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Dreamnomad

Dreamnomad

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Dreamnomad
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  • Okay. What do you want to hear? Maybe the killer misinterpreted your meaning. Maybe the killer is sick and twisted. Maybe the killer had some real life stuff going on and went AFK. Unless the killer happens to read this particular post and responds we'll never know shall we? This is a game where stupid and crazy stuff happens all the time. Just move on to the next game and forget about it.

  • How many of the codes are out there? I found around 6 but they were already claimed. Either way this is a really cool idea and a good way to reward the most devoted players. Hopefully you guys will do this again some time =)

  • @Thasard said:

    https://forum.deadbydaylight.com/en/discussion/comment/933694#Comment_933694

    I got EXTREMELY lucky. Killer wanted to farm. So I raced to get gens done and tried keeping other Survivors in my sight as much as possible, and thankfully by the end my fellow survivors just wanted to play "land in my trap" with the killer. I got real nervous when the 2nd or 3rd gen popped without me. But I took care of the rest.

    You are not kidding man. That's like hitting the lottery. Congratulations.

  • @Thasard said:

    Some of this is going on memory, so here we go:

    Bloody Good 2 games

    Mechanical Obsession 1 game

    Got You 1 game

    Brutal Breaker 1 game

    Darkly Obsessed # games

    Agitated Advantage # game

    Six Feet Under # game

    Hungry Jaws # game

    Bring The Light 4-5 games

    This Is Happening 1 game

    The Last Place You Look 3-4 games

    Dark Senses 1 game

    Life Giver 3 games

    Fight Back # games (on 1 failed attempt)

    Claudette's Determination 2 games (+2 games where players DC'd before the game started)

    WAIT! You got Dark Senses on the first try? I haven't even attempted it yet, but it seems borderline impossible. Did you actually finish 4 gens by yourself or was everyone in your group working on that challenge at the same time?

  • @ohheyitsbobcat said:

    I'm not sure what each of the challenges names are so I can only give you a general idea.

    I have done none of the survivor ones yet.

    I got the 25 hits on my first try with legion. Just frenzy hit everyone over and over. They realized what I was doing and stopped running all together when I came by.

    It took me 3 games to do the hook 10 obsession's one with nemesis. I played normally, I didn't actively try to only hook the obsession or wait until I got stunned.

    It took me 1 games to do the 5 basement hooks. They all swarmed the basement for saves, ended up farming the 5th hook because they just gave up and sat there. I think they thought I was doing the 4 basement hooks and was just going to give it to me which was nice of them.

    It took me 3 games to get the 4 basement sacrifices. 1st game just didn't work out. 2nd game had 2 dc's. 3rd game was wraith and it went well. I kept pushing them to the basement and only hooked them there if they were on death hook or they were close to it, I didn't try to force it. I also didn't camp if someone ended up in the basement.

    The kick the same gen 4 times took me 2 games. I lost count in the first game or would have had it.

    It took two games for the 6 traps. Got 5 in my first game, last person had a key, nothing I could do. 2nd game ended up being a farming game semi-unintentionally. They were doing the chest search one (everyone used coins) and when I found people searching a chest, I let them finish searching before attacking them. They started to step in my traps after that.

    All the other killer ones I got first try, nothing special to note.

    These are what the challenges are:


    Bloody Good - hit survivors 25 times

    Mechanical Obsession - break the same generator 4 times

    Got You - perform 2 grabs

    Brutal Breaker - using the perk brutal strength, break 8 generators and/or pallets in one game

    Darkly Obsessed - hook 10 obsessions

    Agitated Advantage - using the perk agitated hook 5 survivors in the basement

    Six Feet Under - sacrifice 4 survivors in the basement in one game

    Hungry Jaws - catch 6 survivors in bear traps playing as the Trapper in a single game

    Bring The Light - repair 10 generators

    This Is Happening - using the perk "this is not happening" perform 6 great skill checks in a single game

    The Last Place You Look - search 12 chests ***

    Dark Senses - using the perk "dark sense" repair 4 generators in a single game

    Life Giver - heal 5 survivors

    Fight Back - pallet stun the killer 4 times in a single game.

