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FireHazard

FireHazard

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FireHazard
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  • @Todgeweiht said:

    PWYF is a must

    The rest should consist of slowdown perks, ruin works specially well here because you can keep survivor off the gens just by stalking them

    I don't want to go too in-depth about why I didn't suggest Ruin (which I know is not why you recommended it), so i'll keep it as brief as I can below.

    If a team is aware that Michael Myers is trying to charge his power than they'll start working on Generators while he works on charging his stalk meter, they'll be more prone to avoiding him and overall just avoid confrontation in-general. Simple put, if they know Myers has Ruin than they'll break it early OR work on Generators that're not in his vicinity, which effectively ruins the idea of kicking people off Generators to apply Ruin itself.

    The main issue with using Ruin is that Myers needs to monitor his Generators but also stalk people for a decent length of time, so you either have to focus on one or the other, doing both would take too much time. Using Corrupt Intervention is a better alternative (in my opinion), since the perk just disables 3 Generators that most likely spawned near the Survivors at the start.

  • @TinyMoon3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162632#Comment_1162632

    I haven't used Zarina's For The People perk yet (I prefer using Red Herring for the distraction), but I think it would count towards it.

    It should yes, the achievement rewards a point for every Survivor you heal from the dying state, so using For The People would definitely give you points.

    It seems the achievement itself focuses on For The Peoples power anyways, since the perk was released along side the achievements release. Of course you can do this without For The People (which I did), but it's obviously drawing parallels to the perk itself.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162548#Comment_1162548

    Well it does a lot. Killing someone is literally the only real counter to DS (other than tunneling). So if you couldnt mori DS users, Moris would become completely useless from tactical standpoint, so ot would be useful only for being toxic

    From what the OP said, you can still mori after the stun.

    So going off of this hypothetical change, it would only stop them from being mori'ed for a few more seconds, at max (if they have good loops to use) a few minutes. You'll still be mori'ed, brought out of the game, and that's it.

    The argument shouldn't revolve around a counter, at least my eyes, it should more-so focus on more conditions for the mori's themselves.

  • @Nemmy_Wemmy said:

    I have one question, does for the people count for the achievement to pick up 30 people off the ground?

    I think the perk was specifically designed for this achievement... or rather vice versa when you look at it in a better way.

    So yes, getting Survivors up with "For The People" does count towards Selfless Survival.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162615#Comment_1162615

    I meant more like, every skin was released on Wednesday. Not on specific Wednesday.

    Just checked: Yes it's Wednesday, for example latest Plague skin was released on 26th. And Nancy's and Steve's were on 12th.

    I mean, if it's a reoccurring theme than I wouldn't doubt that it could happen again.

    It's just not really a solid confirmation though, it's just going off of past releases. We'll see what happens though.

  • @danielmaster87 said:

    Already?!

    Yes! :D

    @TinyMoon3 said:

    I started playing a little after the Cursed Legacy dlc came out with Yui and the Oni. Yui has been my main survivor out of 3 other female survivors I play as, and I still haven't reached Prestige with her. I'm getting close tho. She's at level 43 now. I also got the new dlc with Zarina and Deathslinger, so I've been putting most of those blood points I earned into her to get her around level 20. I like having certain perks on my survivors before I play them.

    Well keep up with the grind, hopefully this showcase might encourage you to push further! Or not, it's primarily here to give a preview to other players.

  • @Raven014 said:

    I've got all the deathslinger achievements already, but I don't think I'll prestige just yet. It's cool to see it though!

    Even the bugged one? How?

  • @Deathslinger said:

    I was wondering about those bugs cause I’ve been effected but too lazy to figure out what was going on.

    I wish this post was yesterday, I’m a P3 lvl 43 Deathslinger and I regret the last prestige. That bloody head doesn’t sit well with me, I’ve been using other heads. Had I seen this post I might have not done it. Now Im in a no BBQ n Chili hell. Oh well, nice post~

    It was supposed to be posted yesterday actually, but I unfortunately had to work that day and didn't have time to finish the grind.

    Either way, hopefully it'll help out similar issues like yours. Also, thank you!

