Fibijean
Fibijean
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Yes. The killer doesn't need to use obsession perks to have an obsession, as long as one or more of the survivors are running obsession perks. The most common one is Decisive Strike, but Mettle of Man, Object of Obsession or Sole Survivor being in play will also guarantee that someone will be the obsession.
The only advantage that running obsession perks as killer gives you, as far as this challenge is concerned, is guaranteeing that you have an obsession every game so you don't have to rely on the survivors for it (and, in the case of Nemesis, the ability to change your obsession so you can kill multiple obsessions in one match). Most games will have at least one survivor running one of the above perks, though, so it doesn't make that much of a difference.
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Survivors already have a chance. It may be difficult to escape at that point, but it's rarely impossible. Perhaps something else about the gate spawns or the visibility of lights could be adjusted to make things fairer, but what you're proposing isn't a mere chance, it's practically a free escape.
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I think DS is a strong enough perk as it is. It deserves to have a counter that isn't just "let the survivors go".
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There is no benefit for them in taunting, and there is no benefit for you in indulging it, aside from potentially landing a hit or two. But if they're confident enough to spam noise notifications to attract your attention, they're probably not going to let you get a hit. If I were you, I'd just wander around looking for unbroken pallets or spamming your power for last-minute points while you wait for the EGC to take care of them.
Some survivors, as you touched on in your comment, will hang back and allow you to hit them just to let you get a few extra bloodpoints. Those people just do it to be nice. You can usually tell them apart from the taunters because they're not running away from you or spamming noise notifications.
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It's fine for survivors to want to get points for late heals during the EGC. It's fine for them to hang around a hook or generator waiting for an opportune time to rescue their teammate or do some repairs, and it's definitely fine for them to employ the most effective tactics to secure their objective. "Stop working towards your objective and go do something else for a while"? I don't understand how you could even say such a thing with a straight face.
As for killers, tunnelling isn't a lot of fun but in most cases it is the most effective strategy for securing their objective. Same with slugging, I apologise if this sounds harsh but really, who are you to dictate when it is and is not acceptable for players to employ certain strategies?
The only things on that list which are at all reasonable are the points related to camping (unrewarding) and teabagging (unnecessary and unsportsmanlike). If you think any of that other stuff makes people "terrible", "trash" or "d bags", then I can see why you're not having a very good time.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/965489#Comment_965489
Just to be clear, I'm not trying to diss your friend, just pointing out that chase perks are redundant on Freddy and don't provide nearly as much of a benefit as they would other killers. I can end pretty much any chase at almost any loop against a full health survivor in less time than it takes to get Bloodlust 2 just by using snares properly.
The only chase perk I feel benefits Freddy enough to use is Brutal Strength, only because a lot of survivors tend to treat him sort of like Clown and drop the pallet early. But even then I wouldn't use it because you can just go around the pallet, spam snares, and still catch them. The only pallets where this isn't the case are god pallets like shack pallet.
Fair enough. I know you're not trying to diss him, don't worry, it's just that I don't know enough about Freddy or about my friend's reasoning behind his build to really make much of a comment on it.
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@thesuicidefox said:
My build is BBQ, Thana, Pop, Discordance, Outdoor Rope, Sheep Block.
Thana + Rope will help to slow down the game. Hit a survivor and it's a 6% debuff to everything. If everyone is injured and asleep it's 18%. Basically Rope augments Thana to be a tad stronger than it normally is (which is pretty strong IMO if you can juggle injured survivors). BBQ/Discordance is to track survivors and gen progress. After a hook you use teleport + Pop to shut down the gen. When you factor in the slowdown from Thana + Rope that 25% is very significant (basically you knock off about 30s with Pop if everyone is injured and asleep, where it would be 20s without Thana + Rope).
Sheep Block is special. I've come to find that OOO specifically is a VERY hard counter to Freddy, as the obsession can always see you regardless of distance when they are asleep. Sheep Block inflicts 30s of Blindness which is all you need to get the advantage in a chase, as now looking at you in any form will only reveal their aura to you. It also helps against other aura perks, but it's mainly to beat OOO which is very difficult to play around otherwise as Freddy.
