Cabbage
Cabbage
About
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- Cabbage
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All old and unused assets from the game code from the first year of release.
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It’s likely that they were PC hackers who have put themselves into your lobby, to ruin your enjoyment of the game. They did this to PS4 for months, but have only just been able to do it to Xbox players as well, since we now also have dedicated severs. Unfortunately, reporting players doesn’t get you anywhere anymore, like it did in the first year of the game. And until cross play is enabled nothing can be done.
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You mean the blood smear that was on her face prior? It’s still on my feng so I don’t know why yours has changed. But personally I would prefer it without the smear.
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He doesn't mean anything by it, he's just talking as though it's the previous chapter and it's already finished. Scott Jund said that they work on 3 chapters in advance.
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Borrowed Time, Teamwork and Baiting the Unhook. Unfortunately, most of time you have to have competent teammates or be on comms as a SWF team. But if you all work together to bait the unhooks and use BT, and blocking the killer from grabbing the rescuer then it can be pretty effective. However, if it is a Bubba the only thing you can do is switch places with the person already on the hook.
If you're on the hook in solo queue, good luck. There isn't much saving you. But the best thing to do is wait your full 2 minutes on the hook to allow the other survivors to gen rush. You not only waste the killers time but also increase the other survivors chances of escaping.
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Demogorgon: Make Your Choice, Save the Best For Last, Ruin, BBQ
Huntress: Iron Maiden, Pop Goes the Weasel, Bitter Murmur, BBQ
BBQ is just a staple in all my builds mostly for the 2x BP
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Boring: Clown
Fun: Huntress
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You could also use Make Your Choice to time DS. But yeah Pop can sometimes mean the difference between getting gen-rushed and not. And your english is great don't worry about it :)
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I noticed that this morning. There are so many broken cosmetics at the moment, notably Shirtless David is still broken around the head piece.
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Bruh, it's like the game knows. Oh you've got an itch? Here's 500 skills checks coming at you in quick succession
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It seems like they’ve moved cosmetic releases from Wednesdays to Fridays
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No, that would be a bad business model for BHVR to follow. That would mean you could play a killer you haven’t bought, over and over again without actually paying for it, and as a business they would like your money. They have a system on mobile where after playing for a certain amount of days you get a free trial of one killer or survivor of your choosing for and hour. I think that would be cool to implement it into the main game, but they’re not just gonna let you play a killer because you ain’t earning anything from it. It’s the same as cosmetics.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1117171#Comment_1117171
Where was that announcement made? I must have missed it.
I didn't realise they made an announcement either, just the message about high ping, in-game.
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@Nos37 said:
I prefer the dedicated servers. Green ping every match instead of 1 in every 30 matches. Also never got any NAT issues with dedicated, whereas I would get NAT errors with peer-to-peer despite having an open NAT.
Must've been nice, I live in Australia and couldn't get a ping below 180 on the dedicated servers. I'm thrilled to be back on the host connection again.
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@Seanzu said:
Yea, they announced the issue was due to it setting you to the wrong servers, an example would be Australian Players were being queued up in the US/UK servers, giving huge pings.
Hope you enjoy the game without servers while you can, they'll be back soon :P
Makes sense, I'm Australian and I had a feeling I was being sent to the Singapore server a far amount of the time, due to the terrible ping. But I wasn't aware it was as far as the UK, on the other side of the world. I'm glad they're disabled for now, so I can enjoy the freedom of a host connection, without as many bs hits.
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Love playing against demogorgon.
Hate Legion.
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@[Deleted User] said:
It doesn't matter if you can see them near a hook about to be sabo'd or not the problem is that SWF groups exist and BHVR seems to have forgotten that again. They are going to break BOTH the nearest hooks and take a wiggle out perk so that you are forced to slug.
This puts them in the power role as they ALWAYS know how you are going to play, because it's the only thing you can do at that point. Which is not fun for the killer as they have just had most of their gameplay options taken away entirely, can't earn as much blood points in the highest scoring thing they can do, and now are growing frustrated as a gen or two pop and they still have 0 hooks.
Let me be clear, a sabo save is fine, if it required coordination and could be pulled off maybe once a game; given how fast gens can go, it would be fine. When it's an endless, unbreaking cycle, is where you have a problem.
