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CaulDrohn

CaulDrohn

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CaulDrohn
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  • @[Deleted User] said:

    "your workload has exceeded what you can do."

    Has it though?

    Has anyone else here worked from home this year? everyone I know has, and I'll be honest, not one of us has been as productive without eyes on us all day.

    I highly contest that claim. I work from home for months now, and have been the most productive this week. It's just a matter of getting used to it. There are also studies which showed that home office workers actually tend to do more work, since corporal and private life blend into each other, the distiinction vanishes.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1953045#Comment_1953045

    flashlights are extremely easy to play around and avoid

    literally the only time they do anything is when they blind you at a pallet and even then with a headset just use sound to track them even with the new blind sound effect.

    last time someone got a fl save on me was ages ago probably around the time the twins were released.

    Not so easy to avoid when you already kiss the wall during picking up and they STILL manage to blind you, although they are not even on your screen. Had that happen to me quite some times recently. So aggravating!

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1941779#Comment_1941779

    Pretty sure that isn’t how it works. If more than one person is using Appraisal each chest can still only be plundered twice, at least it seems to be that way in my experience. I run it a lot with my Eloise build and I’ve come across chests ransacked by others that I couldn’t search for more items.

    I never experienced something like this. I explicitly rummaged through a chest that was already rummaged through by someone else, given that there were two items lying on the floor.

  • Did they have Plunderers and / or Appraisal? That would increase their chances greatly. I got two red keys in one match today using both plunderers and appraisal. If all 4 were running appraisal, they can pull out 15 items out of the regular 3 chests (3 by default + 12 additional by appraisal). With coin offerings even more. Quite good chance to get hold of mutliple keys. Maybe they even coordinated all that via comms.

  • @Sluzzy

    "Killer meta perks are never nerfed to an extent they are never used."

    If the meta perks are not problematic, why should they be nerfed? BBQ may be meta, but on its far from OP / problematic. It only can get oppressing with high mobiltiy killers. It has multiple counters. It rewards the killer for switching targets and thus incentives anti-tunnel. It can lure the killer away from important gens. Old ruin was deemed problematic / frustrating / unreliant, so it got changed. On its own its mediocre, needs high mobility as well, can be totally taken out (cleansed). It got problemaitc with Unduying, since it could remain active the whole game using 3 rewspawns. So that will be changed tomorow. If Undyuing+DH turns out to be to much, they will adjust for it as well. Pop got it's timer removed, because it allowed to do to much different things in the whole minute. And thats it, there are no more real meta perks on killer side. There are some strong ones as well, but no perk is really problematic.

    But we had Metas perk that were totally gutted in the past. Remember machine gun build? Both STBFL and Unrelenting were total meta and heavily nerfed, bc they were highly problematic together. Unrelenting is still weak since then. STBFL got a buff some years later again, which made it usable again. So your claim simply does not hold up. In the recent years, sure there was no killer perk gutted. But thats bc it was simply not required. Devs are very prone of releasing very situational or mediocre perks for killers with the last chapters, and the only really strong / problematic one will get it's change tomorow (undying).

    Lets look at survivor perks:

    • Mettle of Man was totally busted on release, granting an additional health state for no effort. That got changed fast, albeit so much that it's hardly usable now, not gonna deny that. It was not wrong to nerf that, they just went overboard with it.
    • Balanced Landing was highly problematic on certain maps (haddonfield), since it opened up near infinites just with its stagger reduction alone. (Near) infinites should never be a thing, one survivor alone should not have the power to run the killer for multiple minutes, without much the kilelr can do about that except giving up. It's still a 4vs1. So stagger reduction was linked to exhaustion, and total noise reduction was added as compensation. It may not be as strong as before, but it's still very good, far from gutted, esp when used stealthy. I encounter it occasionally, and when used right (playing the stealth aspect) it can be a real pain.
    • DS on its release was totally busted as well. All could strike instantly. That got changed to only the obession being able to strike instantly and the others after wriggling. But this version was still problematic, since the killer had no means to avoid it (except dribbling), and the survs can use it practically without effort. Facing a 4-man with all DS was a real pain, so that was changed again to the current form of being an anti-momentum perk. This iteration is considerably better design-vise, but still very exploitable, as many, MANY survivors will prove you in every other game. It is seen as an anti-tunnel perk, and defended as such. But then used very aggressively, to allow unhooking or repairing in the killers face or to force the stun on the killer by letting yourself be grabed (from locker, medium vault, gen ...). This very aspect is to be fixed / nerfed with the upcoming patch. It keeps it anti-tunnel aspect, but the use out of that is heavily restricted. That does not make it useless at all, lockers still work, DS+Unbreakable still works, but you just have to think about your actions now, whether you can afford to lose your DS by proceeding with objectives or not.
    • OoO grants way to much, esp. when comms are involved, then it's just beyond broken. It can single handedly cripple some killers (Trapper, Hag). Even in solo queue, even with stealth killers, if you know how to use it it's spine chill on steroids. This one heavily needs adjustments. The change proposed by the devs would make it much more balanced, since it grants counterplay to both sides (tricking the survivor / killer into a wrong direction) and even gives you some nice boost in a chase, given the killer uses aura reveal mechanics like aura bottles from clown, aura an madness tier up, blights addon reveal addon.

    The only one "nerfed to an extent they are never used" would be mettle, the others are still very much usable.

