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Deadeye

Deadeye

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Deadeye
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  • This might also be a duplicated issue which has already been reported, therefore having a lower priority. And hellyeah, look at the ticket number and ask again about "what takes so long"

  • @Deadnaught said:

    https://forum.deadbydaylight.com/en/discussion/comment/1395447#Comment_1395447

    Each path's entry points has challenges blocking it that are undoable by either Kate DLC or ridiculous challenges.

    As for your calculations for Bene gold, they're entirely off.

    You start at 35 points. A survivor getting hooked removes 10. Unhooking them refunds that 10. 20 is awarded to you for a successful unhook. 10 is awarded for a heal (If you get the full heal to yourself, less if it's partial). So you need to get the unhook AND the heal both which I will admit isn't hard-however this only gives you a 5-point buffer for gold. You need 60, and 35 - 10 + 10 + 20 +10 = 65.

    To retain this gold, every other hook for the rest of the match must be unhooked if you are not the unhooker, OR you need to be the unhooker/healer to successfully buffer your points.

    As for the Dwight stealth mission it sounds to me like you got lucky, still doesn't invalidate my point that it is a terrible mission. All I can think is that your poor teammate(s) being looped could have used some peel from you and instead you were hiding and being no help to them. That's borderline unsportsmanlike in the AFK/refusing to play game category.

    I have to check again, if they changed something on benevolent emblems. Starting value should be 44.

    Still, it is just that "one" action, unhook someone and heal him at the hook. That may be disturbed, so you need to get a second action. And that sounds to me like pretty doable and not like a blocker.

    I got lucky on the Dwight mission, still having the right map makes it decently easier to get it, because you can be in the killer range without him being able to see you. And this entry point is not relevant for you as the next one is a Kate challenge.

    And third: you can still go the killer path, if the benevolent emblems are too hard for you. But I really can't believe that gold emblem benevolent is such a pain. Seriously, bring Kindred or Empathy. Or BT and We'll make it. Just one of these perks will already help you a lot

  • @cripplemagic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1395606#Comment_1395606

    So what your saying is if they are near the husk and there is no heartbeat from oblivious they should also mo hear the phasing noise because they are too close to the husk correct?

    What means "mo"? I'm saying that oblivious has no effect on the phasing sound. When you are far enough away from the husk, you hear it, if you are too close, you don't hear it, no matter if you would be in the TR or not

  • @TWiXT said:

    The only thing I hate about Punishment of the Damned is the sudden and heavy change to turning/aim sensitivity. Many have compared it to Doc's Shock Therapy attack, and rightfully so as it seems to have the same kind of telegraphed delay before it "detonates", but Doc doesn't suddenly lose his aim control when powering it up. The aim sensitivity issue would be fine normally if, like Doc, It didn't punish the killer so heavily for a missed attack. As a survivor, I've Honestly only been hit with it maybe 20 or so times, but otherwise, I've been able to dodge it consistently since his release. Sure, that could be due to the killer players inexperience with him, but I feel that, Like Demogorgon, It's just too easy to see coming and dodge. The only times I've been hit with it are when the killer does it from behind a wall, but even then If I keep my ears open, I can still avoid it for the most part.

    The best PH player I ever went up against used cover constantly, and Mind-gamed me by threatening to use it at loops, but not actually doing so unless I Vaulted or Dropped a Pallet. Otherwise he was a simple M1 killer that I happily juked consistently. Regardless of how skillful he was at downing my teammates, I still felt that he was too easy to juke, and his power was equally too easy to avoid once I learned and adapted to his mind-games. I was the only one to escape that match, but considering how easy he was to predict, I couldn't help but wonder why my team didn't adapt as I had. I won't say I was smarter than them, and while I do feel that PH was a good one, I can't help but wonder why any of my teammates fell for his Mind-games so consistently when they were very obvious and easy to avoid.

    Overall, I sincerely wish PH's aim sensitivity issue was removed, as this would make his ranged attack power more of a threat, despite how telegraphed the attack is.