It's just going to promote SWF bullying even more; and now they can take for the people AND no mither and just constantly get each other up with no real penalty because they have no mither to also get up if the killer slugs.
I dunno, I really think that sabo change was not thought through at all, it worries me for the future of the game that they didn't see or predict any of this, it's so clear to see.
Sabo needs to be reverted back to the way it was, as it took time out of the survivors gen repairs to go and 99 the hooks.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1112010#Comment_1112010
"6 hooks would give you half of the map, the aura reading range on the hooks is massive."
6 hooks would be around 1/4 of the map BUT you said only 5 meters...that is tiny as hell. You could make it map wide at 5 meters and you'd still hardly see anyone with half a brain.
Regardless of how much better Hangmans could be than BBQ people will still run BBQ just for the blood points.
"Only showing moving survivors pretty much means it's exactly the same as it is now, you've just broken it down into individual statements."
Not even remotely. Currently it's showing you regardless of how you're moving. With my change standing still would make it show the killer nothing.
Again, yes I assuming all of this, as well as everyone else, the perk might not even be nerfed. This is all speculation nothing has been said by the devs about change. I also never said to use all 3. The cooldown wouldn't even have a huge impact as most of the time it would take killers that amount of time to down another survivor, unless you're playing at rank 20. And I agree 10m would be fine, I was just throwing ideas around.
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@Witas said:
I hate cooldowns on perks, Im okay with them reducing the range considerably, as long as the effect stays the same.
Yeah, I think the range is a bit too far, it doesn't have to change by much though.
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He basically becomes a really terrible version of ghostface who is easy to outrun, so I think it's fair.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1112010#Comment_1112010
"6 hooks would give you half of the map, the aura reading range on the hooks is massive."
6 hooks would be around 1/4 of the map BUT you said only 5 meters...that is tiny as hell. You could make it map wide at 5 meters and you'd still hardly see anyone with half a brain.
Regardless of how much better Hangmans could be than BBQ people will still run BBQ just for the blood points.
"Only showing moving survivors pretty much means it's exactly the same as it is now, you've just broken it down into individual statements."
Not even remotely. Currently it's showing you regardless of how you're moving. With my change standing still would make it show the killer nothing.
What you're saying is that there is 24 hooks on all maps? Which is completely false. There would be barely any distance between the with that many on the map. I was also talking about only having 6 hooks showing at the range reading they are currently at. I said that only one of them should be implemented not all 3. Again I just said that these were just my personal ideas and the range could be increased slightly. The whole reason Hangman's got buffed was to prevent the killer carrying a survivor to a hook that's about to be saboed. It wasn't intended as a way to find survivors to go after next, rather to just avoid sabotaged hooks. Currently it's showing people on the complete opposite side of the map, who are no threat to you getting to hook the survivor.
And as a survivor why would you want to stand completelty still for however long it takes for the killer to hook the survivor, you're just wasting time at that point.
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@Beardedragon said:
Im a little confused here. Does the perk receive some sort of buffs since we ask for nerfs?
because Hangmans trick is not a trick ive ever heard being an OP Perk before nor is it even a meta perk. so why are people asking for nerfs?
Hangman's Trick got a major buff in the PTB, where when you pick up a survivor you can see the auras of any other survivors within range of a hook (an undisclosed distance), from any hook on the map. And from what it's looking like it's an improved BBQ & Chili and so everyone is speculating that the perk is probably going to be nerfed by the devs again. It also gives you a notification when a survivor starts saboing a hook.
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@Blueberry said:
You could literally have stopped after just number 1 and the perk would still be trash at that point. Adding 2 and 3 makes the perk not even close to being ran by anyone and is just overkill by a massive margin.
Keep it's current state it has on the PTB but make it only show moving survivors or survivors interacting (gens, totems etc). This makes the counter be simply standing still.
2 wouldn't even have that much of an impact, as it would then still allow for the use of BBQ, otherwise the perk is useless except for the bloodpoints. 6 hooks would give you half of the map, the aura reading range on the hooks is massive. And then if you ran BBQ you could see the remainder of the survivors on the other half of the map. As it stands the devs will absolutely be nerfing the perk, cause it's what they do, I personally don't want it to change.
Only showing moving survivors pretty much means it's exactly the same as it is now, you've just broken it down into individual statements.