    Claudette's Determination - escape one time as Claudette

    *** I'm not a million % sure on the number of chests that need searched. Going on memory. Same is true for all of these so if I'm wrong feel free to correct me.

  • Let's see some participation folks! Updated my progress.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/932671#Comment_932671

    By no means is it meant to insult you, it's just a perk in a video game. You're free to not use it if you wish. If you don't, hey, that's fine too, there's 65 other killers perks out there to choose from.

    I do think that reducing the terror radius by 8m per stack would be a bit much. That would mean having no terror radius the entire time you're chasing someone. I'd be more in favour of a lingering effect if anything.

    Even if it was 32 meters per token it wouldn't be too much. That's the point. Having 0 terror radius that's limited to when you are in a chase isn't very helpful. There are already other perks that offer this advantage with far less effort. Beast of Prey and Nemesis for example. Neither of which are good. They are at best mediocre. Making the change I suggested would raise Furtive Chase from worthless meme perk to mediocre. That's it. Once in a while the killer might chase a survivor into another survivor working on a gen or trick the chased survivor into thinking the killer gave up on the chase. I'm really having a hard time understanding the push back. We're not asking for too much.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/932606#Comment_932606

    I've actually seen people use it pretty creatively. With a killer like the Hag, you can use it to have an 8m terror radius when in a chase. It makes switching targets very easy because they won't even know you're there until it's too late.

    Again, not meta, but it's variety, and that spices things up.

    I don't think anyone is asking for it to become some super meta perk. Not every perk will be powerful. But at least don't insult us. For example if the perk did the following:

    Furtive Chase- You become obsessed with one Survivor. You lurk in the shadows, eliminating your victims one by one. When your Obsession is hooked, Furtive Chase receives a Token. Each Token decreases your terror radius in a chase and for 4 seconds after the chase ends by 4/6/8 meters. When a Survivor rescues the Obsession from a Hook, the rescuer becomes the Obsession. You lose all Tokens if the Obsession is sacrificed or killed. You can only be obsessed with one Survivor at a time.

    That would still not be overpowered or problematic in the slightest. But at least a player could justify using it as more than a means to change obsessions.

  • @Peanits said:

    I've always liked it with Play With Your Food on Wraith. It's a good way to keep the obsession changing so you can go fast without worrying about tunneling. Definitely not meta, but it makes fun builds, and I'll take a fun build over something powerful any day.

    The problem is the perk might as well say "Whenever your obsession gets unhooked the survivor that performed the unhook becomes your obsession." The intended purpose of the perk is so bad it might as well be non-existent. The entire purpose of using a perk shouldn't be the supporting mechanic implemented to make it work. It could be more than a silly meme perk without being overpowered or problematic.

  • @Lightsaber09 said:

    https://forum.deadbydaylight.com/en/discussion/comment/931270#Comment_931270

    But you cant get 10 hooks in a single game

    As it turns out there are im fact 4 survivors resulting in a total of 12 hooks. I apologize I am dumb

    Lol. Surprised you didn't just delete the comment. At least you caught the mistake yourself. It's always worse when someone else points out something obvious.

  • Brutal bug. Hope it gets fixed asap.

  • It's not so much that the opinion that keys and mori's are unbalanced is new. It's more about the fact that most of the other really unbalanced things have been addressed over time. By comparison these things are now outliers and therefore more noticeable.

  • @GrootDude said:

    I got nine hooks in one game with it. :)

    Yeah. It's absolutely doable in a single game. It took me 2 games though. The first match was against pretty competent survivors and I only got 5 obsession hooks. The second match was against potato survivors and I feel confident that I could have got 10 obsession hooks that game. I killed my obsession at one point. Then I downed a survivor and carried her to a pallet and hit the pallet while she wiggled free. Sure enough she dropped the pallet and became my new obsession with Nemesis =)

  • Oh btw, if anyone was curious Nemesis and Furtive Chase have good synergy. The Nemesis effect doesn't actually require being stunned. You just need the obsession to change players. So every time the obsession is unhooked you get the aura and oblivious effect on the unhooker. Pair it up with Make Your Choice for good times. This isn't really anything more than a meme build, but it is quite fun.