  • @Elk said:

    https://us.v-cdn.net/6030815/uploads/654/1PUECWLI6COQ.gif

    https://us.v-cdn.net/6030815/uploads/721/XB5XPFI3QJ71.gif

    A lot of work and it's amazing. It will help some people see what the P3-50 of the killer looks likes if they choose to go that route and P3-50 them.

    For me, I won't do it. Too much time to prestige them. Especially, if you want all perks on them.

    It's great to see your achievements!

    Sorry i'm late to this, thank you for the kind words!

    It did take a bit of effort, but in the end it's always worth it in my eyes. I don't expect everyone to do the same things that I do, so it's good that I can release a sneak peak to encourage them (if they have doubts about it).

  • @Milo said:

    Just be patient and wait till every Wednesday (i think that's when cosmetics release?)

    I unfortunately can't find any info to confirm that.

    I think everyone who wants new cosmetics should just wait until it's announced, speculating about dates isn't really going to help in my opinion.

  • @Raven014 said:

    1st point: Ditch the saloon gen. That has so many breakable walls that need to be broken it's pointless to try.

    2nd: look for the closest cluster of gens. Guard that general area.

    3rd: Break the wall on the shack when you can, as well as break some in the other buildings when you can. Sometimes you don't need to, sometimes you do. It's a play by play thing.

    Plague, Deathslinger, and Huntress are all good on this map just because of how open it is. Plague's spit can reach the upper level of the saloon, and Huntress can do very well in the open section of the map.

    I agree with the saloon part, breaking walls in that building isn't really needed, the only issue that loop brings is facing BL users and going around it in-general.

    Otherwise, you have plenty of spots to get to the gen, you even have a doorway you can walk straight to without issue. To be honest, if you're the Trapper and have Bear-Traps in that building than it's fairly easy to trap someone upstairs.

    The rest of what you said is pretty accurate.

  • @Ohlala

    As said above, don't follow anything that isn't officially announced by BHVR themselves, it's just asking for disappointment when it comes to the dates you were expecting.

    I'd just pay mind to it, but not actually expect it until it's announced.

  • @gezza123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162548#Comment_1162548

    Yees they can mori them after however they are stunned and have to chase you again which is what DS does

    I don't see the point if that's the case.

    If you're injured you'll get downed again eventually, and if you're mori'ed early on than there's no way you're going to Survive 5-4 Generators against a Killer that might be S Tier or not. If they're not S Tier, than you'll still eventually go down and get brought out of the game. I don't think there should be a counter to mori's, there should just be more conditions to them. That would be the better alternative to the mori controversy that some players talk about from time to time... mostly when it comes to Ebonies.

  • @EnderloganYT said:

    Add-ons: besides Judith's Tombstone, fragrant tuft of hair makes it much easier once you get to T3

    Perks: mostly ones that offer extra speed. PWYF, Noed, stuff like that. also detection in case that last survivor is staying extra hidden. I'd recommend whispers for this. and lastly, Gen slowdown. Corrupt is probably the best, but you can switch this one out if you feel confident.

    Map: the ones FireHazard listed above are definitely the best, and for all the reasons he listed.

    also quick note, if someone DCs during the mori (which will count) see if you can mori their body again. happened to me and had one escape, still got it from the double mori.

    I don't think that last part actually happens anymore. If it does it's rare, since I haven't heard about that in awhile.

    And yes, I forgot to mention that a DC does count towards the challenge. The only downside is that it sometimes it doesn't as well.

  • @gezza123

    I mean, I guess...?

    But Decisive Strike isn't a perk you can use freely anymore, it's only used when you're downed and picked up after you were previously hooked beforehand. So having it stop a mori doesn't really do anything. Would it stop them from being mori'ed all together? Can they be mori'ed after the stun? So many questions and not a lot of answers.

    It would make sense that it does stop a mori, but it's not really practical in the grand-scheme of things.