    I think you cannot change the turning speed because the trail consists of a lot of small elements, and these elements have to be placed properly to make a valid "trail". If you had higher sensitivity, then you would be spamming elements or they simply wouldn't attatch to each other properly. So I think this is pretty much a design decision.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1395525#Comment_1395525

    I honestly thought they’d be bad before release, but I gave them benefit of the doubt and put a lot of hours into experimenting with them.

    They’re my new favourite perks, and provide greater value than what they’re given credit for.

    I’m currently running a new anti heal build on Clown of Nurses, Coulrophobia, Deathbound, and Forced Penance, with Sulphuric Vial for Mangled. It’s working very very well.

    What about the undetectable perk after kicking gens? I think this one is pretty bad because it only lasts 16 seconds and on top of that it basically gives every survivor a free Premonition effect, and not only giving them a region but a clear location, where the killer is. And Premonition is basiucally a perk to counter undetectable killers, so the perk counters itself.

  • Killers dont get a 15min penalty, all get the same. And I'm pretty sure that you get the stacks up by either DCing with killer OR survivor, they don't have separate stacks.

    DC because of "no fun" is exactly the point why the DC system has been implemented. And if you got to do "something" then either you could have been aware of that before or you just go afk and go on a minute later. And that suicide is not catched by the DC system is in no way a reason to allow all the other DC abuses.

    Your solution does not work, because quitting the game could be simply disabled. This is not happening because there are bugs (like EGC didn't kill the last survivor) or other situations (taking game hostage) where you cannot leave the game by any means. So this is a necessary emergency exit. And if a survivor and a killer that both DCed last game? Both are stuck in the bug, noone being able to end the game.

    Except, and this also counters your idea, you just shoot the application with the task manager. Then you are still able to ragequit the game, and the game engine can't do anything against task manager.

    Btw, the killer ruins gaming experience. If you think depipping is a punishment that players would care about, then depipping after a killer DC should be a point from your perspective as well. Besides loosing addons and offerings for nothing.

  • The phasing is not related to the TR, although the text says it. There is a range where you can hear both, TR and phasing. Phasing sound is just about distance to the husk and is not influenced by Oblivious

  • @xXCAM3R0NXx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1395423#Comment_1395423

    Oh my god the pallet hits when you stun them is so annoying, really winds my neck in

    Pallet stuns after hit are intentional. There is even an achievement for that. This is about timing

  • You say "I don't ask for much". But it is. Of course there are some spots where everyone agrees that they are stupid. But this is just a handfull on 30 maps. When it comes to "when are they allowed to spawn", then you have to cut out LOS from gens, LOS from survivor spawn points. That is 11 objects that block any totem spawn point by LOS. You can imagine how big the impact is to find enough valid totem spots then, unless you want survivors to always spawn in 4 man squads.

    Totem spawning is not that easy as it might seem

  • I don't get you. There is one entry point directly requesting the Dwight hiding challenge and a Kate challenge. The complete level 3 is not depending on these 2 challenges, you have two other entry points to finish the whole level and just let these 2 challenges undone. So you can't really be stuck because of them. If gold benevolent and Boil over really is a problem, you still can go the killer path to bypass these.

    But Benevolent is the easiest emblem to get to gold to be honest. It is like just 2 actions needed, either fully healing someone or do a safe unhook, or one of each. Bring a medkit or BT should be super easy to get to gold. If others are too fast for you, bring Kindred or Empathy, so you know where you need to go or if someone is already on the way. Really, gold is not a problem.

    And just as tip to finish the Dwight challenge: hunting the killer doesn't work, because he is faster than you. And if he turns around, you will be in a chase, not getting hiding time either. Bring "the game" or "Hawkins" or "Midwhich". Probably even Badham works with the school and the buildings. I actually did that challenge on swamp on the pier, while I was hiding and someone was chased around the pier, me switching levels everytime they did, so the killer can't see me. The main buildings on the map would work as well.