If you are less confident in your Freddy skills, you can use Jump Rope or Swing Chains instead of Outdoor Rope, and Unicorn Block instead of Sheep Block. You can use Red Paint Brush here and there, but I wouldn't use it too much because you won't see yourself improve as a Freddy. Better to save them for games where you think survivors might give you a hard time (eg. SWF).
Avoid dream pallets. They are fun from time to time, but they are WAY less reliable than snares. You can only place pallets in certain places, and they do nothing against window loops. Snares can be put anywhere and help at any loop at any time. Dream pallets are also very easy to play around if survivors know you have it. They either avoid pallets they aren't sure are real, or just run to windows. On certain maps you literally have no power in a chase, and it will suck.
https://forum.deadbydaylight.com/en/discussion/comment/965236#Comment_965236
IMHO, if you need STBFL on Freddy you must not be a good Freddy. In fact, you shouldn't need any chase perks at all on Freddy if you know how to use snares properly. It's like using NOED or MYC on one shot killers like Myers or Billy, it's super redundant and a waste of a perk slot. You are better off with game slowing or tracking perks as they would have an actual greater impact on your ability to control the game.
As I said, I don't know why he uses it, whether it's because he "needs" it to close chases or because it factors into his gameplay strategy more broadly. That's why I tagged him, so that he can explain for himself what he thinks is good about that particular build.
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9/10 times, it's about rubbing their victory in your face. Some will even wait for the killer to arrive at the gate just so that they can teabag before they leave.
The tenth time is when you've let them go out of mercy, and they might squat a couple of times to say thank you.
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He's not being reworked because he's weak, otherwise it would be a buff, not a rework. He's being reworked because the devs are prioritising fun over balance, and Doctor, more than most killers, has a reputation for being frustrating and unfun both to play as and against.
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*Depending upon the circumstances.
It's up to your judgement. As a general rule, cleansing is a good idea in the endgame when the risk:reward ratio is at its lowest, or if someone else has cleansed (because at that point you're no longer denying her Corrupt Purge, you're just a one-hit down for no reason), or if you suspect she's running Black Incense.
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@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/comment/965249#Comment_965249
Okay skip the diaper and throw him in a loin cloth. Go from baby to stud.
#RealMenWearLoincloths
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Elf Dwight is cute. I feel like Adult Baby Dwight would just be kinda creepy.
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I have a friend who mains Freddy, has done since before his rework, and consistently gets 4Ks at rank 1 before a single generator has even popped.
His build, I believe, is Save The Best For Last, BBQ & Chili, Pop Goes The Weasel and Discordance.
I'll tag him in here in case he wants to chime in himself and explain his (obviously effective) strategy, but he might not reply for another 30 hours or so. @DeKillerKiller
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@SpicyTopRamen said:
Game crashes shouldn't count, but hitting escape and confirming that you are leaving the match should. And maybe a slightly longer penalty for the first intentional DC.
Game crashes should count, because otherwise it's too easy for players to circumvent the penalty just by shutting the game down manually.
Accidental game crashes don't often happen many times in one day to the same person, so being locked out of the queue for a minute or two isn't a big deal in that case, since it takes about that long to restart the game anyway. It's worthwhile for the sake of punishing those trying to game the system.
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@bomb1720 said:
https://forum.deadbydaylight.com/en/discussion/113661/feedback-disconnect-penalty-test
erm... i'm pretty sure a pip got took away from me just for cancelling matchmaking lobby? and i'm facing long ques without dc'ing this past week at least.
If you're in the queue at all, it has nothing to do with DC penalties. The queue times are just long for you, for whatever reason. Usually, it's either because there aren't many players playing in your region or around your rank at the times you're queuing, or there are not enough players queuing for the opposing role.
