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Deadeye

Deadeye

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Deadeye
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  • I'd say people dying get more creative in inventing the reasons why they are pissed.

    Counts for both sides. Had a Iri Huntress that tunneled her first victim and had to face the salt in chat. Huntress answered that she had to with 3 gens done on first hook. The first down was within 20 seconds and the second gen was done with one person already dead and a second just put on death hook.

    Sometimes people just are ridiculous and I wouldn't give a **** about what they write in chat.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1327984#Comment_1327984

    I think it’s mostly the second. I think when me or a teammate uses BPS then 9/10 times the killer decides to be a jerk to ruin someone’s game. Then you get that rare killer who nods immediately and wants to farm so everyone gets 20-30k points

    So not farming means the killer is a jerk? I can't confirm that quote if that is not what you say.

    Games have been cringy since the Ruin change imo. Killers turning into tunnelers more to get a grip on the game, survivors gen rushing more to counter that. Not sure if it is all a result of the Ruin change.

    But I'd not blame that on the BPS if at all, more on the overall experience atm

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/157568/p3ing-takes-much-less-than-getting-all-t3-perks

    Because most of the time I find a Rift or store cosmetic that I like more than the bloody. I’d rather ya ten bucks than waste hours of time, yes I know it’s a game so all time is wasted but you get my point. For most people that $10 is an hour or less of work so it’s the most time efficient option

    you can calculate like that of course, the counter argument is that money is more for real life and not to cut off playtime you would need to "waste". sure, you pay money for the game anyway, but it sounds like you don't enjoy it when getting shards is such a pain. Money is for some people more valuable than time. Just an opinion

  • Prestige is simply a "collectible", thats why people grind it. Of course it makes no sense in any other mean to prestige. Prestige is a relic when there were no cosmetics.

    And I slightly disagree with the "20%" statement. Getting a character to P3 takes at least 4,5m BP when you don't care about good items, and then you are P3 with no perks, meaning this is simply the offset. Last time I checked, calculated and did a maxxed out character, it was about 5m BP to get all perks tier 3. So it is more like 50%

    And just if someone is interested in it, for new survivors I would always recommend to not prestige the first character. Pick the one you like the most regarding perks, and invest 2m BP to get all base perks to level 3. The base perks and the 3 teachables have enough valuable choices, like Spinechill, Kindred and We'll make it are almost meta anyway. Deja Vu, Small Game, Premonition and Dark Sense are great for new survivors as well. Combined with the teachables of your pick, you should already have a pretty solid build.

    It doesn't take that long to get to your first 2m BP, and after that you can start leveling other characters to get your desired teachables from other characters, which can instantly be unlocked on your main once you got them. Just killer is a harder choice, because they are more perk dependend and you have to play them all on like level 1 before you can estimate if you want to put BP into them or not.

  • @Peanits said:

    Conspiracies aside, yes, of course we do. There's some in just about every patch; sometimes there's even so many that there's a dedicated "Killer Bug Fixes" section in the patch notes. Even this PTB has some (more to come with the full release): https://forum.deadbydaylight.com/en/kb/articles/194-4-0-0-ptb

    To put it simply, there's a lot more moving parts when it comes to killers, which means that there's a lot more that can go wrong. Every survivor is identical in terms of gameplay, they just have different visuals and voices. Meanwhile every killer not only has shared issues, but also have their own unique power and add-ons that affect them, requiring their own animations. Their perks can also interact with powers differently in unintended ways (Play With Your Food, for example). I know it seems as simple as "two sides" and might come across as favouring one side over the other, but it's really a matter of 21 different things. There's 1 baseline survivor, and then there's 20 killers. If you fix a bug for a survivor, you've fixed it for all survivors. But if you fix a bug for Freddy, that doesn't fix something for Demogorgon.

    On that note:

    1. We are working on this one. This is a high priority. The issue with bugs like these is that there's no consistent way to reproduce it. If you don't know what's causing it, it's way harder to fix it. That said, we're hoping to get this fixed as soon as possible, it's not forgotten.
    2. Please report this when it happens. These are usually caused by specific spots where the killer cannot get to. We fix them when we see them, but we need people to report these sorts of things in order for us to see them.
    3. I can't say I've seen this happen before. There may be some sort of interference on your end, possibly a hardware issue (doesn't have to be the controller itself). Still, I would suggest creating a bug report and give as many details as you can. If anyone else is having the same issue, they'll be able to chime in and give some details.
    4. The bug here is for the most part in the animation; you are not meant to get the grab. The survivor already let go, and teleporting them back so you can grab them would be massively unfair. That said, this is something that's going to be improved upon in the future. We're going to revisit interactions and update them to work better on servers so everything looks like it should.