    Btw you don't have to hit all survivors with Frenzy. You can also hit the third survivor twice. The challenge does not say "apply Deep Wounds 4 times". And another note: If you don't have Kate, then finishing the Dwight challenge does not even help you to finish level 3. And another one: Level 3 IS actually putting the pay DLC challenges on an optional side bar. You can go around all the prereq challenges by at least one path.

    @SnakeSound222 said:

    You think that's bad? Level 4 has the same challenge except you also have to escape.

    I would like to know the thought process behind creating the challenges because it seems like they're being created for a different game. Do nothing for 60 seconds? Grab Survivors even though the mechanic is busted?

    That's actually just 30 seconds, not 60.

  • What is the problem with that? Are you guys all ruining your own gaming experience by shouting out loud just because you didn't get the crown? I am just missing the Huntress crown now and the event didn't even last for one week. And there are more than two weeks to come. Chill

    easy quad crown for survivors then

  • That actually makes sense, because the shape of the top of the pillars totally looks like a burnt down candle

  • @NekoGamerX said:

    i hope it come with a fix for konami code for ps4 and x box i got the dlc on ps4 on release PC code works.

    They already said in the ingame news that the Konami code is reviewed as well.

    And I'm pretty sure it has a reason why they delay the fix that much. My guess would be that they already have fixes in place and can't just undo them to release a quick fix for a single item. They have release cycles and changes need to go through QA before they can be released and the cake is added to the next hotfix release.

    Jokes incoming in the QA statement, but let's be serious: if they would just spam hotfixes without a development plan, the game would be even worse and the "cake fix" would probably just break the game even more. Or cause more chaos for the next hotfix after the cake fix

  • @Zon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095167#Comment_1095167

    thats really situational. hes talking bubba facecamping or farming killers.

    1) this is a necro thread.

    2) I said "if you talk about unreasonable facecamp"

    3) still DC is the worst solution. OP said "people DC because of facecamping etc". Simply nope. Sure one reason, but people also DC when facing Spirit, Iri Heads or whatever they dislike. They DC when they get downed within first 20 seconds of the game. So, No! don't get rid of DC penalty. People keep DCing as OP said? Well, at least at a massively lower frequency

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1390711#Comment_1390711

    I was thinking it'd be comparable to a crouching pig or ghostface but with a darker color scheme. A little smaller but hardly something you'd fail to see if you're looking for it and it's out in the open or something.

    The window you have to run is during the stalk. If the Survivor is already Assimilated then at that point you can get the hit, however if you're worried about that the stations I mentioned exist for a reason.

    The stations are fine to counter. This was just the thing I meant in my first post, I cannot really estimate without testing it. Maybe the Nurses Calling scenario might be not that relevant, but the instand hit without any chance to recognize either by the infected nor by the other person might be something that turns out like playing against old Prayer Beads. That's all I'm saying and why I try to give some ideas about possible changes

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1390552#Comment_1390552

    The thing about it is that those scenarios you mentioned are all counterable of the Survivors are paying close attention to their surroundings. Sure you can get the stalk off either way, but you need to remain unseen to capitalize on it. Otherwise they will split up the second they see you and you'll have to try something else in order to get them.

    It's a lot like ghostface, except instead of having a clunky reveal mechanic, the knowledge that you've been stalked is just inherently damaging enough to significantly weaken the effect.

    Yes you're Undetectable, but you aren't invisible. Stalking people as ghostface with being caught is hard, it'd only be slightly easier here.

    How is it counterable when a survivor out of nothing hits you? You don't write anything about charge time or anything.

    If you just refer to the Nurses scenario, then I am wondering how tall the snake is. Because how I read it, it would be invisible in tall grass like a Blendette. If the snake is as tall as the Hag, this might be a different thing

  • @TheCursedTitan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1390568#Comment_1390568

    You do realize bt only works with a terror radius right...