  • @Trial_By_Scythe

    If you're going for the Evil Incarnate achievement than you'll need a few perks, add-ons, and map offerings to get you on the path of completing this challenge.

    first, add-ons

    We'll get this one out of the way quickly. To be as blunt as possible, you can't complete this achievement without using Judith's Tombstone and Fragrant Tuft of Hair. That's what this whole achievement revolves around, using Judith's Tombstone and Fragrant Tuft of Hair to have an infinite Tier lll Myers mori'ing everyone on the map. Using Tombstone Piece will decrease your bar significantly, so that's why nobody uses it in this achievement challenge.

    Even though Fragrant Tuft of Hair is an infinite Tier lll add-on, I believe Tombstone Piece still kicks you out of it regardless. Also, you need to kill every Survivor with Judith's Tombstones mori option. Killing them through normal means (like sacrificing) will not count towards the achievement, the achievement strictly asks that you kill them by your own hands with Evil Within Tier lll's optional mori.

    second, perks

    I'll make a list of what perks you should mainly use to help alleviate the debuff that Judith's Tombstone applies to your movement speed, these perks are versatile and solely used to manipulate and work around the debuff and the possibility of someone escaping through the hatch, so you shouldn't have that much of an issue when using these perks

    • [Play With Your Food] - [The Shapes Perk] (Every time you chase your Obsession and let them escape, you receive a Token up to a maximum of 3 Tokens. Each Token increases your Movement speed by 3/4/5%. Each offensive action spends 1 Token.) The perk speaks for itself, you chase your obsession, stalk them to charge Evil Within, than intentionally leave the chase each time to gain stacks. You won't be pressing M1 until you're in Evil Within Tier lll anyways, which gives you a prompt you Kill any Survivor you come in close proximity to, so don't worry about losing stacks until you're doing this.
    • [Hex: No One Escapes Death] (Once the Exit Gates are powered, if there is a Dull Totem remaining on the Map, this Hex is applied to it. While Hex: No One Escapes Death is active, Survivors suffer from the Exposed Status Effect and your Movement speed is increased by 2/3/4%.) For the most part you're not using this perk for the Exposed Status Effect, you're using it for the movement speed increase which should help you out even more with the movement speed debuff that Judith's Tombstone gives. Pretty simple, it's just for the movement speed if all Generators are active.
    • [Blood Warden] - [The Nightmares Perk] (Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity to block both Exits for all Survivors for 30/40/60 seconds.) This perk is a last resort in-case a Survivor opens an Exit Gate while you're chasing someone. If there are two Survivors left and one opens the Exit Gate than you can down the Survivor you're chasing and gamble that the other Survivor goes and rescues them. Once they do this, you should have about 40-30 seconds left to mori both Survivors. It's not a 100% full-proof plan of course, since the time restraint doesn't help, but it's a last resort of a reason.
    • [Corrupt Intervention] - [The Plagues Perk] (3 Generators located farthest from you are blocked by The Entity for 80/100/120 seconds at the start of the Trial. Survivors cannot repair the Generators for the duration Corrupt Intervention is active.) This perk is just to stop any quick gen-rushing that might occur early on, that's about it. It's a must use in-case a team is aware of your intentions and immediately start gen-rushing you as a result.

    optional perks you could use

    This part is just to give you an idea on other perks you could use below. You can decide what you can swap out above, but i'll leave it in the personal description at the end anyways to help you out.