Pips don't get taken away for anything other than depipping after a match. If you think that a pip got taken away from you for cancelling matchmaking, it's likely that the pip wasn't actually there in the first place and it was just a visual bug.
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Boil Over is a fairly useless perk. I think it's meant to partially counter Iron Grasp, but it doesn't do that very well. It would be a much better perk if it affected wiggle speed, but the problem is that would be very difficult to balance because you'd have to take into account how it would work both alone and in a stack with perks like Flip Flop or Breakout. I think the best buff to Boil Over, given that, would probably be to dramatically increase the range at which the perk obscures hook auras for the killer.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/963738#Comment_963738
Not entirely true no...
You don't inheritly need to smurf when you start a new account, plus, smurfing isn't really that big of a deal on this game anyways... you can't watch the Killer in spectator mode, and you can't tell you teammates the information they already have.
And they removed the ability to see what the Killer is using in post-game... so... this is most likely why its not listed as a bannable offence.
Smurfing doesn't have anything to do with spying on the killer, though. It just refers to an experienced player starting a new account which they use to play against less skilled opponents. So Umbrae is right, that's not really something you can avoid if you do start a new account in DBD since you can't help being experienced.
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@DCash said:
https://forum.deadbydaylight.com/en/discussion/comment/963734#Comment_963734
I would argue that spinechill is not solely a stealth perk. Yes, it does notify you when the killer is close and allows you to sneak away. However, combined with resilience, aggressive loopers get 15% increased vault speed as well as increased skill checks in killers presence. As a rank 1 killer I can tell you high level survivors will be doing gens right in my face all the time.
That is true, and an excellent point. Still, I wouldn't call it meta just because it seems generally not to be considered on the same level as perks like Decisive Strike. Potentially it's one of those kind of in-between perks - top tier, and potentially underrated, but therefore not quite "full meta".
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/964248#Comment_964248
This is the correct answer also prove thyself
Prove Thyself only affects generator repair speed, not healing speed. Leader affects everything except generator repair speed.
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@TheNormalizer said:
https://forum.deadbydaylight.com/en/discussion/comment/963804#Comment_963804
i try to 2 hook everyone before killing:>
There's your mistake. Only toxic Sims 3 players do that.
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@xDarkPeggy said:
https://forum.deadbydaylight.com/en/discussion/comment/964291#Comment_964291
Thank you so much for the explanation!
No worries! Hope it helped clear things up for you 😊
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The original tweet was a typo. The Blood Hunt was always intended to end on the 6th.
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@xDarkPeggy said:
https://forum.deadbydaylight.com/en/discussion/comment/964234#Comment_964234
In the last Devs live it had been said that it was in preparation published on December 31st, possible that there are no updates from them?
They did say in the last livestream that they had prepared an update post to be published December 31st, but I believe that was referring to the post I linked above.
I can't say for sure that there will be no December Developer Update, but if there is, it hasn't been announced yet. As I said, I don't think the post they referred to in the stream was meant to be a "Developer Update" along the same lines as, for example, this one from November: https://forum.deadbydaylight.com/en/discussion/103996/developer-update-november-2019#latest. I think it was just referring to the "Year Review" that they posted in their website.
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It's worth it if you feel like the investment you put into it, not only monetarily but also in terms of time and effort, was worth the reward you got out of it.
Personally, I am always on board with collecting free cosmetics, even ones I'll probably never use. I enjoyed earning rewards. I enjoyed having a goal to strive for. More than anything, I enjoyed trying to complete the challenges - the additional objectives they provided, the way they encouraged me to change up my build and playstyle, the sense of accomplishment from completing one.
I enjoyed myself the whole way through, never felt pressured in terms of Rift progress, and never felt like I was forced to play the game even though I didn't want to (except a bit at the very end when I was trying to grind out the last two tiers, but even then I ended up having fun for the most part).
I'm well aware that wasn't everyone's experience, but for me, the pass was absolutely worth it, because I had fun grinding for it, got more cosmetics than I ever would have expected to be able to buy for a measly 1000 cells, and it cost me nothing monetarily.