    A quick explanation for the last one: You sent a message saying, "I want to grab this guy." and they sent a message saying, "I let go." Whichever one gets to the server first normally wins. Typically that's whichever message gets to the server first, but it also takes time for the response from the server to get back. With that in mind, you start the grab animation immediately and send your "I'm grabbing him" message, then the server goes, "No, you can't, he already let go." Your client doesn't know that until it gets the message back, and so your grab gets cancelled.

    Everything is possible. I think I remember that there was a window on Haddonfield that could not be vaulted by female survivors :P

    And to the grab, the annoying thing on this one is, that an M1 should trigger a swing if it does not trigger the grab, but currently it is just cancelling the whole action, which should not happen when the survivor lets go of the gen. And the mentioned server side revalidation would not fix this on the client side from my understanding. It should be more like "send an M1 and tell me if it is a grab or a swing". I even had it that I grabbed someone on a medium vaulted window, the animation was cancelled very lately and I even couldn't do a second M1 to hit through the window because the survivor was already done with his animation because of the massive delay. Stuff like that prevents me from even trying to grab, which can be essential when you for example try to save STBFL or PWYF stacks.

    But thanks for the response and detail, and I hope you never get sick of the default salt like "just survivor bugs get fixed" ;)

  • @Keezo said:

    ######### partying, me an Susie gonna sit down not talking for like... 10 hours straight, its gonna be legen-wait for it...

    DARY! LEGENDARY!

    LEGIONDARY!

    I chose Doc cuz he seems to be a funny guy, likes to laugh a lot

  • I think telling in chat might help.

    If you have him not levelled that much, I don't know of any further advice. Maybe you have Noone Left Behind? Just in case you have possible endgame unhooks, to have a better chance of getting someone out. Or if you have, bring a Styptic for endgame to be able to give someone else an extra hit or to take a double protection hit to get someone else out

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1326614#Comment_1326614

    Alright, let me try to say this more clearly:

    If you find something unfun, but don't explain why, how can you expect it to change?

    Complaining that something isn't fun doesn't do anything.

    I don't have fun playing Hag, other people do. There are people out there that enjoyed playing as and against Old Freddy. Some people despise certain Killers and never play them.

    Fun isn't something you can change in a character or power or add-on; it's subjective. Specific values or details about something can be changed.

    Staring at Survivors for 7 seconds and being unable to stop them from completing actions in your face is something that can be changed.

    Similarly, how can other people on here understand your stance on something or reasonably argue with or against you?

    You need specifics (like "long range, 40m/s insta down spamming" isn't fun), not generalities (Iridescent Head isn't fun).

    Well, I think the "why" on iridiscent heads is already common sense, this is not the first post about it. And this thread also contains already enough information on how to solve it. Unless you ignore the 4 pages of conversation, I don't know what the problem is

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325536#Comment_1325536

    Yea, but people explained what they disliked about them which resulted in the disliked things - 7 seconds to hit, passive madness gain, no counterplay to bleeding out if the Legion moonwalks, Spirit not giving that much feedback in general, etc. - being adjusted.

    Saying that it's not fun to be camped by a Killer with an instant down isn't an argument against Iridescent Head Hunttess.

    I, for one, am perfectly fine with Iridescent Head being nerfed, and I'm totally on board with it not exactly being fun.

    But just saying something isn't fun isn't a good argument against something, especially with how subjective fun is.

    The first suggestion is fine with me, but the second one just turns Iridescent Head into a meme add-on. Personally I think it should be removed entirely. Give her a cool crazy Ultra Rare that changes her power completely.

    I'm not sure what you expect. Don't know what to explain or point out on long range, 40m/s insta down spamming. Wait 7 seconds to hit someone is also just a fact and the complain is "it's no fun". Technically it is simply a drawback because you get aura reading in exchange and omega slowdown. There was no explanation "why" it is unfun to wait 7 seconds. To me this is the same situation. And "camping huntress" is one of the results of the line I began with, not the reason for the nerf wish

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325474#Comment_1325474

    Oh, ok, so you're telling me I shouldn't play efficiently.

    K.

