choice
- Perk 3: Enduring
- Perk 4: Spirit Fury
Playstyle
I never just bee-line it to Generators, there's almost always enough cover to get closer without setting Survivors off in comparison to your regular 32-meter Terror Radius Killers.
If i suspect Spine Chill, i put the Generator's Aura on either side of my screen, that should help.
Sprint Burst, at this point, is my biggest concern.
Wraith's super lunge can catch up to it, but it's pretty precise timing and i can easily misjudge their behaviour on when they'll actually use it. (They always do the regular walk until they think i'm about to be fully uncloaked.)
The safe bet is to not go for it at all and bait out their sprint, staying in my faster-moving cloaked mode to catch up again.
I might actually catch them off guard thanks to "Swift Hunt", but usually the 2nd ring gives them the signal to start running.
Mindgames at loops are very important on mr. M1 here, simply following them will give them exactly what they want.
An important part with these mindgames actually occurs before the loop: Did i mindlessly follow them to the loop?
Or did i follow them in the same way i patrolled those Generators earlier?
If they don't see where i come from to the loop, i'll gain a massive advantage.
There's that regular loop with a Pallet between 2 small L walls.
I don't know what it is, but it's very rare for Survivors to run away unscathed from me at those.
Let's assume it went well: Hook 'em, then i do what i always do: Just go away.
No matter how hardcore i wanna play, i'm not gonna camp or tunnel (except tunnel until they're on the Hook), bores me greatly, so even if there's 0 Auras, i usually zoom out of there anyway.
I won't skip a free hit: If i see someone hiding nearby, that's my next target.
But usually i'm gone.
If i got nothing to go on and MYC triggers, you bet i'm going back for mr. Unhooker.
Generally, if i managed that sneaky approach, the first hit is easier than the second hit.
So why not buff that first hit, right?
As for Enduring + Spirit Fury: Tank only the first 2 Pallets, don't just mindlessly spent the SF charge on any Pallet.
If i tank the first 2, they will know i tank them and will often drop the next Pallet earlier than necessary to be safe, which is great.
When i get to those infamous spots like the long wall or the Killer Shack, that's where i want to spent the charge.
They never make it to the Window on either examples i stated, and running away mostly also results in me catching up.
Once they are fully aware of this combination, some might not stun me anymore.
Not the best outcome, but this has its positives as well, like wasting less time per loop because of an early drop out of not wanting to provide SF with charges.
Besides, me saying "some" is just about right: Most still will.
Bonus: If they drop the Pallet and i managed to hit them with it, they will have used up a Pallet, they will have lost most of their Injured-sprint from dropping it & i will recover faster from hitting them due to that animation being cancelled by the stun animation, which is way faster thanks to Enduring.
P.S. Corn is my best friend!
I have NO troubles seeing through it & it perfectly (not quite perfect, but y'know) covers my cloak, allowing for ambushes as if there was a wall there.
Not only that, they will always assume i will be partially blinded from the corn, running into the field as if they're just as safe as with Pallets, doing 360s to try and confuse me.
And not only that, they seem to not learn, as they'll try the corn again after their first chase in it, regardless of how that chase turned out.
P.P.S. It must be really hard to Lightburn Wraiths now, huh?
I've had the Flashlight shine on me for a good 2 seconds at one point, but i still uncloaked successfully.
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I think Demo's quite cute when it doesn't "talk".
Pig makes cute noises, including the dash's roar, but Nurse looks the cutest to me.
Nothing about Nurse's noises is cute to me though, godamn annoying HUEEEEEE!
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/903051#Comment_903051
Well... what about slippery meat?
Since it's already had changes, it wouldn't be quite as historical.
MS is still the same as on DbD 1.0.0.
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@Fibijean said:
I don't believe they ever said they would add more time to the Tome, just that they were going to push the dates back a few weeks due to the delay in releasing the Archives.
That update is the most recent information they've given us, so Level IV should still be due to release on the 18th, and the Rift will close three weeks later on January 8th.
Well it was something in that sense in my brain. 😅
Many thanks! 👍️
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I wanna get out.
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The day Monstrous Shrine gets a buff or rework in any capacity is a day that absolutely has to go in official history books.
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Don't worry, soon they'll have to continue.
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Not me yet, still having fun on both sides.
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Well I'd like to skip "The Beast" - Soot & "The Serpent" - Soot.
"The Ghost" - Soot can have SOME use on its own, but really needs one of the 2 Clappers to be more viable.
And "The Hound" - Soot...Yay?
Doesn't really do much if you ask me.
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It's what you're meant to do, but that doesn't mean it's not rushing.
The fact that it can be that fast isn't their fault either, they simply make use of what the game provides.
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Oh.
Get something for completing all challenges on one Tome level.
Like a tier up, a.k.a. 10 Rift Fragments, for each Tome level you complete.
It'd only be 4 out of 70 tiers you'd get, so it wouldn't break the system, and it might still feel worth it to do.
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It's a nice bonus, but completing them is moreso about getting those RFs, not the BPs.
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Having a level 1 version of the Perk you need in your storage when you activate a challenge that needs one.