    "Killer perks are never a detriment to use."

    Surviror perks neither, thats a stupid argument, perks are there to help you by definition. Tne only perk falling in this category would be No Mither.

    "Killer perks do not punish the killer for doing their objective."

    Survivor perks do neither.

    "Killer perks do not require a survivor to do X or play in a Y manner"

    Really? Never lost a hex totem? I require the survs to not find or cleanse them. Never got your DH stack denied bc the survs unhook instantly? Never got your BBQ aura totally avoided by all survs being smart?

    I guess you mean that you need the killer to actually tunnel so you get value out of DS. But honestly, if the killer does not tunnel so you do not need DS, isn't that a good thing? DS is an insurance perk, the new one even more. You take it with you for the occasion, not the general effect. The same could be said about Calm Spirit (in case of a doctor) or UNbreakable in case of slugging. Or using Pop together with Ruin, in case Ruin gets destroyed.

    "killer perks will punish the survivor for doing theirs."

    Sure, end game perks or coup de gráce for example. But not all are this way. And it's exceptionally hypocritical to complain about that for killer perks, when (current) DS works exactly the same against a well performing killer.

    "Until he comes right back with his chainsaw. Or a Spirit phases right back."

    Get yourself healed first before jumpiong to a gen again, or simply wait a few seconds whether the killer comes back again. Also, maybe seek the blame at your unhooker if the unhook comes just seconds after the hook, and the killer did not even had the chance to find a new one to chase. Or if your unhooker stealthes away, so you are the only target.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1923250#Comment_1923250

    He's not wrong. I went on an OOO splurge last night because I thought this is going to be the last time I get to play this perk, so I might as well play it while I can. I haven't used OOO in years but I used it last night just because of the sentimental thought of losing it forever.

    There were more than a few other players who thought the same. I ran into three survivors running OOO last night during my OOO binge so two of us were running it.

    Ok. But I doubt you would play this more than a few days. Compared to like wasting all your keys bc they might get totally useless. It's might be "en vogue" now, but the OoO change will take months to come. But sure, when there's a change tested on PTB, there might be some increased odds in facing it, you convinced me there.

    At least using / abusing OoO takes some practice, so even with increased odds there might be quite some potatoes who use it, so then it won't be as bad as seeing keys after keys (which do not take any particular skill to use, same as old insta heals / BNP).

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1921660#Comment_1921660

    Nothing is positive on the survivor side. It's a dismal experience. Everything gets nerfed that is worth using. Meanwhile, the killer meta has been the same since leatherface came out. But, because it is a killer DLC they refuse to touch it. Perfectly acceptable that 99% of killer mains use BBQ for an advantage.

    I'm calling it now, Freddy will hardly be nerfed. They might give him a very tiny number change and call it a day. He will still teleport to survivor objectives at the blink of an eye, use aura perks, remove objective progress. Meanwhile, survivor has nothing to combat. And as far DS, you won't even be able to work on the objective. Claudettes will hide behind bushes to save their DS and the game will be lost even more than it was before.

    Undying is not even getting nerfed, it is getting buffed so Devour Hope is twice as hard to remove. On certain maps the killer will win automatically. Killer perks don't get nerfed. They get buffed (look at Ruin).

    I have no faith in the Huntress nerf.

    "Everything get nerfed that is worth using."

    Really? Where are the nerfs to BT, Unbreakable, DH, Adrenaline, Iron Will then? The whole survivor meta perks were literally unchanged for years (with the exception of BT and DS, which actually got changes, but you hardly can call them nerfs). Or do you watn to imply that the named ones are not worth it, only current DS is?

    "Killer meta has been the same since leatheface."

    ######### are you smoking? Yes LF brought BBQ, but the perk on it's own is mediocre at best, only a threat with high mobility killers, and still has PLENTY of counterplay. 80% of the killers only use it for the bonus BP, and would switch it out instantly if it wasn't for the BP.

    Meta has not changed? So Surveillance, Bamboozle, Pop, Discordance, Corrupt, Infectious, Thrilling and ESP. Undying have not changed anything? At least Pop and Ruin-Undying were crystal clear meta changes, the the latter was then changed after jsut a few months already. Compare that to the survivor meta, not changed for years. So if you are really complaining about a stale meta. don't be a hippocrite and complain about the survivor side as well.

    "And as far DS, you won't even be able to work on the objective."

    If you have time to work on a gen, the killer is not tunneling you. Whats so difficult to understand there? If you want to make extra sure, let yourself be healed before jumping on a gen again. The only thing that won't work anymore is using DS aggressively, doing gen or unhooking in the killers face, a thing that should NEVER have been possible! Heck, jumping in a locker and even taking protection hits will still work!

    "Undying is not even getting nerfed ..."

    We will see that, it's not as set in stone as you make it out to be. The current Ruin-Unduying can be very devastating if you have to go through all 5 totems until Ruin is gone. With the new one, your DH will have two lives at max. Given how crappy many totem locations are, it can still be cleansed within the first minutes. And there's no synergy anymore with multiple Hex perks besides Unduying. Only the first hex found will get a second life (if undying is not the first). Also, as if DH has no counterplay. If you know / expect it, unhook early so the killer does not have time to get far enough for their stack. Or bring Detectives Hunch, with the "gutted" DS you now have a slot free, or not?