    That "if you don't tunnel you don't get hit" argument is pretty random anyway, doesn't really count for me. There are scenes where you can down and hook 2 other survivors in the meantime and still get hit by DS. Also the argument "if you get Dstriked, you tunneled"... always wanted to ask these guys if a 40 second down after unhook is fine when the guy only had DS tier 1 and turns into tunneling on tier 3 XD

  • Anyone ever said camping bubba is fine? What do you try to counter with that comment?

  • And I disagree on the killer side. Agreed on survivor side, but there are several killer perks that I see commonly. Not on every killer, not in every game, but often enough to say this is a good addon to the game. As you started with Plague, I'll go on from that chapter

    • Dark Devotion is also used in several builds to make use of insta down ability for example
    • I'm all ears is see sometimes and is a great anti mindgame perk for several killers like PH, Slinger, Huntress or Nurse
    • Surge is maybe not the best gen control perk, I still see it sometimes
    • Dead Mans Switch can be hilarious on several high map pressure killers like Freddy, Spirit (especially with class photo or prayer beads), Billy, Nurse, Demogorgon, Oni and maybe even Legion. Even more valuable when combined with Nemesis
    • Speaking of Nemesis, this perk gives a lot of build synergies with several other obsession perks
    • Blood Echo is niche, but can be really powerful on Killers that can easily spread damage like Hunterss, Nurse, Legion, Plague or any killer able to make good use of STBFL. Especially a strong perk because you have most likely 4 survivors with an exhaustion perk in the game

    So I think on killer side we are pretty fine.

  • @Thatbrownmonster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325507#Comment_1325507

    or maybe survivors could just adapt to it

    It's one of the easiest addons to dodge, but survivors refuse to dodge them and ask for nerfs

    Hell the only change they could make is soo they can only cary 2

    The addon is fine

    A camping huntress cannot be dodged. Try to touch the hook and you go down

  • @TheRockstarKnight said:

    The funny thing is that an Iridescent Head Huntress is actually worse at camping because she has less Hatchets.

    I'm no proponent of Iridescent Hatchets (personally I find them to be rather unfun) but I think you should provide an actual argument for them being removed.

    As is this post is just "I've run into something I don't like, it's ridiculous that it exists, remove it".

    Heavy dislike IS a reason to do changes. That's why Legion/Freddy/Doc got reworked and Spirit got her vaulting animation added and body collision in phase removed. Especially the reworks had nothing to do with overperformance.

    This addon is an ancient one from the time where you had insta moris and insta repair BNPs. There were already enough posts how to fix the iri hatchets. And I think the two most mentioned I heard are both worth it, I would be fine with any of them: Either give it a minimum range to be deadly like on Deathslinger (depending on the min range you could even reduce the hatchet count penalty or remove it) or remove the stackable attribute from the iri heads.

  • Cheating! You were definitely cheating!

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1320926#Comment_1320926

    https://forum.deadbydaylight.com/en/discussion/comment/1321055#Comment_1321055

    When I say I "get ready", I don't mean I start hiding in a corner or something. I am the exact opposite of immersed.

    Her lullaby is non directional but it still gets louder when she gets close so it's not like you have no idea where she is. You can still somewhat predict where she is.

    I could be wrong though since I seriously don't see huntress players use M&A that often so maybe it is actually really good on her.

    But I would bet that an MnA Huntress would get closer to you then when you say you are not immeresed.

    Just for information: yep, lullaby is not affected by any TR related perk like MnA or Distressing. And lullaby overlaps with TR, you can hear both when she is close enough. Lullaby only stops when the Huntress is in a chase

  • @paint1210 said:

    Mathematics answer:

    Mending 13 sec+ self care 32 sec= 45sec

    Legion power refresh base time= 20 sec

    Additional time to do gen if 4 stack thana=80sec*12%= 9.6 second

    4 stack thana is op, please nerf because it take 10 second more to do gen so that I can self care which use 32 sec in the corner to buy some time to legion

    The game can be so easy. Like there is no other variable than time

  • Not healing means that you are exposed. If you can manage to play with that, you are fine. If you are not a god looper, it won't help the team if you go down easily. The thing is, if you group up at any point, you give Legions power the most value by healing. Legion comes near you, you all get injured again easily. Or: if you all stay injured, one of you goes down.

    The best thing is, if you group up, to have one survivor healthy that can take the hit and protect the others. Meaning, if you walk around alone, better be healthy or good ^^ also unhooking might require to be healthy

  • The servers really can mess this challenge up, blows my mind that they designed that challenge before they fixed that issue.