    • [Whispers] (Sporadically hear The Entity's Whisper when standing within a 48/40/32 meters of a Survivor.) This perk is primarily going to be used to help you find the last remaining Survivor. If you decide to use this perk, than yse the Tier lll version. Using Tier l and Tier ll will make it harder to discern where the last Survivor is. Swap Blood Warden out for this perk if you can't decide which perk to drop in the main roster above. Blood Warden in-general is a gamble, so if you're confident that you'll kill 3 of the 4 Survivors before the Exit Gates are powered than you won't need Blood Warden.
    • [Monitor & Abuse] - [The Doctors Perk] (While in a Chase, your Terror Radius is increased by 8 meters. Otherwise, your Terror Radius is decreased by 8 meters and your Field of View is increased by 3/5/10. Field of View gains do not stack.) This perk was buffed to now give the 8 meter increase/reduction in any Tier, so using any Tier is fine. The FOV gain doesn't impact this build heavily, so don't worry about that if you don't want to spend time getting the perk to Tier lll. Swap Blood Warden out for this perk if you can't decide which perk to drop in the main roster above. Blood Warden in-general is a gamble, so if you're confident that you'll kill 3 of the 4 Survivors before the Exit Gates are powered than you won't need Blood Warden.
    • [Discordance] - [The Legions Perk] (Any time two or more Survivors are working on the same Generator, that Generator's Aura is highlighted in yellow for 8/10/12 seconds.) This perk will help you track any Generators that're being gen-rushed. It'll also help you find Survivors right off the bat in-game, so it's pretty handy when trying to find Survivors to stalk. You can swap Corrupt Intervention out for this perk, but it's not really recommended to do so. Instead, you should either swap Blood Warden or Hex: No One Escapes Death out for this perk, since NOEDs speed boost isn't massively needed, and Blood Warden wouldn't be useful if you're on-top of stopping Generators from being finished.
    • [Nemesis] - [The Oni's Perk] (A Survivor who blinds or stuns you using a Pallet or a Locker becomes your Obsession. Anytime a new Survivor becomes the Obsession, they are affected by the Oblivious Status Effect for 40/50/60 seconds and their Aura is revealed to you for 4 seconds.) Honestly, this perk could actually be more useful than Blood Warden, which makes me debate if I should've used this in the main perk slot above. The only downside to this perk is that you need to be stunned for the Obsession to shift to someone else, so using this perk will let you kill the Obsession WITHOUT worrying about the loss of gaining more PWYF tokens. For context, the Oblivious Status Effect masks your Terror Radius to the Survivor that became your new Obsession. This only applies to them and it can make it a lot easier to either sneak up and kill them later or break off from the chase and make them waste time running away.

    last, the map

    This part should be really simple, i'll list below the maps you should use when attempting this achievement/build, since they're the best for maximizing your chances of completing this challenge.

    • [Gideon Meat Plant] - [The Game] (This is the number one map you should attempt this achievement/build on. It's small, easy to traverse, and the Generators are fairly close as well, so getting to them won't be an issue for the most part. The Gates spawn quite far from each other, but running into Survivors is quite easy due to the size of the map itself. Use the Offering "Jigsaw Piece" to get a Tremendously increased chance of getting this map. Using a map offering gives you a 100% chance of going to this map, other map offerings will make this chance go from 100% to 50%, depending on how many are burnt in the offering screen.)
    • [Lery's Memorial Institute] - [Treatment Theater] (This is your second option for maps to go on when attempting this achievement/build. The only downside is that the Generators can spawn quite far, so getting to them is a bit of a hassle if the Survivor team knows to do the middle ones first. Besides that, it gives you a lot of places to hide behind and stalk Survivors. It also gives you a lot of options to cut off Survivors and catch up to them. It's not the greatest place to do this challenge, since there's a lot of places to avoid being stalked, but it's the best in terms of hiding places. Use the Offering "Shattered Glasses" to get a Tremendously increased chance of getting this map. Using a map offering gives you a 100% chance of going to this map, other map offerings will make this chance go from 100% to 50%, depending on how many are burnt in the offering screen.)
    • [Grave of Glenvale] - [Dead Dawg Saloon] (You might as yourself, why would I use the newest map for this challenge? Well, this map isn't actually that big when you compare it to more common maps, and it's a pretty open map for where most of the Generators are, so it's a fairly good pick to use when stalking Survivors! You're not hitting them with your M1 attack, you're only killing them with the kill prompt in Tier lll, so it's not like you're going to be chasing anyone until you're in this state. Use the Offering "Dusty Noose" to get a Tremendously increased chance of getting this map. Once you have a full 3 stacks of PWYF, you should easily catch up to a Survivor and use the Killer prompt on them! If you decided to use the optional perk "Nemesis" than you shouldn't worry about killing the obsession.

    conclusion

    There are some other optional maps and perks you could use, but this is the best I can offer without covering anything. I don't really need to add every little bit of information anyways, should this should be more than enough information to help you out. Also, It took awhile to compile this comment for you, so I do hope it helps you out!