    "Killer perks don't get nerfed"

    Like Pop's decreased timer, you mean? Ruin change alone was certainly no buff. It only became viable with Unduying. Old ruin had universal, albeit inconsistent effect without the killer having to do anything. New ruin has a consistent effect the killer has to work for. New Ruin is no threat at all on low mobility killers, except you three-gen yourself and do not find the totem. Old ruin did at least help a tiny bit there, if only for the removed skill check bonus.

  • @Rivyn said:

    It's the sudden surge in survivors who run it, from now till the actual change, god knows when that is. Happens every time something comes up to the chopping block. Mori, toolboxes, insta heals, etc. The problem in this case, though, is that we don't know when the OoO change will come.

    Today alone, I've run into three OoO matches, one with TWO OoO players, just when I'm trying to do my Trapper daily. Going to be a painful time till the change, I imagine.

    I highly, HIGHLY doubt that there will be any noticeable increase. Opposed to the other things you mentioned, OoO is a perk. It is bought three times in the bloodweb and thats it, compared to items/addons/offerings you had to buy one-by-one. You cannot use it all up like you can with the others in fear they will be useless. You will just stop using it, but it's not "wasted bp".

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884169#Comment_1884169

    I actually feel the opposite way.

    Sprint burst can be super annoying but at least i can decide whether to take the chase or drop it,forcing their sprint burst and come back later when it's still on cooldown.

    Dead hard however is so damn frustrating to deal with because survivors can erase great plays by you with a simple push of a button.It's easily my most hated perk ever

    Gotta agree that in general, DH is more annoying. But in the situation where you are struggling hard just to protect the last gen from getting finished, a survivor constantly running away from a gen with SB tops that in terms of annoyance for me. Like a fly on a pile of s**t.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1883827#Comment_1883827

    You can at least bump into hooks and generator in this map though

    Yep, but thats still very limiting. And the totally crippled view totally destroys any fun for me on this map with blight :-/.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1883855#Comment_1883855

    5 seconds is too low though.

    You should easily be able to get rid of it most of the time

    Absolutely, could use something like 15 secs.

    Personally, I find SB slightly more annoying, bc it allows a surv to run away from a gen and make great distance, when I often do not have the time to invest in a chase. Dead hard is annoying as well, esp. when they misplay and then "press e to outplay". But at least they are not on the other side of the map then.

  • It might also work against dead hard, when the surv repairs being injured, which happens often.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1883128#Comment_1883128

    I've sacrificed myself many times, especially if the killer underperformed. I've intentionally stayed in the match to die. However a few times the killer was pretty bad and I think only hooked one or two times in total and I felt bad about it and I let the killer hook me but then I was face camped. So it can be hit or miss, sometimes I'm totally fine with getting hooked even twice if the killer wasn't able to accomplish anything but on the other hand sometimes the killer will just face camp you making it impossible to be rescued.

    Being camped after being letting yourself downed for the killer to get a kill sucks, sure. Question is whether the killer actually recognized you were giving the kill for free. Esp. if it's a newer player, they just may not think about that possibility, and is just happy they got you still. If you were crystal clear about that (standing still and waving / pointing to a hook), then it's a jeerk move, thats for sure.

    Know that I think about it, I did have the opportunity to get some "mercy" kills more often than I recalled previously. There were quite some instances with survivors pointing to a hook in end game, wanting me to hook them. But I usually deny that and do not touch them (except for BBQ stack maybe, and then I get extra far away so the others are not afraid to unhook), Just the selfless offer is often enough to "cool me down", so I can accept the defeat without additional mercy kills.

  • Yep, the sliding off obstacles with blight is so infuriating! Esp on swamp, where your view is bad as hell too, you are screwed twice there.

    And Why TF can you not bump against an opened chest?? I'm can understand it does not work with a closed one, but an opened one? Maybe let it snap shut after bumping into it, so it can only be used once unless survivors open it again (a really nice interaction, don't you think ^^).

    But I think the worst punch-in-the-face map for blight remains Rotten fields. Sure there's not so much gliding off objects, but thats only bc there are NO OBJECTS ALLTOGETHER to bump against in the corn. You have sh*t view and cannot use your power at all, since all the corn is so void of objects.

  • @[Deleted User] said:

    I do this, but less frequently than I give hatch as killer. If it's a good, hard-fought match I usually just leave and say gg. If the killer was clearly a baby and just got screwed by matchmaking that's when I'll sometimes try to find them and let them hook me. One reason I think this is less common in reverse, though, is that survivors lose their items when they do that in addition to 5000 (or more if they're the obsession) BP. Killers only lose about a quarter as much BP for not sacrificing the last survivor.

    The point about BP is very valid, yeah. Sometimes, when having maxed out all my other categories, I'm also letting the last one escape bc is know, it will only be something like additional 200 BP for me, but 5k for the survivor.

  • For me, its very, very, VERY rare for survivors to show some empathy when my game was really bad and let me hook them, at least for the last BBQ stack. I do not even want the sacrfice then, just the hook, they could safely unhook. Happened maybe a dozen times in all my playing time (>3000h).

    On the other hand, I tend to give the last survivor the gate and let them out (I'll play seriously until hatch is found and closed), if they did not play toxic or annoyed me in some other way. Esp for seemingly newer players, I may also drop them on the hatch so they can get the crawled out achievement.