    Wraith should work with Coxcombed + the brown addon to gain undetectable for 6 seconds after uncloak, then you get that stealthed sprint burst around the corner as well. Scratched Mirror Myers can work as well, or by base any stealth killer. Just put some information perks on it like Surveillance or Discordance

    Lery's in my opionion has too easy gen placement against stealth killers since the rework. Badham or Hawkins might be better for grabs now.

    I did that challenge with Spirit, Prayer Beads, MD Ring, Ruin, Surveillance and Thrill. Map wide woosh to scare them off gens and give you a lot of information. And yellow gens then show you where you can grab. You just have to be cautious to not spam phasing on each yellow gen, because they will know about Surveillance then. Give them some woosh without phasing over there to make them feel more comfortable. And choose a map with some decent totem spots, like Saloon, Lerys, Hawkins or Badham

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1322895#Comment_1322895

    But that's not what I'm questioning. I don't dispute the notion you have described. I dispute the way that 'power role' is commonly used on this forum, which is with a very different meaning, i.e. to justify requests for nerfs of anything that could make a 4k more difficult because the killer is supposed to have 'power' over the survivors.

    Also, just for the record, you're not the keeper of the 'idea of asymmetrical game'. People are perfectly free to disagree with your opinions. That's what forums are for.

    'power over the survivors' would be misinterpreted if someone says killer side over survivor side. Just killer over each individual survivor.

  • Power role means, he can win as a single person, while survivors need to be 4 people. It doesn't mean the killer should always 4k.

    Humans...

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321197#Comment_1321197

    I'd say if people can't loop then they shouldn't be at the high ranks. When I imagine a red rank survivor I think of someone who knows how to rush gens, plays smart and can loop. If I have a teammate who is bad at looping and wastes time self caring then I'm definitely not happy with matchmaking lol

    I didn't the Bond discussion so I can't say much about that.

    Not self-caring doesn't equal getting downed at the gen. That's all about being smart in the moment. If I'm injured and I know I can't complete the gen in time then I'm leaving it. The thing is me staying on the gen injured, before healing gives us more chance of completing it before the killer comes.

    Self care isn't useless but definitely isn't good.

    The discussion is basically about Selfcare being worse than getting healed by others, and that is definitely wrong. The argument is always time wasting, but there is not more time waste than when getting healed, that's what I'm saying. We can discuss about hundred perks which will always lead to personal playstyle and abilities if the perks are good or not, true rank one survivors don't even need exhaustion perks.

    Btw it is not the player's fault that matchmaking isn't working, and it's not like the rank restricts which perks you are allowed to play. And sometimes even high ranks need to heal themselves because noone is coming for help, idling near the open gate not being able to distract for an unhook or taking a hit, just because he has no chance of getting healed. It is all situational, skill based and subjective. The perk itself is not bad (not talking about S tier or whatever) it just can be used in a bad way

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321034#Comment_1321034

    The thing is if your good at looping then being injured might not even matter that much. Sure taking an extra hit can be good but you can still waste 2 mins while being injured in a chase. If your worried about the killer coming to you then bring spine chill, gives you all the info you need when it comes to rushing gens.

    Also never say "only giving the killer 16 seconds" that's a lot of time lol

    26 seconds is good but it isn't worth much if the killer has already kicked a gen that was 75% before that. Especially when you were self caring could've finished that gen.

    The example you gave is just silly. You never should've committed to that gen in that scenario. If anything it actually helps what I'm saying. If you healed before working on that gen then you wasted time which gave the killer time to reach it after haunted grounds was cleansed. You could've finished the gen and had plenty of time to leave before the "commit to the gen" scenario came up. You need to be smart with how you use your time.

    Here's something anyone who runs self care must think. Why does a sweaty swf team doesn't run it? Also why killers love seeing survivors run it?

    I don't disagree totally, but Selfcare is simply not a bad perk. You can just use it in a bad way.

    And when you say "if you are good at looping, you can still survive long enough" you also have to say "if you are bad at looping, you need the heal, otherwise you put your team into trouble with quick hooks. If 16 seconds is a lot of time, then 46 seconds is even more. Giving him time to interrupt you and find a relatively easy down.