(Just as a disclaimer, I know this sounds like some kind of endorsement deal, but this is 100% just my personal experience. I think the Rift and the Tome have a lot of flaws, and a lot of ways they could be improved upon, but personally I had a really good time with them regardless.)
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Asking why toxic survivors are a thing is like asking why there are unpleasant people in the world. Why do some people enjoy tormenting others? Why is bullying strangers online their idea of fun? There is no simple answer. Some people are just jerks. Survivors and killers alike.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/964140#Comment_964140
I don’t wanna play her consistently, she is too stressful af, and I didn’t even play her at maps like Lery, Gideon, Hawkins. Her potential power is not worth.
It's okay if you find her stressful and not fun to play, but if you're not willing to put the effort into learning to play her properly, you can hardly complain with any legitimacy that she's "garbage".
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This was the post they were referring to when they said that an end-of-year update would be released on the 31st.
Dead by Daylight is an asymmetrical multiplayer (4vs1) horror game where one player takes on the role of the savage Killer, and the other four players play as Survivors, trying to escape the Killer and avoid being caught and killed.We should be expecting a post in the next week or two with details of the upcoming Doctor changes, though, so there's that to look forward to as well.
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@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/comment/964161#Comment_964161
Everybody loves the elf. It’s been proven.
Dwelf is an adorable treasure and must be protected at all costs.
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There are lots of reasons. Occasionally there's some prior agreement in place, or they know the survivor(s) in question, but that's pretty rare. More often, it's just a matter of the killer's whims.
Some killers only play seriously for as long as it takes them to complete their challenge or daily, and then let any remaining survivors go.
Some killers take pity on survivors if one or more members of the team DC.
Some will take pity on a team of survivors, or whichever survivors are remaining, if they realise that they're obviously so far above the survivors in skill level that they could murder them all without breaking a sweat and there's absolutely no contest involved. Often, in this scenario, they assume that the matchmaking messed up or the survivors are new and could use a break.
Some killers will set out to kill certain survivors who are toxic or just really good, as either a matter of vengeance or a personal challenge, and then let the rest go.
Some actively avoid getting a 4k because they don't want to rank up too quickly, or at all.
And some have personal favourites or enemies among the survivor characters. So they might let Dwights go, for example, but make sure to sacrifice any Claudettes they see. This kind of bias can also extend to cosmetic combinations. For example, Elf Dwight is pretty much universally beloved, while Scoops Ahoy Steve has a reputation for toxic behaviour.
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@ppo8820 said:
I hope it comes on the 7th. That would be cool. So with the archives, are they going to scrap the 4 out now when new ones come out? Or just add page 5?
As I mentioned above, it won't be coming out on the 7th, it will be coming out alongside the mid-chapter patch which will probably release a few weeks later.
When the new Tome comes out, the current one and all the challenges contained therein, along with the lore fragments, bloodpoints and charm rewards, will stay active. You'll still be able to complete challenges and earn rewards, and you'll still be able to revisit the lore you've already unlocked and read or watch it again. The only thing that will change is that these challenges will no longer reward Rift Fragments once the current Rift closes.
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The new Tome won't arrive on the 7th. The devs have stated that we should expect each new Tome and new Rift to release alongside a mid-chapter patch (https://deadbydaylight.com/en/news/welcome-to-the-archives).
I believe that the Tomes/Rifts are due to release every 90 days, meaning that there would be roughly a 3-week gap between the closing of this Rift and the opening of the next one. This would place the release date of the next Rift/Tome, and presumably the mid-chapter patch as well, on 28 January. However, this is not an officially confirmed date, just my speculation, so take it with a grain of salt. Generally speaking though, late January seems like a safe bet for when we can expect the next Tome/Rift release.
EDIT: I'm sure I read that 90 days thing somewhere official, but I can't seem to find an official source anywhere that mentions an exact number. So make that a very large grain of salt.