  • @humanbeing1704 said:

    If it was terror radius in general instead of mid chase that would be super good with monitor and abuse

    There are a lot of ways they could make this perk fun and worth using without being over or underpowered. If they made it 8 meters per token it wouldn't take too long before it hit a point of being useful. Having 0 terror radius in a chase isn't all that good to begin with. No reason to be all stingy about the effect.

    But imagine if it was the following:

    Furtive Chase- You become obsessed with one Survivor. You lurk in the shadows, eliminating your victims one by one. If you are further than 72 meters from your obsession you can see his/her aura. When your Obsession is hooked, Furtive Chase receives a Token, up to a maximum of 2/3/4 Tokens. Each Token decreases the range to see the aura of your obsession by 6 meters. When a Survivor rescues the Obsession from a Hook, the rescuer becomes the Obsession. You lose all Tokens if the Obsession is sacrificed or killed. You can only be obsessed with one Survivor at a time.

    Now that would be a fun perk but not overpowered imho.

  • I'd be fine with a 3 second animation to unlock hatch. That would be fair.

  • The only thing I want is for the perk to activate on hook instead of when I pick up. When you pick someone up you see the auras for hooks as well so it can be a little difficult to distinguish which gens are being worked on.

  • Oh one other situation that can be worth charging the club attack for is when dealing with windows. If you know a survivor is going to vault a window you might need to charge a little longer to land it through a window.

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/929657#Comment_929657

    Another thing I'll add to what you said is its okay to charge up the attack. Basically treat it like huntress and be patient with the hits. But all your advice is wonderful because i also just picked him up

    That's exactly what I would argue against doing. Charging it for longer periods only makes it more unwieldy and harder to land. It also seems to increase the penalty for a miss as there is a longer recovery period. Get right on top of the survivor and charge for like a third of a second and it is very difficult for the survivor to dodge and the penalty for a miss isn't so harsh. The only time I do a full charge with the club is if I manage to pin a survivor into a corner for dramatic effect.

  • I play on the PS4 so I never got to use the "flick". He's still a solid killer. Don't get too caught up in the forum whining. Anyway, as far as actual tips go. It really pays off to have multiple bleeding survivors. So don't be afraid to switch targets. Personally, I don't like slug strategies. That has nothing to do with "being nice" to survivors. I just don't see the pay off.

    So my preference when activating the rage mode is to do it after hooking a survivor then seeing where the other survivors are with BBQ. Dash over to the other side of the map and get a quick down. I don't bother trying to get multiple downs with rage unless survivors are standing right on top of each other. I would prefer to pick up the survivor and end rage mode so that survivors that are injured start dropping orbs again.

    I like survivors to be injured and stay injured when playing Oni. So sloppy butcher is an excellent choice of perks. I mentioned BBQ. Ruin is good on all killers. Infectious fright can be good. Nurse's calling is nice. Tracking perks in general are good on Oni since you can dash over and one shot. Stuff like rancor, dark sense, and whispers are worth experimenting with.

    The two main things I would tell someone new to playing Oni are this. When using the dash it is important to get used to using both joysticks on the controller. Oni doesn't get stunned like Hillbilly when he runs into things while running and can strafe. He actually has far greater control than Hillbilly while sprinting. The other important tip is when you are trying to land your club attacks the trick is to get right on their butt while chasing and to charge the attack the least amount needed to one shot. You only have to charge the attack a fraction of a second before it one hits. Also, don't be afraid to just get a regular hit if you need to with the club.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/929484#Comment_929484

    So you're telling me that if I'm having internet issues and I disconnect from seven games in the space of an evening (which has happened to me once before, because after the first two or three times it happened I tried several different solutions in between games until I found one that worked)... I could be banned from rejoining the queue for an entire week?