    All I'm sayingis, Some people need heals, some situations need heals and the standard argument of the wasted time is not a valid argument, because getting heals by others simplytakes the same amount of time. And listed above, that Bond is the better "healing perk" is simply wrong. You need more time to find someone to heal than with Selfcare. Unless you run across the map to heal, which is exactly one of the arguments

    The example with Haunted Grounds had nothing to do with healing, we couldn't finish the gen faster. I just used it to show that "downs vs gens" can have a bad effect if you give gens too high value. You can throw your team with easy giveaway hooks.

    Answers to your question. I already answered the first one: if they are really sweaty, they have other methods to save each other or they are simply good enough to play a whole game without healing. Second one: Because most people don't use it correctly. If everyone did, then killers would say something different.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1320385#Comment_1320385

    Believe me I know there is a lot of Self Care in red ranks 😂 definitely not what I want to see. It's a bad sign that killers usually see self care as a fifth killer perk lol

    Yea I just read it. The thing about it is your using efficiency as your prime point. Imagine if we both are standing next a gen with 0 progress. We have three options:

    1. You Self Care: I get 32 seconds worth of progress then we finish the gen in I'm guessing about 27 seconds (compensating for the slowdown).
    2. I heal you: 16 seconds of nothing then 46 seconds of generator work.
    3. You don't heal: We both rush the gen in 46 seconds. We can heal after if you want.

    The thing is option 3 is more likely to avoid a pop or the killer coming to the gen. If the killer sees a gen nearly done he will guard it. If he recently hooked someone then he's more likely to get value out of pop if we use option 1 or 2.

    This is the way most people think imo. I don't want to get a gen 3/4 for the killer to kick it or guard it. If you help me complete the gen I'll heal you but before that I want to finish my gen. Self care users are like urban players in that they use it badly and usually hurt the team more than help it. Spine chill was another perk I hated till I learned that it's only bad on babies.

    I actually run inner strength. I don't go actively seeking totems and will rush gens injured. However if I see one then I'll grab it and use it when I think it's necessary. It can also be used well with other perks like ds and head-on.

    Your three options only work if the killer doesn't approach you. The main counter argument against Selfcare. If you don't face the killer, healing is generally the worst option. If you face him, you have a down. That's why you have to decide if you wanna heal or not, and that depends on your skill. Also, point 3 is the same like point one, only giving the killer 16 seconds less time to interrupt you.

    And don't forget about my point regarding the 26 seconds of extra chase you can get, by just running. That gives the other guy 26 seconds on the gen. Plus other survivors that might work on gens as well.

    It is not all about gen progress. Being injured can have a lot of side effects. You need to optimize how you use your time, and going down easy in chases is not a win to the team at all. Agreed if you need to finish a gen when Pop is in play. Finish the gen, the healthy one can take a hit, then Selfcare, but again, also healing in general would be a bad idea.

    For example: We had once a Pop Clown and wanted to finish a gen to waste the active Pop, after the Clown just hooked someone. The fourth guy cleansed Haunted Grounds right after the hook. My friend said "let's finish it". Clown approached, he got downed, I finished it and got downed after that. 3 downs for one gen, totally not worth it. The slowdown we got from that was way heavier than the Pop could do. Gen speed is not everything, especially when it gets closer to death hook. Once a mate is out of the game, you have a bigger problem than a person healing some times.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1320322#Comment_1320322

    If you waste 32 seconds healing and I down you with the chainsaw in about 5 then it wasn't pretty dumb. Especially when within those 32 seconds I can get all 3 stacks of PWYF.

    Genuinely if self care was as good as people think then why are all the "sweaty swat swf" teams not running it? It's because it wastes time and doesn't help your team.

    Also in this game I got upwards of 10 downs with the chainsaw so it should show why self caring was a waste. After this survivor self cared I found them and downed them within 10 seconds of completing their self care.

    Sweaty SWF don't run it cuz they have other means and loop good enough to play without healing at all. If you count the games, there is quite a lot of Selfcare used in red ranks (beneath the fact that red ranks means nothing).

    Did you readmy post? First one in this thread. The time you waste doesn't matter. It is the same amount if you are healed or heal yourself. When asking someone on a gen for a heal, Selfcare would be even better. It is just how the survivor decides to use this perk, what can mess up games, but you don't need specific perks for that to happen

  • @myersismydaddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1320148#Comment_1320148

    Selfcare is trash. You have medkits that will do the same thing but much faster. If you're afraid you're gonna run out then bring a chest looting build with pharmacy.