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@bigbeefynacho said:
https://forum.deadbydaylight.com/en/discussion/comment/964088#Comment_964088
Then you meed to reread the op, bc I mentioned nothing about kindred until I responded to someone who MENTIONED kindred. SMH
Yes... you said in the OP "I'm okay to give you the unhook if you want it" and then further down the thread, you said "I run kindred... as well".
I'm very confused. Are you trying to call me out for reading your entire thread in order to craft a more well-informed response? Because you've just agreed with me that you did say exactly what I quoted you as having said.
If you mean to say that you weren't using Kindred in the situation you were describing in the OP, why not just say that, instead of "shaking your head" at me and implying that I lack comprehension skills?
And if that is what you mean - that the situation you're complaining about was one in which you weren't using Kindred - then there's your solution. Run Kindred. Problem solved.
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Use No One Left Behind, as well as Borrowed Time to secure a safe unhook. Bring your best toolbox and rush generators as fast as you can, because you want as many of your teammates as possible to be on only their first or second hook by the time the endgame rolls around, otherwise you won't be able to save them. I would recommend filling your last two perk slots with Adrenaline, to help you get to a gate ASAP and to make sure you can tank a hit during the rescue if necessary, and something that will speed up generator repairs like Prove Thyself or Resilience. Wake Up could also help as an alternative, since it will help you trigger the EGC as soon as possible.
Make sure a gate is open as soon as possible, or if someone is going to get hooked near a gate, you can also 99 it and then open it before going for the save. Use NOLB to keep track of vulnerable teammates who are in danger of getting hooked and stay relatively close to them, so that you can be the one to get the rescue when they go down. Bond and Empathy are also viable alternatives to NOLB if you prefer, since NOLB won't activate until the EGC actually starts.
This challenge is also far, far easier if you can get at least one friend to play with you. That way, you don't have to rely on teammates' bad luck, since your friend can just throw themselves at the killer during the EGC in order to get you your rescue.
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If you run Kindred, and you're happy to let others get the unhooks, I'm genuinely confused as to what the problem is.
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/963786#Comment_963786
I think the point is that gen rush is the only thing keeping tunneling/camping in check. If repairing gens was a slower process, those tactics would be stronger.
For example facecamping since the beginning generally allows you to secure one kill, and most likely get another in the endgame, but if given more time it could probably secure 2 kills plus one in the endgame.
To be honest I agree with this reasoning, and it might also be the reson the devs haven't done anything in this regard aside giving more perk choices.
That's what I meant by "rebalancing the killer objective", since facecamping and tunneling are tactics generally employed by killers in service of that objective, in the same way that rushing gens is a popular tactic employed by survivors in service of theirs.
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Firstly, you don't know that they don't already do exactly that.
Secondly, I kind of hope that they don't. Just because someone has played the game for a long time and has a large online following, that doesn't mean that they know the first thing about game design or balance.
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What?! You let the last survivor have the hatch? Unforgivable. I'm disgusted.
Also, the heck is the official DBD Behavior Enforcement page? Sounds like the equivalent of "My dad works at BHVR".
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Such a system would be far too abusable. The below article explains better and more succinctly than I could why this is not a good idea, using Overwatch (which tried a block system and later removed it because of abuse) as an example.
Catching up on the Overwatch forums, there's a post by the game's director, Jeff Kaplan explaining a little more about matchmaking. The part which stood out to -
@GamerCustard said:
https://forum.deadbydaylight.com/en/discussion/comment/963823#Comment_963823
Ah, my mistake, sorry
No need to apologise, just letting you know in case you wanted to check them out and see how they play, or even hear them sharing their own personal opinions about the gameplay 😊
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@GamerCustard said:
Honestly.. I think next dev stream we need to force them to play killer.
Get them to play killer. Remember the date of the stream. Maybe they'll see just how unbalanced it is. Maybe.. for some unknown reason.. the number of SWF or "toxic" players for some reason increase drastically..
Is that an extreme suggestion? Yes. But soon extreme is what we'll need if the devs keep ignoring the obvious imbalance.