    Stay safe out there, see you in the fog...

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160790#Comment_1160790

    My thought would be the exact opposite of Survivor Exhaustion perks. they go from 60/50/40 seconds, so a Killer version would go 40/50/60. Though not sure if that isn't TOO much now that I look at it.

    Well if it gradually goes up by one second each time, than a hard cap at 60 isn't that big of a buff.

    To mitigate any complaints, they can remove the bonus that Mindbreaker stops the exhaustion penalty from going down while on a generator, or just make it so that the reduction for it goes down every 0.5 seconds. Even if they don't remove it, it only really penalizes players that use exhaustion perks like Sprint Burst, Balanced Landing, Dead Hard, or Head-on.

    If that's too much time, than they can reduce it to something like 10/20/30 seconds to be reasonable.

  • I don't know if it would ever happen (personally I doubt it entirely). I've never seen anything about other game characters being in DBD, even if it's just a charm.

    But one can hope, if they really want to do it than I wouldn't mind it at all, it would only feel out of place somewhat.

  • Basically, The Redeemer takes about 2.75 seconds to reload (Source: DBD Wiki), and the cool-down above is 3 seconds... so it's essentially the same thing. They can even add cool-down reduction add-ons like how Deathslinger has reload speed add-ons.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160706#Comment_1160706

    The big downside to Mindbreaker in particular, as I understand it, is that the Exhaustion only lasts a few seconds after they let go of the generator, making it useless for any Exhaustion perk except Sprint Burst.

    Seems like it'd be stronger / more viable if they made that longer or did something like make the Exhaustion a cumulative effect. The longer you stay on the generator, the longer the Exhaustion lasts, like that ultra rare add-on for the Oni that makes survivors' auras visible based on how long they're in contact with blood orbs.

    If it increases over time, than it would need a hard-cap at around 30 seconds or more, depending on how reasonable it is. They could have it cap at 90 seconds but gradually increase the amount of exhaustion you have for every second you're on a below 50% Generator.

    And yes, that's the big downside to Mindbreaker unfortunately, it only lasts about 3 seconds, which can easily be circumvented. That's why if you use the perk, you should use it on a Killer with good exhaustion add-ons since they stack.

  • @farfrompopular777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160730#Comment_1160730

    Maybe a Survior?

    But he might be invisible tho, make his fur more lighter?

    Having brown or dark fur is really strong for stealth builds, so I don't know about that.

    Also, all Survivors are human, so a humanoid creature as a Survivor would be quite odd.

  • @Calabrum

    Short answer, yes this both stack with each other.

    The DBD Wiki says that the High Stimulus Electrode increases The Doctors Shock Therapy attack by 4 meters, while Polished Electrode increases it by 3 meters. Put them both together and that's an additional 7 meters on the base 10 meters that Shock Therapy comes with by default, making it 17 meters in length.

    As Fibijean has stated, unless something says "This add-on/perk does not stack" than it's safe to say that they do indeed stack with each other. I can confirm that they do, since they did so before.

    more information on the doctors add-ons can be found here

    https://deadbydaylight.gamepedia.com/Herman_Carter

  • @p1ague said:

    Good riddance to bad rubbish, though I do wish there was a way to recycle them or that they would start doing something actually cool (e.g. "play with perks you haven't gotten from the bloodweb, this round only")

    I wouldn't mind a recycling system for offerings and add-ons in-general, that'd be good for unwanted offerings and add-ons you didn't intentionally want.

  • @PugGod

    I don't think he'd be a Killer, since Webber isn't exactly known to be a murderer or anything.

    But as a charm, that'd be cool.

  • @MissBehavingX

    That just sounds like latency, which still happens in-game when it comes to hitboxes.

    There's nothing you can really do about that i'm afraid... but no, they didn't change the hitboxes in anyway, they should still be the same for the most part.

  • @SafetySkizzorz

    You probably already found what you're looking for, but here's the link if you didn't. If you're unsure on what percentage an add-on gives, than hover over the bold parts like "Slightly increases" to see what percentage they give or take on that add-on.

    here's the link to the deathslingers bio on the dbd wiki

    https://deadbydaylight.gamepedia.com/Caleb_Quinn

  • @PeenutsButt3r

    Nobody has it at the moment, not even me and I've done every new achievement again for the first few days of the new DLCs release.