    You think Selfcare is trash. Take time to read my post or bring up another valid explanation pls. Bring medkit doesn't work if you want to use other items "meh, guess I have to be exposed half of the game, good thing to try flashlight saves with that condition". Yeah, no

  • @Malakitty110 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1320148#Comment_1320148

    Fair point. P.s three survivors can't heal one survivor only two

    I know. But that is 3 people busy, so 3 people not doing gens. 1 healed, 2 healing

  • Just as addition: of course it is also bad if the survivor runs across the map to find a stupid unsafe healing spot in the middle of nowhere. That "running across the map" wastes time as well and a longer healing time increases the chances to get found by the killer before you finished. This is just less likely to happen when you are done quicker. But this is again a survivor thing, not a perk thing. Finding safe healing spots is not that hard, but many people think "get out of LOS" is sufficient.

  • Selfcare is not that bad. It is bad when people die on hook while someone selfcares, sure. But That's not the perk, that's the survivor. That survivor could also just say "nah, I'm injured, can't go for the save. I'll hide until someone heals me". Same result, maybe even worse because the survivor won't be helpful for an even longer time.

    Thing is, if you are healed up, you are not "exposed" anymore. If you can extend the chase with that extra hit, it gives other survivors extra time on gens. Yeah, some people say, it HAS to extend the chase 32 seconds because you wasted that time on healing. Actually 11 seconds is enough because 3 people could work on gens in that time, meaning 33 seconds gen progress. And there was a video for comparing clown gas differences. Without any perks or powers or addons to end the chase quicker or close distance faster, you need 26 seconds to catch up to a survivor you hit, if the survivor just runs in a straight line. I'd say that's worth it. It is just not worth it if you run against killers like Legion for example, that can easily keep multiple survivors injured. Because then you never get out of the healing mode.

    Btw, one survivor healing himself with Selfcare takes 32 seconds. One survivor healing another survivor takes 16 seconds, while 2 people are busy with it. 16*2 = 32. Same amount of "lost" time. When you go to someone on a gen and let him heal you, it would be actually more efficient to use selfcare, because when you join him, you both get slowdown on the gen. Better let yourself don't do the gen for 32 seconds while the other one can work with 100% efficiency, than having 0% efficiency for 16 seconds and then 170% . You get less progress after 32 seconds.

    The only really valuable thing over Selfcare is, when you team up to heal. 2 people healing someone takes 8 seconds, times 3 for 3 people being busy is 24 seconds.

  • I just had that a few times when I was younger and always woke up the second I died. Once I was trapped in a car wrecker like in the Wraith story. Waking up in that second when the pain is at max level right before you die makes you feel it still after waking up, like shockwise, that was not a nice experience.

    And I can tell you, it feels so real for a reason. Don't know if you know lucid dreams or experienced that once. When you dream, it is identical to reality. Once I knew I was dreaming because I wanted to play Diablo 2 and just take a short rest because I was a bit tired. Fell asleep, got into a strange house and wasn't sure where I was. Thinking "why you here? hmm ... what did you want to do here? ... you .... wanted to play diablo.... FUUU you fell asleep!"

    And then I thought, ok now that you know you are asleep you can check out this dream world, and instantly was flashed by the precision the brain reproduces everything in your dream. You feel gravity, your own weight on your foot soles, the clothes on your body, the "white noise" flushing through the walls of the house from a bunch of sounds outside, see the structure of the wall and can feel every knob with your finger tips.

  • @Veen said:

    Did it on the first attempt, but I really felt dirty about it, I mean I never play as a blendette and I wonder how people have fun by acting as a bush and doing nothing but avoiding the killer 🙄

    I'll suggest to anyone those perks , Stake Out since it helps with the timing , Bond and Empathy to locate your fellow teammates who get chased and maybe even alert if it can help locate the killer. And The game offering, just follow the killer from the different level of where he is and it's real free estate.

    Stake Out doesn't help because it does not tell you the 10m distance, only TR.

    Game is a good idea, I got it on Swamp by working on a gen with someone else on the pier. Had Premonition, Iron Will and Urban evasion and was quickly hiding after Premontion triggered, and while the other one was chasing on top, I was hiding downstairs, when they dropped down, I went up. So I could grind some seconds and when they left I went back on the gen.

    I helped my brother the same way, we were doing the gen and when the killer approached, he was hiding in a locker in the death trap room and I was looping the killer around the saloon, which works pretty well because it is a strong loop.