Because killers can't prove this point by taking it out on the survivors. They'll just nerf the killers or buff survivor perks upon their request.
Honestly, it's reaching the point, in my opinion, that we need to prove this point as survivors and not killers.
Maybe not go this far.. but they need to play more killer, and I dare them to say in all honesty, with a straight face, that this game is balanced. From the killer emblem system to how "fun" it is for the people behind the role of the killers.
Many of the devs do play killer, and stream it publicly. As an example, you can find two of the Community Managers, not_Queen and Peanits, on Twitch here:
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For anyone having trouble understanding, OP is suggesting two changes to matchmaking and lobbies - first, that the matchmaking system should match survivors in advance and then place them all into a lobby at the same time, so that the killer can't tell who is SWF based on how many survivors join at the same time. Second, they are proposing that the DC penalties should be extended to apply to people who dodge lobbies.
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What a wholesome post 😊 Welcome to DBD - glad you're having such a great time with it!
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I'd be against this. Having bloodpoints available to buy for real money gives off far more of a "pay to win" vibe than I'm comfortable with, personally.
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Wow, you sure got told.
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I don't believe there is a golden toolbox on the Sanctum of Wrath. The devs have confirmed in the past that there is only one in each realm, and there is already a golden toolbox hidden under the house on the Family Residence map. Since both Family Residence and Sanctum of Wrath are part of the Yamaoka Estate realm, that means that unless the devs have broken their own rule (which they may have done, but we have no reason to believe that is the case at this stage), there won't be one on the Sanctum.
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So just to be clear, since that was a lot to digest - is the point you're trying to make that the game is more or less balanced as is, in terms of kill rate versus escape rate, and therefore making it more difficult for survivors to achieve their objective without similarly rebalancing the killer objective would throw things off-balance and increase kill rates disproportionately?
Just wanting to make sure I've understood you correctly.
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https://deadbydaylight.gamepedia.com/Shrines_of_Secrets_Archive#2019
BBQ & Chili has been in the Shrine 3 times in the last year. The most recent time was around the start of December.
Having said that, the perk generation for the Shrine is pretty much entirely random, and how recently or how often a perk has appeared in the past has no bearing on its likelihood of reappearing. BBQ could appear in the Shrine next week, or it could not appear at all for the next year. Whether or not you wait depends on how badly you want the perk. If you already have the Cannibal, I would say that investing around a million bloodpoints into him to unlock the perk is definitely more worthwhile than waiting for it to appear in the Shrine.
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There are two main playstyles for survivor - stealth and aggressive looping. Most people tailor their build to one or the other, and there are certain perks which are considered top-tier for each playstyle. However, aggressive looping is generally considered the stronger of the two.
Spine Chill is undoubtedly part of the stealth meta, but it's not what one might call a "true" meta perk simply because stealth isn't meta. Perks like Borrowed Time, Dead Hard and Decisive Strike are considered stronger because they fit the meta playstyle of aggression and boldness. So you could say that Spine Chill is kind of like... B-tier meta.
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There is nothing in the game rules (https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest) that says or even suggests that smurf accounts are against the rules.
So while it may be frowned upon and, depending on what you're using it for, even morally questionable, I believe the answer to your question is no, it's not a punishable offence. Just, from a decency perspective, try to be nice and don't stomp the poor low-ranked survivors too hard.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/963689#Comment_963689
I dunno, ten minutes plus in killer lobby just to find two red ranks, a green, and a brown vs my purple seems pretty counter productive to me.
Just felt like it was a tool that allowed players to get a measure of a match before going in. If matchmaking was actually competent, I'd see their reasoning for hiding ranks, but as it stands. . . not really, no.
I agree that it was good to be able to get the measure of your teammates before going into the match. I used it for that exact purpose, and it was helpful. But unfortunately, too many people were using it for a purpose that the devs don't want to encourage. I'm not saying I agree with the decision on the whole, but that is the reasoning behind it.