    When playing survivor, I get dropped on hatch rarely. Being allowed to open a gate and escape as the last is nearly always denied (you MEANIES!). But I gotta admit, the instances were I let myself die for the killer were also very rare, maybe like five times totally.

    So all in all, survivors tend to be less emphatetic when they have won, and I'm not really different there, gotta admit ^^.

  • @scottymo said:

    It’s for bonus BP this why so many use a whole perk slot for it. Check. I don’t agree with this. Seems like a waste of slot if supposedly that’s all it’s good for. Seem ONi, demo, nurse, ... use it very effectively.

    Sure BBQ can be get really oppressive with high mobility killers, but apart from that the aura being shown (if any) is often neglectable, or there are other perks working better, if it wasn't for the bonus BP. E.g. if you want to find survivors working on a gen, Thrilling Tremors or Tinkerer work way better than BBQ (and being even more oppressive with high mobility killers as well). If you want to be relatively sure that no surv is near, IF will tell you. With BBQ you can only be sure if you see all other survivors auras. Which rarely happens.

    BBQ can even work against the killer, luring the player away from the hook just bc there is a survivor shown across the map, when it would be wiser to stay in the area (bc of high profile gens or whatever). This effect is even incresed with BBQ+POP.

    Long story short, most seasoned killers will only equip it bc of the bonus BP, let me assure you that (being an experienced killer myself).

    Edit: Currently, I'm using up my cakes and BPS on my PH so I can prestige him. I have NO BBQ on him, which is sad bc of the missed BP. But it does not hurt my performance in killing at all, seeing no auras after a hook.

  • @ShamelessPigMain said:

    Knockout has been the object of my obsession for years. Unfortunately, I keep getting tiny maps and heroic teammates, so it’s useless. I’d like to see the detection range decreased significantly, maybe to the single digits. Of course, if I’m playing survivor, that would be absolutely awful, so I can understand why nobody wants that.

    For the survivor side, head on has been the love of my life for many years. I think the stun time should be increased, among other things; it is an exhaustion perk, after all.

    Beyond both of those combined, I would literally marry autodidact. I just wish that skillchecks were more consistent.

    Distortion definitely needs a rework; giving it some way to regenerate tokens would do wonders.

    Flip flop would also be nice at punishing killers who refuse to pick me up with a 12 foot pole. Perhaps bump up the conversion rate.

    Furtive chase definitely needs a rework too. I love the idea; it rewards killers for not tunneling a single survivor with its obsession switching, but the incentive is so useless that nobody would run it. It gets rid of the terror radius at the only part when I don’t care about my terror radius.

    I love soul guard, but I won’t really use it unless it gets self-pickup priority over unbreakable. Repressed alliance is cool too, but it’s so situational that I really don’t use it.

    Furtive Chase + Nemesis + Make your Choice

    Thats a really nasty combo I like to play form time to time. Nemesis, besides allowing you to switch the obsession while in a chase, lets you see the aura when the unhook happens and the obsession switches due to furtive chase. And it will make the unhooker oblivious, if they also get exposed bc of make your choice they do not know where to hide from the killer.

    To increase the spicyness, use Freddy with Black box addon, so your obsession is always sleeping so you can always use snares / pallets against them to down them even faster :D.

  • @HellDescent said:

    Stake out. Remove token cap. Now that old ruin is gone and great skill checks only give you 1% towards the gen it doesn't need a cap

    Stake out actually increases it back to old 2%.

  • @TheClownIsKing said:

    This is Not Happening.

    It really needs a serious buff to its current function, or a total overhaul.

    There’s nothing compelling about this perk in its current iteration.

    I use it when doing challenge to hit great skill checks :P.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1854601#Comment_1854601

    Any other steps that we should do? I found 2 hackers in a match and only one had steam id that was changed little after the match was over. Should we post the video evidence in the forums?

    Do not confuse the steam name with the id, the id is fixed and cannot be changed.

    No, you do not poast the video here. You upload it to a platform of your choice and then open a support ticket for additional informations regarding a player ban.

  • @Slashstreetboy said:

    So I came across a hacker today....again.....

    And I was wondering. Following all the neccessary steps (ingame report, ticket submission with IDs and all that) , what are the odds of action being taken? I don´t record gameplay, so I was wondering if BHVR has a way of detecting or persecuting cheats on their own without witness provided videos? If not, are you planning on implementing some form of cheat detection?

    @MandyTalk @Rizzo90

    The last time I had a cheater in one of my games, I just activated Video Proof in my Nvidia experience, uploaded the vid to my YT account (not publicly available), filled out the forms and got the cheater banned within the next two days. So the procedure definititly works in a timely fashion, but you got to have adequat proof (video).

  • @Marigoria said:

    Ok, but what if I'm the one on the hook? "Just struggle", yea, but I will still depip and only get very few bloodpoints. So how is that a strategy for me whatsoever? I feel like people who give that kind of advice aren't the ones sitting on the hook with a killer looking at them. It's easy to say "just do gens" or "waste the killers time" when you can actually play the game.

    I shouldn't depip because I killer decided to stare at me on the hook and make me die on my first. The killer is still getting more BP for facecamping than I am for hanging on there for whatever how long.