    That's why I said DS and BT would be the same

  • @TheCursedTitan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1390429#Comment_1390429

    You clearly didn’t read, I said use perks that take away terror radius, like pyramid head trail of torment or nemesis or insidious and sit over them till you’re undetectable then pick them up or that perk when you slap the survivor and they have your terror radius

    You can't use Trail of Torment or Nemesis to counter BT. Either no time to go kick a gen and return nor to kick a gen to get back, pick up, go hook and wait for the unhook within 16 seconds.

    You want to make DS exactly like BT. Then you have twice the same perk, just one you use for yourself and one to use on others. Sounds like bad design

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1389473#Comment_1389473

    Remember, you move at 100% MS during hostile takeover, not 115% or whatever, and Hostile Takover gives the survivor you are taking over a red glow and stuff. So there is no confusion that you have in fact taken control over that Survivor, and if the other Survivors manage to get any distance whatsoever then you have no way to close the distance.

    In order to get a hit with Hostile Takeover you need the Survivors to already get super close to each other without your direct intervention.

    The control also can't last very long because by definition while you are controlling a Survivor they are straight up unable to play the game since you are moving their character for them. Having that happen for only 3 seconds is fine, but having it last for a long enough duration for a proper full chase would be problematic and a speed boost effect would make him a stronger Legion.

    Having stations rather than items is totally something I can look into however.

    Yes but that might be a problem with the takeover. It is either useless which is annoying for the killer or you get free hits on people healing or working together on gens. And as you can for free take a look, you don't even need perks like Discordance or Nurses. Especially the insta downs during healing is a problematic scenario. I think this mechanic would need some kind of rework to make it fair and fun for both sides.

    It is ok when it is strong, if it causes survivors to just keep distance in any case because they don't know when survivors might rage, it would perfectly create the atmosphere you want for the thing. But with the current state just think of Nurses. Find someone healing someone else, 8m of range outside of your TR, then split, move with 200% speed and stalk for 3 seconds, undetectable. This doesn't need much time and gives a free down, unless they haven't already healed like 2/3 until you find them.

  • I think for consistency reasons point 2 is not an option. And point 3 is a pretty strong addition, so not sure if point 1 would be necessary then to make the perk viable

  • Skins are of no value for the game. Noone needs them, these are for extra support for the game, that's it. If you don't want to support the game, don't buy skins.

    And the reason why this skin is extra expensive is probably a licensing nature. But no idea about that in detail. Still jkust a skin

  • Sounds pretty cool. There are some things which I can't figure out exactly regarding fairness. At least I cannot estimate if it would feel like "no counterplay" etc.

    For example I think maybe remove the "items" and replace them with some kind of stations with a serum that starts to react when you are infected and very close, so you have a chance to detect that. Would at least waste some time to go for the stations and check, then maybe increaste the inceraction time. Or maybe you can use them to get a x second immunity to infections, but the refill for that station then takes twice the time.

    Also, having no chance to dodge a survivor attack might also turn out too strong. So maybe there needs to be some hint when you take control, but the control lasts longer (unlimited) while you can activate a mutation sequence that grows some thorns and makes evil sounds and then you get the limited takeover duration with a speedboost.

    If he isn't viable enough with the survivor control, you might give him some special tentacle attack or whatever, that is available when you have noone controlled. Maybe the special attack body part is the body part that can perform the special attack. Probably even a short ranged attack that can infect and injure a survivor on the run. So he knows that he is infected and everyone else knows "better unhook that guy only when healed"

    But as I said, I have no idea how to balance such things, so just some ideas how to tweak that.

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/comment/1389049#Comment_1389049

    That's what sucks about them saying to "abuse" the 140%. Pretty much all 5 people are going to be running cakes at all times during the event, which would be 520%, but because they're bugged, not many people are and we lose out on that huge stacking bonus.