    You definitely need someone else around you to help with that challenge, intended or not. If the killer doesn't see you, he won't stay near you for no reason, and you cannot follow the killer unseen because he is simply faster than you.

  • I think STBFL is pretty fine. You get the tools to work around the drawback, which is great. Removing that tool and apply the drawback in any case is actually what I wanted less. I love that I can attack the obsession without losing stacks, also allowing me to save 8 stacks, especially when I just got DSed by someone on deathhook

  • Range is 8m and duration is 75 seconds according to gamepedia

    https://deadbydaylight.gamepedia.com/Pyramid_Head#Power_Trivia


  • It is a horrible challenge and Iron Will + Urban (+ Premonition) was also my choice. But the problem is, if the killer doesn't notice you, which is necessary for the challenge, then he will quickly get out of your 10m range and 10m is almost nothing. And you can't follow the killer unseen, he is faster and/or he will notice.

    I got it on the swamp. Hiding at the pier after doing a gen with a second survivor. Premonition triggered, I was hiding downstairs, killer was chasing the other one upstairs. That helped a lot, when they dropped down, I sneaked up and they stayed in range for quite some time. These structures help for the challenge. Badham might work as well. The problem is, you need someone around to keep the killer near you, or you will never reach the 60 seconds.

    I helped my brother the same way. We did the saloon gen, when the killer approached, he was hiding in a locker in the death trap room upstairs and I was looping the saloon until I got downed. So I would suggest, the best thing would be SWF to get it this way, or Bond and hope they stay near you for a decent time

  • @SnakeSound222 said:

    Looking at this website (https://dbd.onteh.net.au/#archives), Kate's death hook escape challenge is the one's that locked behind Dwight's hiding challenge. Tiers 3 and 4 have three and four starting points respectively.

    Also, is Dwight's last memory seriously locked behind this stupid as hell challenge? His story is getting really interesting.

    @DetailedDetriment did you read that? you can get the challenge, there is an entry point right next to it.

  • I got exactly the same path on second attempt :)

  • Also a tier list I want to attach to your survivor list, that relativates the effect of the hook denials.

    A = perk seen in every game

    B = Not every game, but often enough and at least a decent chance that multiple survivors have it in one match

    C = Definitely not common, but a perk you see once in a while

    D = Either meme perk, only working in specific builds or just weak / having stronger alternatives, therefore very rare

    E = Such a weak perk that it even doesn't give you any value most of the time when going against any other killer, not even ultra rare, more like never seen in real life

    Now lets see how I would classify your listed perks:

    A = Borrowed Time, Decisive Strike,

    B = Aftercare, Deliverance, Kindred, Spine Chill

    C = Breakdown, Leader, Resilience, We'll Make It, We're Gonna Live Forever

    D = Babysitter, Boil Over, Breakout, Flip-Flop, No One Left Behind, Saboteur, Second Wind

    E = Camaraderie, Off The Record, Slippery Meat

    So we talk about 6 perks that get affected regularly when going against PH. Regarding the A tier perks, I would even say this is not a problem as they get teleported away from the killer, so you don't need them anyway. Especially BT, as the killer would have to take time to get the tunneled survivor tormented anyway, making Endurance expire most likely. Then there are just 3 B tier perks left.

    So with all that taking into account, I would say we don't have a problem here. I think Franklins in a 4 medkit group is a bigger threat thatn this ;)

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1308302#Comment_1308302

    Certainly none of this is exaggerated.

    This post is based on getting an Executioner that does not carry & hook.

    You're trying to apply this into the actual game, while i wrote in the first sentence that this is me imagining this situation.

    It doesn't matter if there's only 0.1% of Executioners who do this, the point is that these Perks are changed, worse or useless once you face that 0.1%.

    Whether you want to take that information into consideration or not is up to you, but the information is correct so far.

    And dont forget that you can crouch to avoid the effect. The killer needs to get you tormented during chase

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1308302#Comment_1308302

    Certainly none of this is exaggerated.

    This post is based on getting an Executioner that does not carry & hook.

    You're trying to apply this into the actual game, while i wrote in the first sentence that this is me imagining this situation.

    It doesn't matter if there's only 0.1% of Executioners who do this, the point is that these Perks are changed, worse or useless once you face that 0.1%.

    Whether you want to take that information into consideration or not is up to you, but the information is correct so far.