    Something is very wrong here.

    If you are having those kind of connection issues then go play a single player game for the evening. Nobody in an online game wants to play with Mr. Crashesalot.

  • @StrodeWins said:

    i still think it’s a waste of a perk slot. it doesn’t really contribute anything to the game overall, not does it increase chances of escape.

    Even worse. It lowers the chance of escape.

  • @THEghostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/925504#Comment_925504

    You sound like you believe MoM is for the aggressive selfish playstyle. If you're a very altruistic player, MoM is a good one.

    I would argue that if you are aggressively altruistic then you are a bad team mate. Maybe, MAYBE, you save one survivor from being hooked one time. Big deal. You wasted so much of your own time doing so that the killer is actually put at an advantage. Now he has two injured survivors to track. And there is no guarantee that you save the survivor from being hooked in the first place. The killer can very often choose to just not give you a protection hit and walk to a different hook.

    Mettle of Man is a trap perk for bad players that don't know any better. It's not like you'll be working on a generator while an injured player gets downed conveniently nearby for you to get your protection hits. No. You have to run Empathy in conjunction with MoM so you know where the injured survivors are in order to block for them in the first place. Then when a survivor is injured you have to get off a generator and run across the map to tail the chase. That means all the time that survivor is buying for you to work a generator is partly or mostly going to waste.

    All of the power is in the killer's hands when it comes to whether or not you get a protection hit. Don't you think maybe after the killer sees you trying to block him getting a hook the first two times he might figure it out? So you wind up wasting all of your time (which is really the team's time) trying to get one Mettle of Man proc and the killer just doesn't give it to you anyway. It's a bad perk and a trap. Quit trying to convince players otherwise. You are doing a disservice to all survivors. Maybe that's your goal. Maybe you're a killer main trying to make survivors easier to kill. In which case, I applaud your efforts. Well done.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/925963#Comment_925963

    It is a big area, but when comparing it to deer stalker, deer stalker only does one thing. Tells you when a survivor is in the dying state. If they are in the dying state and you can't find them in a 32 meter range, welp, I'd say your tracking skills need work, no offense.

    The point of deerstalker (imho) is to get the 4 kill. You down the 2nd to last survivor and have absolute freedom to hunt the remaining survivor. You can use the downed survivor as bait and circle around looking for any ways to approach him/her. If the other survivor picks up the downed survivor, no biggie. You know exactly where that happened and can easily down the survivor again and know the last survivor is nearby.

    Whispers on the other hand is a poor substitute for this effect. You don't know which survivor is being "whispered" about. They have a far higher chance to actually recover in this situation. Now it's 2 against one and you have a good tracking perk. You'll still likely win. But I still feel if the goal is 4 kills then deerstalker is the better perk. I don't deny that whispers is more versatile. I just feel that with my goal in mind deerstalker is the better choice.

  • I have the most fun playing this game when I just do whatever I feel like and block all messages. My profile has the following message "If you expected me to play by your made-up rules then prepare to be disappointed." That's my answer for whatever they were going to say anyway.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/925939#Comment_925939

    That just shows you don't actually know how to harness the endless power that is whispers.

    "Endless power" is a bit much. I do know how to use whispers. A 32 meter radius is a pretty big area though. 3,215 square meters to be precise. In all reality it's larger than that since it's actually 3D. The volume of a 32 meter radius sphere is 137,189 cubic meters. There aren't too many maps where the 3rd dimension is too relevant though. Lab, Haddonfield and Game really.

  • I'm in the deerstalker camp. That's a perk that says "I'm going for 4 kills". Whispers can be pretty misleading imho.

  • @LordRegal said:

    I play killer more than survivor and I honestly don’t like ruin. It’s the only slowdown perk that can BOTH be removed from the game and high enough skill counters it completely. As for the others:

    Pop: can be limited by good survivor play but so long as the killer can get someone down you can’t stop it.

    Corrupt Intervention: removes itself after 2 min but cuts down on area to search for the first few min.