    It's an overall net negative than it is a positive by far. I probably could've prestiged characters at least twice if they stacked properly. :(

    it is not even 140%

    at least not for me. I don't know where this number was even noticed. I just get my BP doubled

  • That was on purpose somewhere between the Silent Hill and previous midchapter. To get quicker into the next game. Also denies hatch for killer without toxic survivors having to time it properly

  • @TAG said:

    Ignoring the bloodpoints, BBQ. The cooldown makes Thrilling Tremors much less reliable IMO.

    I forgot about mentioning the cooldown, next point for BBQ

  • Well, there are a lot of bugs currently, I could guess that "bug" is the explanation ^^

  • I'd go for BBQ. Counterplay wastes equal amount of time. For example on gens: survivor leaves it on time so you don't get caught while hopping into the locker, then wait, get back to the gen. Maybe a bit less but could reach the 16 seconds of TT. On all other situations, BBQ is probably better. For all other situations I think BBQ is better. You need to stop what ever you are doing to hide, TT doesn't give any information about you when you do totems, chests, heal someone or just walking around. Downside is the range limitation, but TT is easier to acknowledge than BBQ, therefore easier to outplay.

    Next point is that you get the information closer to the time you make use of it. After the hook you can immediately approach. Between TT trigger and approach there is always several seconds, which can again change the situation. TT is better for short range of course, as for BBQ you first need to travel 40+ meters, so this argument kind of depends on the killer. Like Huntress, Billy, Freddy, Spirit, speed addon Wraith, Demon Oni etc all have tools to quickly cover the BBQ distance.

    And you get BP :P

  • Perkwise I would say Spark of Madness. And doc is also fun to play and pretty viable since rework. Feng depends on your level. Lithe is pretty good in general, the other two are definitely good starting perks for beginners.

    From pure killer playstyle I would say Demo (Stranger Things), followed by Ghostface and Deathslinger

  • @mottigedel said:

    i would say The bug. or should i say The Bugs. a terrifying creature (s) that is present in every character for free and eats your sanity alive.

    Sounds like a Starship Troopers chapter is overdue XD

  • @Momentosis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388127#Comment_1388127

    I main Killer. Hence why I grabbed all the killer crowns first. I pretty much just play Yui on survivor but I like to collect ######### so I'm grabbing all the crowns I can.

    Here's the rundown of the points.

    Your first point was that urban evasioning and holding M1 to do gens was just as easy as the Killers getting out with a crown.

    My points are that doing the gens and getting out is infinitely harder than killers just existing and grabbing a crown.

    Nothing you've said backs up your original point.

    Let that sink into your mind and process a bit.

    I also think that you exxagerate just to give your points more value. I mean, I don't know how your survival rate is in general, but the requirement in general is just to play the game. Searching for crowns doesn't make sense because they are completely random spawning and switch places. Just play the game and stumble across one once in a while. My experience so far is that I'd rather die with a crown than escape without a crown, and I'm not searching for them, I collect it when I see it.

    I had just once a bad time with Meg, needing like 10 games to get the crown, on 5 other survivors I needed at most 3 attempts. My overall survival rate is roughly guessed 40-50%. So "infinitely harder" or "hard working for it" are definitely statements I would not confirm

  • The problem with the pustula event was that survivors were not able to harvest plants anymmore, therefore not getting the bonus BP (which was like 3000 or 4000 I think) and killers still got their bonus BP because they got their serum by hooking, that was the main reason for so many players switching roles.

    And I can't remember why they changed it, but you had to unlock like 30 phiooles from either side and they changed it to be 60 in total, no matter which role you play. But that did not fix the "maxxed out" problem for survivors and the queue problems still persisted for the event. So there is not really an explanation why getting crowns should be easier for killers, as it is not about bonus BP and you have to play every single character on both sides to get everything unlocked. There is not really any reason to favour any role in this event.

    @Momentosis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388068#Comment_1388068

    How ######### dense are you? Are you even reading the ######### posts?

    Killers aren't sweatin for crowns. Killers are sweatin their asses off to deny crowns.

    I got all Killer crowns on the first day. I barely broke a sweat. Went into every game, grabbed a crown, and then ######### around with the survivors. Literally 1 match for each killer.