    Sure it sucks when being face camped. But killing yourself only plays into the hands of the killer. You do not get more points from it, but your teammates will have it harder and the killer get even more undeserved kills. If each and every player being face camped would always struggle until the end, you can bet that many campy killers would change their tactic or quit playing. Face camping is utterly boring for a killer as well (at least for most), but it's used because it works out in the end more often than not, simple as that.

  • @grim1 said:

    im assuming it may be bannable because devs will see your holding the game "hostage" because your refusing to pick the player up... i just so happened to be right with my hunch on his perk. but what if the player is bluffing and i refuse to pick up then?

    It is not taking the game hostage. Taking the game hostage means traping a player in the game for a prolonged time without any way for them to get out of the match (apart from DC). The slugged player will bleed out eventually (after 4 mins), so they got a "path" of getting out of the game without requiring the killer to comply.

    As a matter of fact, it's next to impossible for a killer to hold the game hostage. He can body block / trap a single player into a corner endlessly yes, but the game will be over in no time, since the other survivors can do gens and escape, which will also kill the trapped player due to EGC (so there is a way out of the game). Only if it's the last surv and EGC is not running, it would count as actual taking the game hostage.

    For survivor side, two survivors doing nothing but crouching and hiding and not touching a gen for 10+ minutes is generally considered taking the game hostage against the killer.

  • @[Deleted User] said:

    Why would someone care about pips if you're not trying adept killer?

    Plague in my opinion is fun to against. After her shadowbuff of having at least one fountain available it's best to cleanse, so don't be afraid do it. Her puke is meant to make Iron Will useless.

    It was no "shadowbuff", it was part of the patch notes when it kicked in. Clown got his slowdown on bottle throw removed in the same patch.

  • @Ivaldi said:

    Dragon's Grip. It's an absolute monster on Hag and Freddy.

    I tried Dragons Grip on Wraith with Shadow Dance and Serpent Soot, that was fun, but not very reliable, gotta admit. Hag or Freddy I've got to check out ^^.

  • @Zarathos said:

    Surge and deathslinger is fantastic. Being able to pull survivors into gens repair zone is devastatingly strong. My favorite way to regress gens as slinger since it eats no time kicking gens. Outside of slinger it is pretty bad espicially because of the m1 clause. Just why?

    Imo the M1 condition is fine. I wouldn't want a bubba to apply surge whenever he downs with his chainsaw. We could argue that attacks like pigs ambush or demos shred should also apply surge, though.

  • @dezzmont said:

    Sloppy Butcher, especially if I am running someone like Pig who already has good innate stall.

    Adding 4 seconds to a normal heal means basic medkits can't full heal, advanced metkits generally only can heal once, team heals eat up 40 seconds of gen time (almost a full solo gen!) rather than 32, and healing exposes the survivor for longer. Survivors are less likely to heal, meaning further downs are easier, and even slugging is improved, making it harder for other survivors to do a quick pickup unless the victim healed already and making it way more dangerous. And this is before how it massively improves tracking.

    It also does stuff like amplify the effects of other slowdown/regression perks: If they heal instead of finishing a gen its a few more ruin ticks. If your running pop you often get more downs more quickly to really punish them. Injured survivors often also let go of gens faster if the terror radius moves on by. In a tri-gen situation being injured is a non-option so you force even more time off and more ticks of your kick to the gen.

    Those little seconds just tick tick tick up and your really rewarded if your constantly able to pressure the survivors and make them afraid to not heal. I know it isn't thought to be weak, but I think its significantly better than most think.

    Sloppy / Mangled does only prolong the healing, it does not change anything about the 16 heal stacks required for one health state. The stacks are just spent slower. So the brown medkit will still heal you one health state, it just takes longer.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/214679/whats-a-killer-perk-that-you-think-is-underrated

    Does the obsession know he has dark devotion on him? After he gets whacked?

    Or he doesn't know? And knows after the other survivors run away from him?

    It will take you some time to recognize it's in play, thats for sure, esp. since it is used so rarely. I bet several newer players (with up to 500h) do not even know it exists ^^.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1830334#Comment_1830334

    https://forum.deadbydaylight.com/en/discussion/comment/1830350#Comment_1830350

    https://forum.deadbydaylight.com/en/discussion/comment/1830362#Comment_1830362

    And another three feeding the ultimate survivor biased forum "user".

    Just check his discussion history to know that arguing with him is as productive as discussing philosophy with the next wall.

    (Btw if this counts as framing or shaming, I don't care and will continue until I get banned or whatever. People have to be warned of feeding trolls.)

    Who are you to tell me with whom I may exchange comments?! If you want to give me an advice to not engage in a discussion with this particular user, than do so in a neutral way, but not with such a patronizing tone! It just makes YOU look like the troll! And even if he is trolling / entitled to his pov so arguing makes no sense, it's still my "right" to come to the same conclusion as you.

  • @AskingForHelp said:

    https://forum.deadbydaylight.com/en/discussion/comment/1830233#Comment_1830233

    People would not DC in the first place had this game been a little more fair for survivors. Not every team of 4 is 100% all the time productive and communicating. Even the best get beat 50% of the time. The ones that aren’t get beat 100% of the time. This game is balanced around communicating teams so the killer has been buffed like crazy. They need to tone the killer down a bit.

    When I dc or sacrifice myself on the hook in soloQ, half of the time it's because of my fellow survivors are totally uselss, not bc of the killer playing scumy. The killer can play the fairest possible, if you get potatoes that urban evasion around the whole time, not doing anything usefull, not coming to unhook you even when it is OBVIOUSLY SAFE to do so (obsession being chased or me using kindred), it will still be a really bad game.