    Alright, fair point. But taking into account that a killer has to work pretty hard to be able to do 12 cage captures, then I would say it is a fair trade. IF a killer manages to get 12 cage captures, Id say gg wp, regarding the current amount of average cages happening in a game, when killers don't hardcore try to get tormented active on every survivor

  • To the killer perks: Remember when Legion was slow and didn't work with Exposed? Every near meta perk was gone for Legion. Still playable. Ever run Insidious or Spirit Fury on Huntress? Or Bamboozle on Nurse? The good thing is, killers can pick the perks that match their power, in Bloodweb and in Loadout.

    To the survivor perks: Useless is desperately exaggerated. Try to count how many hooks and how many cages happen during a game. Count more than once pls. And then maybe count on live how many unhooks you do where the unhooked guy is not tunneled or the killer not even near, to validate the effect of BT. Just to compare.

  • I was about to point that out in my summary as well! At least they should add it to the TR. But I would even make it only the white noise when you are at the edge of the TR.

    But I can imagine that it can get really easily annoying, like the new doc chase music. On the other hand, I think I didn't find it ever annoying while playing Silent Hill 2. I would give it a try. DEVS! Implement that during the PTB pls ^^

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1307319#Comment_1307319

    When EGC starts would be perfect, IMO. Maybe also change the VFX and SFX so it more closely resembles what happens in Silent Hill.

    if the walls on the map would start rotting when EGC starts, would be totally hilarious but Im pretty sure too much to implement for a generic effect on a single map. But I would suggest they apply the same effect for every map when the killer is PH so it would be more frequently and worth the extra work XD *thumbs up*

  • @Peanits said:

    You'll hear it when the match loads in.

    can you suggest to make them start also when someone dies or when EGC starts? Would be cool

  • Come up with a better and non OP idea then. At a rate of 6 perks per 3 months pls

  • Not sure yet what to think about this chapter. To be realistic, I think Resident Evil and Silent Hill are the only horror games that would somehow fit into DBD. I looked through some top lists and there is nothing that would offer both characters and a map setting. Just heard someone saying Evil Within but I haven't played that yet. So Silent Hill in my opinion is the best game choice they could go for.

    But when I thought about Pyramid Head when the theories began, I wasn't sure how he should be, because he is a very slow killer that gets deadly when you get too close or into dead ends. And this kind of threat simply doesn't work in DBD. And that's why I dislike him at the moment. The fast steps he makes with that leaned back pose looks a bit clumsy. It doesn't look like he is carrying a super heavy bone crushing sword. And his trailing power somehow doesn't get me either.

    I'm also disappointed at the theme music. A piano alone doesn't make Silent Hill soundtrack. Can't say what it is, the components itself fit, but I don't like the piano notes, and the overall feeling is not Silent Hill alike for me.

    But I haven't played a lot yet. I like his appearance, I love the map and I love Silent Hill, most likely my impression of the overall will get better soon, but I thnk this chapter had much more potential.

    Sidenotes: perks are crap, again. There are some builds that are worth trying, and then they will soon vanish again under the meta. And I wanna see a Mad Grit Pyramid Head

  • I'm not too greedy, expect I have not been hooked yet, just one gen left. But when it is a killer where the pallet gives way more value than against others, I drop them even earlier. For example if I see a fenzying Legion running towards me and I know there are too many survivors around or one working on a gen near, then I camp the pallet, take the hit and cancel the power, to hide the other survivor(s). Or when I can decently deny the Oni his first power charge, to avoid early snowballing. Or when I can cancel a corrupt purge. Or when facing Bubba, cuz he is a poor guy and deserves some early pallet drops XD

  • tomorrow

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1302151#Comment_1302151

    Those Skins are in the Shop, you can buy them with Auric Cells aka real money.

    IF you want to buy them with Serum, it might be possible that they will do an Event like the last two years where you were able to collect the Serum. Last year they did it (Serum obtainable via the Free Track of the Rift) and you were also able to buy the 2018 Skins with it.

    So I would not expect a news about this anytime soon, since it is a few months until Halloween.

    And I also doubt that there will be any more events beneath fancy gen cosmetics or bloodhunt. The last two events were already underwhelming and I wouldn't call them events, compared with what we used to get before that

  • If any, the fluff based origin of their names is given from the surroundings the killers come from, not from inside the entity. The deathslinger was given this name due to his profession for example

  • btw yeah pretty sure there will be new items in the bloodweb. not sure if gruesome gatteaus but something like that

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