    For survivors, I have about 6 crowns but I'm ######### having to deal with Killers tunnelling and mori'ing their asses off at rank 1. It's a ######### shitshow. It's just game after game of survivors DCing and suiciding and Killers denying crowns.

    I would say this is total bulls. Killers are not sweating to deny crowns. Killer gameplay is in my experience completely identical, I have not even seen Moris so far, which is normally about every 5th game. Just because you died with a crown is not an indicator that it happened BECAUSE of the crown.

  • @bm33 said:

    I'm tired of the event already. Play as survivor you have killer that's afk, killer that is facecamping first sparkly survivor they down, or killer that moris immediately after first hook. Try to play as killer and the waits are long because people switched over for easy crown or were tired of facecamp/mori. Rather it be a double bloodpoint weekend than two weeks of this.

    So how does this differ from normal gameplay outside of the event? I actually have to say that I did not face a single mori since the event started. Btw during double bloodpoints you would bring up the same complaints, as moris lower your BP. During no event at all, probably as well. So I don't really get your point

  • @FeryGEN said:

    And of course, after the week of this bug, the cake event will not be extended

    Just save them, the cakes can be bought from the bloodweb during the event, but you can use them whenever you want

  • @SantaKlawz1 said:

    If we save screen's hits will we get those blood points back or are they gone forever?

    just save them until they are fixed. I would reccomend that to everyone. You can still use them after the event

  • @memento said:

    >After investigation, we have found that the Ghastly Gateau offering bonus is 140% instead of 104%, but does not stack.

    It's a lie. My cake didn't give BP bonus at all to me. It's neither 140% nor 104%.

    Someone told me that I didn't have the cake equipped when that happened to me. My post game screen showed me that I was perkless (which was wrong) and having cake and toolbox equipped. I equipped toolbox and cake and started with the toolbox. But afterwards I noticed that I did not lose a cake. So this is also bugged, you equip the cakes but the game unequips them for you (as well as the post game screen being totally messed up like showing Hag power when you played against Mikey)

    Btw it gives 104%, at least today. Yesterday or 2 days ago they stacked when I equipped one, but not when I had no cake. I have seriously no idea what is going on with this event

    @Peanits

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385830#Comment_1385830

    If your totem decides to spawn there. You would also risk a perk slot for territorial even if it's not used.

    https://forum.deadbydaylight.com/en/discussion/comment/1385881#Comment_1385881

    I often go to the basement for the chest.

    It shouldn't be a guaranteed always-max-value effect. Totems are random, every time you chose a Hex you gamble. And even if the totem doesn't spawn there, it would at least lure more survivors into the basement just to get stacks for Inner Strength or to prevent NOED. This would already be of some value. Normally Territorial in my experience triggers like once every second game, unless you hook someone down there.

  • Alright, then I didn't know curve Billy and bring in drift billy as a new option: Thompson's Moonshine + Spiked Boots

  • @Boss @Mookywolf @GraveHunter

    There is always one pedestal on the map when I understood correctly. If you don't use it, after some time it disappears and switches location. If someone takes it, it instantly switches location. Everyone can get a crown, it just can appear in places where you already looked at.

    @pseudechis @Orion

    I think it is always 250BP for collecting the crown and 500 BP for surviving with a crown, not related if you unlocked it or not. At least I got 750 BP when surviving with a Nancy.

  • Yes, the power is bad for emblems. Also don't do the adept on red ranks, in purple and green you need one emblem point less for a double pip, in yellow ranks you need 2 less. Don't know if you want to depip to green so you get down to yellow on reset, but just train her if you don't want to depip and wait for the adept until rank reset. Then you have at least 5 attempts with easier pipping

  • @Axe said:

    You got 3 kind of billy players:

    basic ######### Billy: You use M1 a lot and love the perk bamboozle, green engraving with tuning guide also known as cracker Billy is a insta saw with fast speed. This build is often used by Billy players who think they are good but is actually pure garbage with him.