Like: This challenge requires the use of Brutal Strength, so once you activate that challenge, now Brutal Strength level 1 is on every Killer that doesn't have it yet.
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@Larssen said:
https://forum.deadbydaylight.com/en/discussion/comment/900450#Comment_900450
Oh yeah definetly. But those are stuff that could always be fixed or tweeked in some way to make it work :)
If they would ever introduce a "customize mori animation" system where you can equip a animation you have aquired through either challenges or the store I would love to see this one be one them.
That's a bigger wish of mine as well, just a new cosmetic slot for kill animations.
They said they take a lot to make, so it'd only make sense to have to unlock them with challenges or money.
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@Larssen said:
Really cool idea. Would love to see how it in game. But im also okay with the current one.
One big problem i thought of later is the clipping.
Do the kill at a wall or corner and at least 1 member's going to be walking through a wall.
Maybe they could push the Survivor away from walls & corners at the start, but idk.
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@AhoyWolf said:
Sounds very good, I would't mind if the animation was changed, but the one we have now is good too.
Well i kinda dislike that the name is Legion, but you're always alone, even in the main menu.
I thought that this way you and the Survivor you're killing get a taste of how dangerous Legion is if they come together.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/900362#Comment_900362
Permanent 1 stack of pwyf? That's too much mate. 😂
Not permanent, it's a Hex Perk.
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Current Hex: Devour Hope
When a Survivor is rescued from a Hook at least 24 metres away, Devour Hope receives a Token.
- 2 Tokens: Gain a 3/4/5% Haste Status Effect 10 seconds after hooking a Survivor, for a duration of 10 seconds.
- 3 Tokens: Survivors suffer from the Exposed Status Effect.
- 5 Tokens: Grants the ability to kill Survivors by your own hand.
The Hex effects persist as long as the related Hex Totem is standing.
New Hex: Devour Hope
When a Survivor is rescued from a Hook at least 24 metres away, Devour Hope receives a Token.
- 2 Tokens: Gain a 3/4/5% Haste Status Effect.
- 3 Tokens: Survivors suffer from the Exposed Status Effect.
- 5 Tokens: Grants the ability to kill Survivors by your own hand.
The Hex effects persist as long as the related Hex Totem is standing.
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That's how it used to be at one point.
Dwight's Leader was red, Claudette's Self Care was, Meg's Sprint Burst & Jake's Saboteur.
Trapper's Agitation, Wraith's Shadowborn & Hillbilly's Tinkerer.
Nurse & Nea also followed the principle of 1 red, 1 purple, 1 green.
Then the Halloween chapter broke the "rule", with no green Perks on either character.
Anyway, not the point.
As much as i love purple, seeing 2.5 pages with nothing but purple is pretty dull to me.
It's also becoming noticeably harder for me to find Perks.
I mean, it's not dozens of more seconds, but it's taking longer, excluding the time it takes to switch pages.
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If you can barely properly use Hag, you'll probably kill me.
Doesn't matter how many Phantasm Traps i avoid or crouch through, i'll somehow die.
I have REALLY easy games against Trapper though.
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Nah, for me that's Clown.
I feel like you're either scared of clowns in general, or he's just a jolly ol' clown.
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Preferably not.
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I'm really liking to face Oni.
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Well, that's why you go and cleanse a Totem first.
By the time you need one, you might be too late already.
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Hmmm no, i still see her hover in-game.
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Oof, uhmm...
The 40% version of Brutal Strength?
Idk, there's not much i miss, and the things i do miss will create new problems.
Or, y'know, old problems.
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Faced him a few times by now, surprisingly.
Idk, seems fine.
In my matches, the ones who lost as him also seemed to make more mistakes with general Killer play, while those who used his Powers quite well were also very good at applying pressure & your everyday loop.
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Doesn't Nurse hover?
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Bug.
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Oh, i know.
The current method is to slowly allow wider ranges of ranks to connect to you if you can't find any close to you.
Apply that to the colors, but limit it to only 1 color up & 1 color down.
So for example: If it can't find anyone in the same rank color for you after 30 seconds, which in this example is purple, it'll start searching for you in both red & green as well, allowing a LOT more wiggle room.
Plus, if it still can't find anyone within that range, i dare say there's something else wrong here.
My only concern there is mostly the difference between yellow & green, i always experience the biggest difference in skill there.
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Who's that? /s
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Withered Scarecrow, except the torso is the Hallowed Blight hole.
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Hmm, what should this comment be now...
Agreed.
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This one.
@Boss said:
Halt
A deep bond with the Entity pressures them, regardless of your presence.
After breaking a Pallet, gain a Token.
Every time Halt gains a Token, Entity Blockers appear on Generators, Exit Gate Switches, Totems & Chests for 0.5 seconds / 0.75 seconds / 1 second per Token.
When Halt activates, Survivors interacting with these objects are forced to stop until the Entity Blockers wear off.
Numbers can be changed of course, these just seem alright for now.
EDIT: Btw, i'm not sure on "Totems & Chests".
I put that in simply to question the idea of blocking these.
My preference actually is to replace it with "Hex Totems".
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Didn't Wraith's "Blind Warrior" - White + Sloppy Butcher literally break Survivor games for more than a few days?