    Thrilling Tremors: My personal favorite. Not only does it stop any new gens from getting progress while you’re hooking someone, it also acts like BBQ and gives you a place to head after you do hook people. Relevant throughout the game as well.

    Thana/Dying Light: Can be removed by healing/dying/obsession death, but otherwise is a constant pressure.

    Surge: saves time on regressing nearby gens, Short cooldown. Plus synergizes well with Surveillance.

    Ruin meanwhile is permanently removable and the best survivors (not me) hit greats enough you can barely notice you have it. Not worth the perk slot imo for that much variability. I’d rather run something more consistent, if slightly weaker early game.

    You are wrong. Ruin is not the only slowdown perk that can both be removed from the game and high enough skill counters completely. Actually, you are wrong on 2 accounts. Lullaby can be both destroyed and countered through skill. Also Ruin isn't "completely" countered by player skill. Great skill checks don't give bonus progress. A minor difference but a difference none the less. Even the best survivors don't always hit the great skill check marks. Even trying to do so increases the probability of making a missed skill check. But yeah, if a group of survivors can hit 3 out of 4 great skill checks then Ruin's power is greatly diminished.

  • @BasedMorlis said:

    Double Trouble: 2 Killers - 8 Survivors: Double the number of generators needed to power the doors, double the number of doors, extend the map sizes by 1.5x. That would be amazing. The killer combinations would be a real breath of fresh air.

    2 killers without a doubt has been the most requested game mode. I think a fair amount of experimenting would need to be done to achieve anything close to balance though. I don't think double everything is the right way to go though. Like maybe 6 survivors with 6 gens to finish might be around the right ratio. I do agree that there would need to be at least one extra exit gate though.

  • The timing on this thread is kind of funny. I just got through posting about a way to make prestiging matter a little more without upsetting the balance of the game. From the other thread: I would like to see an option in the future to "re-roll" things bought in the bloodweb. Make it cost the same as purchasing the first time but the player can pick the thing they want. So for example on Hillbilly if I wanted to exchange a chainsaw file for a spark plug I could pay 3k bloodpoints. This would only be unlocked at level 50. For each prestige rank the cost is reduced by 10%. So a P3 Hillbilly could make the same exchange for 2700 bloodpoints.

  • Nope. Terrible idea. That would essentially make prestiging characters mandatory. Prestige should never be associated with player power levels.

  • Oh, and I think there is a better option to make prestiging matter but not in any way necessary. I would like to see an option in the future to "re-roll" things bought in the bloodweb. Make it cost the same as purchasing the first time but the player can pick the thing they want. So for example on Hillbilly if I wanted to exchange a chainsaw file for a spark plug I could pay 3k bloodpoints. This would only be unlocked at level 50. For each prestige rank the cost is reduced by 10%. So a P3 Hillbilly could make the same exchange for 2700 bloodpoints.

  • I don't see them ever doing this for all cosmetics. But I think it's reasonable for each character to have a special set of cosmetics that also give access to a bloody version if the player is prestiged. Hell, make it exclusive and cost more.

  • @John_Doe said:

    If we can't sell it, it ain't happening.

    This is exactly the kind of thing that will increase profits long term. This adds extra longevity to the game. More players playing for longer periods of time equals more money. This is win-win. Also, this would allow for a platform for experimentation. Say they want to test a major change to the game. It would be easy to make it an "alternate game mode" to see how it works with large numbers of players. If it turns out working really well then it could be added as a feature to the base game. But if there are a lot of unforeseen problems then no biggie.

  • @T2K said:

    https://forum.deadbydaylight.com/en/discussion/17700/alternate-game-modes

    I like the idea of alternative modes and the things you mentioned. But honestly I think thats not gonna happen, maybe in custom games at best These modes sound pretty challenging and regarding the struggle many players already have with the "normal mode" it will be too much imo. I think the biggest problem will be the further seperation of the player base. Players divide into normal and custom games. If you even add one more mode I dont want to know how long queue times will take.