    Curve Billy: Green and yellow engraving, These Billy players will force you to drop pallets early and not loop at all in certain tiles cause they can make 180 degree with the chainsaw and give you no time to react. They are really dedicated on the M2 unlike the basic ######### Billy players. They will often bring infect fright and plan to slug a lot unless they need BP. Here is a quick video how he works. https://www.youtube.com/watch?v=AueGkVXMlGc&t=23s

    Normal Billy: You use some good addons like insta saw, cooldown or bumper. Not much to say about this one you are just playing Billy like any other killer. You use M2 when you got the chance to, and m1 whenever it would end a chase faster. Typical perks is BBQ chili, pop, enduring, whispers, discordance, corrupt etc. You just play him "normally"

    I think with curve Billy you mean not the engravings but Thompson's Moonshine + Spiked Boots

  • @LapisInfernalis said:

    Sadly the best totem spots won't matter if everyone knows it could be there. The best totem spawns are those you cannot see. The Saloon Map or Lèry's have some of these.

    OP explained why the basement spawn would help. It would be great when everyone knows about that. That would give Territorial also a bit of value

  • Or dont finish a gen when you are on it alone. Then you can go for the next near one and do progress as well, until someone else finds your gen. But in many cases they will know what you try and go with you to finish the last 3 gens to 99 before exit gates get powered

  • As ranks are pretty randomized, in ther meaning as well as in the matchmaking, it does not really make a difference when you play it. Once in a while you will also get easy teams in pure red ranks.

    Adept condition is, as I heard, only requiring the double pip, not a 4k. But I can't confirm that, besides that it might be pretty hard to double pip without a 4k. Iridiscent sacrifice is definitely lost, and depending on the game, if just one person died too early on hook or depending on killer power you dont get full malicious or just if the gens go too fast (which can easily happen depending on the adept perks) then you already lost 2 iridiscent and the double pip is gone.

    Depending on my current rank sometimes I decide to depip to green ranks to get downgraded to yellow on rank reset, then you just need 14 emblem points for a double pip. I play uncommon builds or meme stuff or killers I don't like to depip, like nurse or huntress or endgame Wraith with NOED + Bloodwarden. Sometimes with endgame Wraith the survivors even said they had fun, feeling save and grindy, and suddenly they get hardly terrorized by the AFK killer. One said he couldn't stop laughing when I managed to fake some fail swings to extend EGC timer before I hooked that one guy I got down, then moved away a bit to let them unhook, all ran out and got stuck at the warden, before they all died to the entity 10 seconds later. He said "we were like 100% and the game was like nope" ;P I like when sometimes people have fun playing the game. So be creative and do something funny to depip

  • I see the same and pretty often. Perk slots also not filled correctly, sometimes this even happens to survivors

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1382784#Comment_1382784

    This. Theres really no excuse for this not being fixed yesterday. The event is only a week long

    2 weeks

  • I would add the Pustula Petals thing as well. I think it was the Hallowed Blight event. That was pre rift and the blossoms spawn around the map you needed to harvest.

    Im tending between those two, I think for survivors the blossom event was a cooler objective. But downside that killers just had the hooks and for survivors it was a bit misdesigned as you could not harvest blossoms once you got all unlocked, stopping you from getting extra BP for harvesting.

    The lanterns were cooler as it was easier to perform and competitive (althoug some disliked that). So competitive might be a downsight as well, but the bigger downside was, iirc, that you had the coins as currency which were really hard to grind, as you needed 100 for the first cosmetic, 200 for the second (being a total of 300) and so on. I just managed to reach level 6 for 2 complete outfits (2100 coins), and I play quite a bit. The last 3 levels would need another 2400 coins, so compared to the other events, the cap was quite high.

    But for me, these alternative objective events were always fun, compared to just special gens granting more BP

  • @FGC_HELP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1382471#Comment_1382471

    Yes but no.