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@[Deleted User] said:
If they nerf it they better nerf for the people while they are at it, that perk is insane. In terms of it's anti tunnel powers it's amazing I approve of it, but in terms of it's ability to deny death hooks entirely....not so great.
Then you have the fact you can sabo any hook in like 2 seconds now....
Absolutely sabotaging needs to be changed as well, it's ridicuolsy overpowered especially with swf groups. It needs to take longer to sabo a hook, the cooldown on sabo needs to be longer, and toolboxes still allow for too many sabos. The whole thing needs to be changed again, as it promotes slugging and is extremely frustrated for any killer.
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@immortalls96 said:
Itd be nice to get a decent perk rework for killers at this point...the new perks range from mediocre to only potentially useful on very specific setups
A lot of their perks need a rework, as you correct in saying a lot of killer perks are situational which is not what they should be, all of them need to be useful a majority of the time. Survivor perks need to naturally be weaker and more situational as to not overpower and bully the killer. Which is why it's so upsetting that the next set of perks that are getting a rework are like 7 survivor perks and only cruel limits on the killer side.
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I've been here since watching people play the Beta, and honestly the changes have been for the most part beneficial to the game. However, I honestly think dedicated servers were not completely ready upon release and should have had more time taken to work on them. The worst DLC that has happened was Darkness Among Us. The Legion in my opinion is the most annoying and worst killer in the game, I lost interest over the 3 month period until the next chapter was announced.
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It'll still knock them out of the survivors hand, I assume it won't, as there has been no mention of it in any notes. The mechanic doesn't exist to destroy items, I don't believe but I haven't tested it.
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@Irisora said:
So another bugged achievement thanks for wasting my time and moris...
You have to get a Merciless Victory as a killer to get their achievement, it doesn't necessarily mean that if you get a 4k you'll get it. You also have to keep in mind the other emblems like gatekeeper, etc.
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@aGoodOldRub said:
There is many things on the survivor side they stayed in game for a long time and made us question why does this still exist (brand new part repairing a full gen instantly or able to mori even if a person is not hooked) so it might get changed just like many things that got changed. We know keys and moris will be changed at some point because they are stupid and not fun.
But only trolling meme lords use insidious so I am sure it is last of their worries and they will spend their efforts on more serious issues. I am happy toolboxes getting changed even though they are still gonna make games go faster.
There's a lot of balancing issues they'll need to sort out but will probably be intergrated over the course of the next year and a bit, cause I honestly think they're next big move will be cross progression and cross play.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/131809/why-does-insidious-still-exist-in-the-game
Although Insidious encourages camping, which I believe everyone can agree it's not the most enjoyable thing in the world, especially when you're on the receiving end — it's a strategy.
However, I do agree Insidious should do something else related to defending the hook. 😁
Perhaps if a survivor performs the unhook action while you're within 16 meters of the hook, the killer receives a 5% haste effect until the killer downs someone.
The savior's aura is revealed for 10/15/20 seconds.
This I agree with, and would be a perfect rework of the perk.
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@Elk said:
Yeah that one is pretty difficult in solos. Maps like Game and Badham, i have an idea of where the hatch spawns. Did you use left behind? Ace and Plunders? Or did you use your own build?
I had to use my own build cause not all my characters had keys, and I didn't have left behind on those ones, so it made it extremely difficult and ticked me off quite a few times, especially after running into 3 iridescent head huntresses in a row, and terrible team mates.
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@Steve0333 said:
Yeah it can be difficult because certain things have to happen in the game for it to work. You have to survive for the hatch to spawn, which means you need good teammates who can do gens, but not too good because you want some to die so the hatch can spawn before the end game and you have a chance to find it.
One match all four of us make it to the end game. One guy immediaty opens the gate so now I have a timer to find the hatch and of course I die trying to find it. I'm about done trying. It's very annoying and distracting because instead of being concentrated on just doing gens and escaping, I'm now looking everywhere for the dang hatch.
It's an extremley niche challenge and difficult one to pull off which is why it should only be 1 escape through this method and not 2.
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They needed dedicated servers on xbox, now they have them (a terrible mistake, they are awful), they can now think about cross progression and cross play. After they fix dedicated servers for xbox cause boi survivor is unplayable.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1099088#Comment_1099088
Pretty much this.