    Well the idea is to make them available for a limited time. So for instance, every other weekend an alternate game mode is available. Just as an added incentive, give players bonus bloodpoints for participating. Each update the alternate game modes can be added to custom games as an option. Popular game modes can occur more frequently. But if they are only available for limited time and during weekends when there is a higher player count then splitting the player base should not be a problem.

  • Thought of another one "Fog of War"

    Fog of War: Massively reduced information available to both killers and survivors. Killers do not have a terror radius. Survivors do not make scratch marks. All auras are disabled. Killer can't see unfinished generator auras or active hex totem auras or hooked survivors. Survivors can't see slugged or hooked survivors. All perks for both killer and survivor that enable auras have the aura reading components disabled.

  • The real entity is the internet. Mankind wasn't ready for it.

  • @CotJocky said:

    The Queue's are horrible! I 100% agree. The rift/Tome is just more useless crap to grind for in a game that is already super grindy. What I feel we need is new modes! Something to break up the monotony. We have 74 perks for survivor and 67 (I think) for killer, yet we can still only use 4 of them at a time. I'm not really sure we need more perks, more survivors and more "unique" killers, more than we just need a different game type. It's been the same thing for 3.5 years. Personally, I'd love to see killer in 3rd person. Just about anything other than the same old, start 5 gens, open a door and leave.

    I've been beating this drum for a long time. It still amazes me that they haven't taken this step. There are so many different directions they could take this game too. Here are a few ideas:

    @Dreamnomad said:

    Every other weekend, there should be an alternate game mode made available. Once the game mode has been released, it should be permanently available in custom games. There are virtually an infinite number of options available (and I'd love to hear everyone's ideas) but here are a few I've come up with:

    Specific Killer VS Specific Survivor using only their perks at rank 3. For example, The Shape vs Laurie, The Clown vs Kate, or The Pig vs Detective Tapp.

    Super Speed: Both killer and survivor have 30% increased runspeed.

    Darkest Night:The map is pitch black. Survivors all have flashlights that are permanently in the "on" position. The killer has night vision up to 15 feet.

    2 killers vs 6 suvivors

    Random 12: Both killer and survivors all have 12 random rank 3 perks.

    Back to Basics: No perks, items, or add ons.

    Casual Mode: All perks are reduced to rank 1. Items and add ons are restricted to common or uncommon. Offerings are restricted to ones that can increase bloodpoint gain.

    Entity's Eyes: Strange wards appear throughout the map. Anyone (killer or survivor) that passes within 10 meters of a ward will have their aura revealed to everyone on the map. The wards periodically change location.

    Treasure Hunt: No generators on the map. Lots of locked chests are around the map which the killer can see as auras. Survivors must pick the lock requiring skill checks before opening. Most of the chests give survivors a bloodpoint bonus for opening. One chest per map will have a 25,000 bloodpoint bonus. Exit gates are powered after 10 minute timer and chests can't be unlocked after that timer.

    Shopping Spree: Survivors are restricted from bringing items into the match and there are no chests to loot. However, there are 2 zombie vendors that spawn in the match. As survivors and killers perform actions that earn bloodpoints, they also earn another form of currency. They can go to the zombie vendors to purchase items and add ons of their choice. Killers can purchase temporary bonus buffs such as 60 seconds 5% movement increase, 40 seconds survivors have exposed status, etc.

    Totally Random: All Perks, Items, Add Ons, and Offerings are randomly chosen. Perks are chosen from all possible perks and are at rank 3 (regardless whether the player has unlocked the perk or what rank the player's perks are currently at). Items, Add Ons, and Offerings are chosen from all possible options minus event specific offerings. These Items, Add Ons, and Offerings do not consume the player's resources. They are provided by the entity.