  • You could try to download and install the Visual C++ Redistributable for 2015 (64Bit). But normally that should be installed together with the game, so it's sgtrange that you are missing it somehow.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821913#Comment_1821913

    That's almost the same thing as only spawning the hatch once the gens have been completed or only one survivor is left. The difference is that DCing for the hatch is still viable with the EGC method, as is hatch camping. Also, the "Where did they go!?" achievement becomes a lot more difficult if they have to open the gate, and it's a pretty annoying achievement to get as-is.

    If the hatch conditions are changed instead of the key conditions, it'd be a lot easier for new players to understand because whenever a closed hatch is visible a key can be used.

    Yes, the advantage of the solution of the vid to mine is prevention of hatch camp / dc for hatch. That's also why I would prefer that solution over mine ^^.

    It wouldn't make the achievement much more difficult as it is already, imo. If you are in the position to being able to open the hatch and jump out with all, you are heavily in advantage over the killer. You would like all get out through the gates in this situation, so opening one of the gates would be easy. Or you could just wait for the killer to open it out of boredom ...

  • @Ember_Hydra said:

    https://forum.deadbydaylight.com/en/discussion/comment/1788281#Comment_1788281

    But what about the 5% more regress if failing skillcheck

    Yeah sorry, I was not aware that opression causes the affected gens to give repairing survivors a difficult skill check as well. But the additional regression should only apply to the overcharge skill check, not to the opression ones. It states:

    "Failing *the* Skill Check results in an additional 3/4/5% loss of progress."

    You could throw in Huntress Lullaby, though, that adds additional regression to all healing or reparing skill checks, as far as I know.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821917#Comment_1821917

    He enjoys hearing the salt. Also it's their opinion, can't ban someone for having an opinion.

    It's not an opinion if they flame the streamer. But when he's good with it ...

  • @Chilli_man2400 said:

    after playing the Twins and learning how to use them I found there best addons and this is not good. They have MAD PIG DISEASE. This is a disease where your common and uncommon addons Are the best and better than the very rare and ultra rare addons this is not good basically her 2 best addons are

    Bloody black hood and Toy sword.

    Basically black hood decreases the time it takes for Charlotte to be awoken from her dormant state and toy sword decreases Victors time to charge pounce.

    This is awful Now we have 3 killers suffering from Mad Pig Disease Pig, Demogorgon and now The Twins I smell a addon pass in the future.

    I agree that Demo's addons are all over the place, with the best ones being two browns. But for pig? All her purple ones are pretty decent. So if you want to make you RBT to be more deadly or increase the stalling, this addons are the way to go. I wouldn't say they are weaker than combat straps, they serve a different purpose.

  • @CLAUDETTEINABUSH said:

    I was watching a streamer the other day, he was trying off-meta builds that his viewers suggested for him, and he decided to play semi afk wraith. The idea of the build was to mori the obsession with rancor, and then get a new obsession with nemesis, then repeat. Admittedly, it was really fun to watch.

    He ran up to a swf, which found him and flashlight blind him, successfully ruining his plan since the obsession gave away what he was doing. The purposely 99% a gen, and he decided to slug till they are bored, or they're forced to finish the gen so the game can begin.

    2 people died on the floor, bled out. One died on the hook, and one survivor escaped. The swf, as expected, came on stream and started saying nonsense, like they can ban him for this, that he technically didn't win cuz he pipped, ect.

    I don't think it's a bannable offense because he didn't play as they wanted, I did a bit of research and I didn't find any proof it's bannable. So the swf just kept crying on chat for half an hour cuz they were tilted.

    Tldr: if you don't play meta the entitled survivors will turn into crybabies. Run bbq,corrupt,pop and nurse's otherwise you're reported.

    Admittedly, I just wanted to talk about my experience with these dumbos, the forum has no real reason to exist :)

    Enjoy

    Why didn't the streamer just ban them from the chat? Wouldn't that be the most obvious thing to do?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819625#Comment_1819625

    Tbh that effectively would put it in line with how the new Mori's work. Seems perfect honestly.

    @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819625#Comment_1819625

    Oh man, I like this. I really, really like this. It fixes so many things.

    The fact BHVR said fixing keys is more complicated than fixing moris means this is almost definitely not that they're going to do, which is very disappointing because damn, I like this. This change to the hatch makes sense. It's easy and fixes so many things (DCs and hatch camping and keys) and makes sense.

    Damn, man. Just... damn.

    Yep, nice and easy solution, but with the potential to increse slugging for 4k.

    I posted my own idea working quite similar a few months ago: Keys being only usable when EGC timer is running. So you could only use it when the killer closed the hatch themselve (so only the last one can get out), or when a gate was opened (so the achievement can still be done).

  • @Buckoben said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817149#Comment_1817149

    No you put those words in my mouth. did you read the OP about it being an add on or being available in KYF more choices ain't a bad thing. Gain some reading comprehension first before you comment.

    Ok, I obviously misunderstood what you were referring to, so I appologize for attacking you. I guess I confused this bc there were other posters around your post which called for freddy being reverted.