    When I use these perks I do gens at 109% repair speed.

    When I use them with a teammate on a gen I do 124% plus their 115% meaning we're doing 239% (or just 39%) generator repair speed

    This means that we can do a generator 37 seconds faster

    If I'm alone I can do the generator 17 seconds faster

    If I wait to do what you are saying "get injured then keep myself at 99 to stay enjured" I run the risk of someone trying to heal me which distracts them, I don't get the headstart of beginning the match with such stat bonuses along with the fact that I could be hooked before even getting my bonus (e.g bubba win which I'm downed and hooked instantly)

    you get the head start by spawning on a get with at least one team member, and as I said, PT is the higher bonus compared to Resilience. You finish the gen or the killer reaches you, then you take the hit and there you go, Resilience is active.

    The time you posted are not correct. Resilience gives you a speed boost of 6,4 seconds, finishing the gen in 73,4 seconds. Prove Thyself decreases the gen time from 47 seconds to 40,9 seconds. Slightly less "bonus", but as a "kickstart" definitely better than sitting on a gen alone, as the killer has almost double the time to disturb you. Adding Resilience to the team gen reduces it to 39,1 seconds. 1,8 seconds you get from using No Mither. Not really worth calling a kick start. I would instead run Spinechill to increase injured vaultspeed by 15%

    I mean, if this is your build, feel free to run it. I'm just saying that the gen rush is not happening by No Mither. It is Resilience and Prove Thyself, where Prove Thyself has the bigger effect. Running No Mither just to have the Resilience bonus from the beginning is a huge disatvantage for very little value, you can get the Resilience effect really easy and maintain it with medkit 99ing. If you are afraid of getting healed, use pre-game chat to communicate.

    @FGC_HELP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1382481#Comment_1382481

    Your not one hit with dead hard though the downside is not gaining a speed boost but that only delays the chase a matter of seconds

    With the "matter of seconds", are you referring to the distance you get with 3 second speed boost exhaustion perks? If yes, it is not only seconds, because these seconds almost guarantee to get to the next loop safely, and then it depends on your skills if the chase takes 10, 30 or 60 seconds. Dead Hard is heavily depending on the environment, if you your get the 3 second extended chase or if you make it savely to the next loop, as timing to force missed swings is gambling on dedicated servers.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1382453#Comment_1382453

    Still doesnt change the fact they didnt put out a statement on the game itself so people have been using ghastlys so ive lost out on probably over a million bp by now.

    well, if it takes you 1 million BP to notice that something is wrong, i'd question your perception. I used 3 and stopped using them until fix

    @Danu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1382461#Comment_1382461

    I know it doesn't and they should really gift bp as an apology and compensation but when have they ever done that

    They did already

  • Why is No Mither the god tier perk? Run Selfcare instead or a medkit to 99 yourself to extend chases even more. It would be god tier when you regularly can use the self recovery, but that just happens against rather dumb killers because the broken status shows you that this person should not be slugged.

    The gen rush part on this one is Resilience And Prove Thyself, and PT gives you and your mates the way higher bonus than Resilience

  • I think on the lunar vessel event you got bloodpoints every x seconds you carry it. You got rewarded for "exposing" yourself. And that gave you several 100 BP iirc each 10 seconds. Finsihing event gens gave you 4000 BP, using event hooks extra 2000BP. Thats why I also think that 500 BP for an escape is not really an incent to do so, after unlocking the cosmetic. I mean, escaping alone gives 5000 BP, so 500 bonus isn't that much, taking into consideration that event gens gave you almost the same amount multiple times during the match.

    @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1380792#Comment_1380792

    My PSA details what I've learned. I don't know of any mechanic that can make you lose the crown.

    https://forum.deadbydaylight.com/en/discussion/comment/1380803#Comment_1380803

    Because the Demogorgon is a licensed character, and like it says in the OP, only licensed characters can get it.

    @Lucian typo here, just to make sure: OP says licensed can NOT get it, only original characters

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