There are three kinds of slugging..
- Slugging to build pressure or avoid DS - Fine
- Slugging for the 4k - Boring
- Slugging to let people bleed out - Not ok.
I think most people agree the first option is ok. The second is debatable depending on who you ask. The third should be bannable imo
I get why killers slugged for the 4k before because the hatch was completely survivor sided but with the new EGC being heavily killer sided and killer being able to close the hatch I don’t think it’s needed anymore. Its just really boring. If the killer sees the other survivor as they slug one its ok but when they go on a full 4 minute hunt looking for a blendette in the cornfields I’m really not surprised that so many people disconnected.
This forum would have you believe devs hate killers and love survivors and yet this is still in the game.
100% agree anyone who is just slugging and then going AFK should get banned, that's not fun for anyone. I didn't even realise people still did that in 2020.
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No. End of Discussion.
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@mouse0270 said:
I've got no problem when killers slug for those reasons... but slugging to stop someone for getting hatch is just being a sweaty try hard for a 4k.
If you're slugging because there isn't a hook near by or the survivors are playing in a manner that you have to such as sabo squads, then yeah, slug away.
Really the only time I ever complain or hear people complain is when you slug for a 4k having no idea where the last survivor is located.
I don't do this personally cause I don't care if they 4th person escapes or not, it just means I can move onto the next game quicker. If I manage to find and close the hatch first then cool, but if not oh well. What really triggers me though is when you play well all game and then you hook the last survivor and try to find the hatch but by the time you get there, the survivor has already found it and is waiting there just tea-bagging it. It feels like they don't deserve it and that they're just rubbing it in.
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I love the glass bead add on, whether it's just for memeing or genuinely helping other survivors find me. It's a nice addon that almost no one uses anymore. The maps themselves have extreme value of maps like Lery's and The Underground Laboratory. I would like to see them introduce new items and offerings though, since the current ones don't do a whole lot. I would love if they brought back the moonlight offerings.
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Slugging is apart of the game, and is a fair tatic for a killer to use, since it usually has a very low success rate due to perks like unbreakable and decisive anyway. Not to mention the keys.
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They said that it wasn't the statues, everyone knew about that immediately, with the pig if you crouch and walk around them you can see the heads move. I have a feeling it's something to do with the temple itself maybe the statue?
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There's no real way around it, daily rituals are there to encourage you to play more of the side you don't usually play. It makes sure you use their power the way it's intended. It's extremely hard to get 5 fully charged demogorgon attacks, most of the time it's only held for a couple of seconds which doesn't count as fully charged. But it's far easier on doctor, etc. But that's just the way it is unfortunately.
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They've already said that they're not going to change it, as it is really important for the killer to see what items people are bringing. Say if they bring in 4 toolboxes, then the killer is able to put on Franklin's demise to help slow gen progression, so they don't absolutely get destroyed.
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Continuously switching between Pig, Huntress and Demogorgon.
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@ZoneDymo said:
Its the game collapse :O
or perhaps they are tweaking the maps for the smasher concept?
It's so bizzare, I honestly think that they are doing stuff for the new killer, with Gas Heaven as that's a window, that could be broken. But I think they were going to readjust the farm maps next, so it's probably for that.
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I was thinking about this the other day, unless you're a high mobility killer then you have no chance to get to the gen to stop it. It needs a slight buff, 70% sounds about right. Or maybe it should alert you earlier depending on how many survivors are on the gen. You get 5% earlier notification for each survivor working on the gen, starting at 85% if there's only one.
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They are working on it, but there also working on dedicated severs for xbox, and new chapter, and more but who knows what order they're prioritizing them in, there is a lot they need to fix. I hope you get your items soon.
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Having to mend and then heal facing a legion using caulrophobia, thanatophobia, sloppy butcher, dying light, nurse's calling, etc. would be way too overpowered and hence is why it isn't considered healing. The same reason as to why snapping out of it also isn't considered healing.
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I doubt they'd tell you even if they did accidentally leak something. But I think for this chapter they've managed to keep everything quiet, except for the "breaking ability" code found in the files.
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Bloody streamers
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On the 12th
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beach/summer outfits for all survivors, mostly just for shirtless steve