    Still, I still think you could tone down your hostility. A simple "I was not talking about freddy revert, you got the wrong guy" would have done the same, without insulting me. Communication errors can happen, esp. in an asynchronous and unpersonal medium like forums.

    Again, I'm sorry that I misunderstood your post (which was not even directed to me) and attacked you for a thing you did not say.

  • @Buckoben said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817036#Comment_1817036

    "Bribable" lol .

    you mean the BHVR actually do something the community would be interested in, which would in turn possibly get people to spend money on a product.

    So you mean the "community" would be interested in nerfing freddy back to his former state? Dude, what are smoking? Sure there are some confused minds romanticising the old freddy times, and even some few insanely good freddy players. But overall he was just AWFUL!

  • @ReverseVelocity said:

    I would like to take a moment of your time to discuss something very important to me. It's something that has sparked great amounts of discussion across the community, having been a hot topic ever since it was implemented: The Nightmare's Rework.

    For ages now, I've seen people putting forward their ideas on how they would balance Freddy's current kit, but I am not here to propose any changes to this specifically. Instead, I am here to ask you to return to a better time, back before the days of Dream Snares and Fake Pallets, and I'm not making this request empty-handed.

    What I'm asking for:

    What I'm asking for is a way, either through an addon or an option, to play the pre-rework Nightmare. I want to make it clear that I'm not asking for a basekit replacement, I appreciate the effort that was put in to make Freddy a more accessible killer, and I quite enjoy playing him in his current state. However, a lot of us miss the unique and interesting playstyle of Old Freddy. Despite his downsides, if you adapted how you played him, then he had many advantages which you could make use of.

    What's in it for you:

    Reimplementing pre-rework Freddy would keep both sides of the Freddy debate happy. Those who enjoy playing the current Freddy will still be able to do so, while those of us who miss the Old Freddy will be able to enjoy him once again.

    In addition to this, I'm willing to offer a bounty upon his reimplementation. If pre-rework Freddy once again graces the trials with his presence, I will send to you a whole bag of Walkers Cheese and Onion Crisps (that's Chips for the Americans). I'm not joking, although it may seem too good to be true, I am willing to post the ENTIRE bag all the way from the UK to Behaviour Interactive, Canada. Whatever you do with this bag is up to you, but treasure it as a token of my eternal appreciation.

    This is my offer. Whether you decide to take it or not is up to you, but the rewards will be great.

    Signed, ReverseVelocity

    Founder of the Old Freddy Appreciation Society

    Old freddy will never come back, said the devs themselves.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1816772#Comment_1816772

    We can't foresee the future either, the devs have promised keys changes way before the second mori's existed, and no, we can't be happy about keys being changed, after all there are a lot of unfulfilled promises from BHVR side.

    As far as I know they never stated that they are actively testing stuff out before, like they are doing now (or claim to do now, if you will). Sure when asked about possible key changes, they said it's a thing being considered, but thay do so with nearly every suggestion.

    I'm confident this change will come soom(TM). The devs perfectly know the stance of the comunity regarding all that mori-key issue, so they wouldn't push out mori changes without having a plan what to do about keys. Releasing mori changes without having a clear plan about keys would be a very dumb move in this situation, and despite what many posters in this forum believe, the devs are smart enough to avoid this.

  • @SaintDorks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1812593#Comment_1812593

    With The game of walls unmoved and objects unstoppable is a paradox It really matters little. But,then again you don't mind throwing shade at people, so take a bit of what you dish-out.

    You will stick to your guns and the people who agree with you will not matter what..

    And vis versa for me and whoever agrees with me.

    But, then again It seems everyone in these forums suffers from "Russian lady with Genie" disorder. Where It is more about making each other misarble then anything else.

    So,I will leave It with this..They need to add a grinder to the game so people can at least get some points back for nerf/dead items cause I still got crap from when the Moon was a thing in this game. And I am sure the anger would be lessen If something could be done with what is now "unless" to a point.

    Sorry, I have no clue what you are talking about.

    But about a way to recycle unused / useless items, addons and offerings, I'm totally behind it! Either selling them back for some little BP or "crafting" from lesser rarity to higher rarity, both would be a really nice solution for me. I'm chronically low on BP offerings, so having a way to maybe turn the useless fog offerings into BP ones would really be nice.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814004#Comment_1814004

    Its less the devs are lazy, and more where they choose to focus thier effort sometimes. As in mori's they decided to just change a number. Wheras the keys are going to get an actual rework with actual new animations. So they are being lazy towards one item and not the other. Which is again, another bit of perception that feels like killers are not as important to the devs as survivors.

    Like I wrote in my previous response to another person, we do not know how much effort went into this mori change. Say, if they tested multiple mori solutions for like 3 weeks, and then decided that this current, simple change works the best for them, it was hardly a "lazy" change. But it would still look the same as an effortless numbers change as many in this forum claim happened (without better knowledge of course).

    Also this whole argument of "they (seemingly) did not take much time for this change so killers are not seen as important" is pretty dumb to me. The amout of time a fix / change takes is a bad indicator for measuring the dedication of the devs to do changes for/against any side. It has way more to do with the overall difficulty of fixing / changing a given thing.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814015#Comment_1814015

    An illusion eh? So they have not been talking of this for months..saying they're tossing ideas around..just to change a 1 to a 2..perfectly reasonable to feel miffed , perhaps think before speaking

    Yes they stated that they are looking into both. But they neither teased anything about it nor did they claim to have found a super coll solution. In fact they didn't say ANYTHING about a possible solution (as mostly). If you still got your hopes high after that, then indeed it was an illusion from your side.