    Infection:8 players join a lobby. When the match starts, one is randomly selected to be a random killer with no perks or add ons. The remaining 7 are survivors with no perks or items. There are no hooks on the map, but the killer can Mori survivors in the dying state. Once a survivor is killed they will respawn as a random killer with no perks or add ons. Killers that successfully Mori a survivor earn 1,000 BP. The longer a survivor lives, the larger the bloodpoint bonus at the end.
    First Survivor Killed earns 2500 BP
    Second Survivor Killed earns 3000 BP
    Third Survivor Killed earns 5000 BP
    Fourth Survivor Killed earns 7000 BP
    Fifth Survivor Killed earns 10,000 BP
    Sixth Survivor Killed earns 15,000 BP
    Last Survivor Killed earns 20,000 BP
    Randomly Selected Killer earns 10,000 BP
    Survivors can work on generators, but it takes completion of all 7 generators to power the exit gate. Any survivors that actually escape via the exit gate earn the standard 5,000 BP. Survivors aren't realistically going to escape, nor is it really the goal. The real goal is to be the last survivor alive.

    3 Life Survivors: Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. While the survivor is in the ghost world they can not interact with any objects other than ones that can be vaulted. The world appears black and white and the survivor can not see or touch the other players. They can, however, move at 85% normal move speed to explore the map to find the locations of generators, chests, and totems (though ghost players can not tell the difference between active and inactive totems). The survivor will also earn some bloodpoints for distance traveled in the ghost world.
    After the timer is up the survivor will appear on a random hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. In fact, the hook that the survivor is on will appear broken to the killer. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 4 seconds. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins. Survivors hooked in the basement are sent to the ghost world for an additional 30 seconds. Perk Slippery Meat is locked in this game mode (since it wouldn't really do anything).


  • I would want the sweater to be 2 sizes too small. I like the antler hat idea too.

  • No Mither should get a rework. Bringing it is like trolling your own team.

  • I don't agree with how you want it buffed, but I agree that it should be. There is room for the perk to be useful without being over or underpowered. Like here is an idea. My main beef with the perk is that you are wasting a ridiculous amount of time not working on generators or being useful to your team trying to build up the tokens. The payoff is not worth it. But if some of that lost time was mitigated then it might be worth using. So for example, if there was a secondary effect that healed yourself after taking a protection hit while being outside of a chase for 45 seconds then it might be fair.

  • They are fair. Worth using but not overpowered.

  • Here is why your conspiracy theory is complete crap. There are players like me that actively go out of their to not rank up. How do I do that? By allowing survivors that would otherwise die get a free escape. None of your theories seem to account for survivors that should have died not dying. The reality is that the kill rate should be higher.

  • @StrodeWins said:

    https://forum.deadbydaylight.com/en/discussion/comment/913645#Comment_913645

    That’s not a nerf, just a change. it doesn’t weaken her power in any way.

    Okay. Help me here. If making the change had no impact on the game then why change it at all? Obviously it makes a difference. It would make you less noticeable. Making you less noticeable is a killer nerf.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/914461#Comment_914461

    Rank 1 stats are a little different from red ranks. The reason why we showed red rank stats rather than just rank 1 is mostly due to popular demand, but also because it gives a larger sample size.

    That being said, the kill rates at rank 1 tend to be even higher across the board.

    They have to be. Otherwise the killer would de-rank and their stats wouldn't be considered anyway.

  • @Almo said:

    I would just like to comment that Mettle of Man is used by many players, and the comment that "literally nobody plays MoM" isn't true.

    Those players are all bad and doing a disservice to the rest of their team. The perk is a trap.

  • Those are pretty rad. It's nice they got the licensed characters and all.

  • @StrodeWins said:

    https://forum.deadbydaylight.com/en/discussion/comment/913634#Comment_913634

    yeah i agree. all i hate is that huge green cloud above my head. just shouts “HEY IM HERE COME DOWN ME IMMEDIATELY WITH YOUR RED PUKE”

    at least remove that obnoxious cloud.

    other than that i’m fine w her, since i don’t cleanse anyway.

    Wow. Just wow. To review you start a thread titled "stop nerfing killers". Then in the very same thread five posts deep you suggest a nerf for a killer. Amazing. Simply amazing.

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