    Another thing I want to point out: We do not know whether the devs were really going the "lazy way" and just implemented the current change without second thoughts, or whether they tested multiple implementation and then choose this "lazy" implementation to be the best one. I'm betting on the second option, you likely on the first. Maybe there's a question about that in the next Q&A, who knows.

  • @Saitamfed said:

    Well, don't missunderstand me but Keys and Moris have been a discussion topic from a while ago... but hear, mori's and keys have been addressed almost simultaneously, then they nerfed Mori's. Which don't missunderstand me, it was needed since killing everyone without hooks was OP, but if we let's say put it on a schedule, like BHVR does (or the way they tell us that they work with) then keys should have been addressed and changed a while ago but first they changed insta-heals, wich they needed to change of course but keys hadn't been changed at all, in the meanwhile Syringe's received two changes. You understand? When something needs to be addressed quickly, the devs have been putting excuses when they have showed that they can do it. Yes, I get the point, it's not easy to do but they have reworked entire add-ons that came way after keys.

    Keys can be very impactful in some matches, sure, but there are also way enough trials were they do nothing. So I'm kinda diasagreeing that keys should have been "adressed quickly". Sure they still could have done that earlier in place of some other bigger change like killer reworks. But the devs did not do so and deemed other things to be morte important than that. We cannot change the past, so it's futile to go on with more "but what if they had ..". Let's be happy the keys are finally lokked at and will get a rework soon(TM), that's all that counts, really.

  • @immortalls96 said:

    The change is lazy..there's no getting around that..they had a chance to make these better for the game and actually be a part of it but let it slip by just to take the low road..so people like myself are annoyed they acted like these changes were to be of higher quality

    Where did any dev imply something like this? All the devs said in this whole affair was explaining why they did not nerf keys as well, with perfectly valid reasons. The thing you are claiming is an illusion of yourself, mate.

  • @eiredrake said:

    "The devs are lazy, do not care for their community / only care for their money."

    This attitude is just plain stupid.

    As a professional developer I can't feed my family with 'care for the community' why the hell do you think they're working 10+ hours a day coding? It's for money. Bottom line.

    It absolutely is, but that does not hinder many scrubs in this forum to repeat it again, and again, and again .... as if it gets any more true by repeating.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/212660/recent-mori-changes-show-whats-wrong-with-the-game-and-its-not-the-devs

    So its ok when survivors spammed BNPs and Instahaels before they got nerfed but when its the killers turn it has to be done on the DL to avoid this? I hope this is the case with keys then too, if this is the devs new method of doing things. If they don't, well we know then where thier priorities lie. Also I never said moris where useless, I said they where WORTHLESS. Exact words and all that.

    Did I say anywhere that it was ok for survivors to spam BNP / Instaheal? No I didn't, and I was and I am against such shenanigans. I just described a scenario where the devs patch both mori and key changes together in a PTB, and what that might cause, namely spamming moris (and keys of course) until the patch finally kicks in, the same thing that happened with BNP / Insta-Heals:

    "As soon as the info gets out that key/mori changes will be tested on next PTB, some killer would begin to spam their moris in their trial, how much fun would that be ... just look at the insta-heal addon changes, lobbies were full of insta-medkits before the changes finally kicked in."

    Since the devs decided to bring the mori nerfs by surprise, there wasn't any spamming of it (duh!). Don't know if that was the intention behind this little surprise, but it certainly prevented us all from having mori round after mori round. And since I'm quite confident that the key changes might be big enough to require a PTB before going live, I'm expecting to see many, many keys in my lobbies until the changes kick in. As a matter of fact, I feel that the rate of keys in my trials has already increased. I got way more ppl taking a key with them, late-switching to them or running plunderes to find some. Don't have any numbers, though.

    Am I ok with survs bringing their keys or looting chests to find them more frequently? Hell no, I hate going against well organized teams with a key. I had the misfortune to experience three survivors weaseling themselves out of the game with the help of a key quite some times, which is the most unjust thing for me when playing killer, totally robbing the game from me with the use of one single item. I'm really looking forward to the key changes, hoping that the these unfair multi-man hatch escapes will no longer be possible, or at least way more difficult. But I totally understand that bigger changes need to be tested before going live with them, which likely will apply to the key chances. So I'll take it as it is and will endure countless key games if thats really what's going to happen, until the changes will be finally there. Who knows, maybe the devs will surprise us with the key changes as well, without any PTB involved. I won't complain then (as long as the changes are not a total buggy mess, that is).

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1812863#Comment_1812863

    if you repleish them makes no difference to having them from the beginning. Having 5 tokens is having 5 tokens.

    The only change that would help @dspaceman20 's request would be to start with 1 token and allow to replenish a maximum of 2 tokens, so you can get to a maximum of 3 uses but you can control when to use them.

    Cooldown could also be a solution to not overbuff it but makes it way harder to control when to use them

    It sure is a difference in whether having 5 from start or having three but can get more, bc you have to work for it ^^.

    A cooldown cannot be controlled as easily, sure, but it would have the benefit that wallhack abilities from the killer (mirror myers, amandas letter) wouldn't eat uo all your stacks near instantly :9.

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