    I'm just missing that one and than i'm done. Also FYI, another achievement is also bugged. That achievement "Quick Draw" currently gives the achievement to the opposing team, when the Killer is supposed to be the one getting points towards it... So whenever you get shot off a totem, the Survivor (aka you) gets the point and not the Killer.

    Somehow I unlocked this achievement on day 2, so it's currently another issue you might come across.

  • @Inhale_sand said:

    The same thing happens to me sometimes. Whenever it happens, usually I just close the application, and then restart it. Works about 85%of the time for me.

    Refreshing the queue usually helps sometimes, but obviously you've seen that it doesn't always work.

    If you're not playing during peak hours, you're in a low rank, or your region doesn't have many players than you'll suffer with longer queue times unfortunately.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158667#Comment_1158667

    It only effects their ability to use certain perks. When Mindbreaker inflicts exhaustion on a survivor they can not make use of those specific perks until the Exhaustion status effect goes away. If the Survivor isn't using any of those specific perks, Mindbreaker effectively does nothing.

    That's kind of why nobody uses Mind-breaker, unless they're using an exhaustion build on a Killer that has exhaustion add-ons like The Clown, or Huntress who have THE BEST exhaustion add-ons.

  • @Prex91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157628#Comment_1157628

    I know. Personally I prefer to do it when I can, and when I think I can take the risk to lose time doing it. Because I know it will help me next during chasing a survivor good on doing loops.

    That's the general idea when breaking the breakable walls, doing it in a chase will just give the Survivor enough time to run away from the loop entirely.

    Doing it during the start of the match or during downtime is the best way to work around the time loss. It's most beneficial when you do it after someone is hooked, since it prepares you for the next foreseeable chase at that loop.

  • @PBsamichShoe

    As said above, your save file is tied to your steam account, so uninstalling and reinstalling the game will NOT erase any saved data, since it's stored separately in a cloud.

    And yes, the same applies to Xbox, Switch, Windows, and PS4.

  • @Raven014 said:

    I like the idea of bringing him in, he could easily fit within the realm and undead are not a new phenomena here, the only thing I'd be reserved about is that people would be extra toxic about this. A power that stuns the killer if they miss is a bit too weak. Nurse doesn't suffer from that drawback just because her power can teleport through walls. His... doesn't exactly do that.

    It resembles a ranged Killer for the most part, but more-so towards the Deathslinger.

    Why? Because every missed shot from the Deathslinger requires you to reload afterwards, the same goes for this, every missed use of the power goes into a "passive state", except this one seems a bit more harsh than a reload gun reloading.

  • @Sniperzduty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160669#Comment_1160669

    I mean yea but it’s like how calm spirit counters the doctor and fixated counters the spirit

    That's true, but those perks ONLY countering a specific Killer are also no beneficial to the overall concept that perks follow.

    If they're only useful for one Killer and one Killer only, than 90% of the time they'll be ignored. Most Survivors know about specific perks that counter specific Killers, but they still don't use them because there's a good chance they won't get that Killer. Unless you REALLY hate that Killer and don't want to face them, than it isn't that useful outside of that.

    Look at Iron Will for example, this perk is used a lot in the meta because it's generally a good perk, but it's also used to Counter Spirit as well (for the most part anyways). It still has use outside of facing Spirit, and it's still a solid to really good perk depending on who uses it.

  • @KingOfBadRNG

    I mean, the aura intensity part no, since it's a full heal automatically with "For The People". But the other part about "seeing the Killers aura" when you heal them from the Dying State is a yes, since it's beneficial to see where they're when both Survivors are put into the injured state.

    It's a small heads up to figure out where to go to next. It might actually be helpful when you're going for the achievement "Selfless Survival" as well.

  • @Sniperzduty said:

    I think boil over deserves some love it's been such a bad perk from the start hopefully it gets buffed soon

    Maybe it would work well with The Deathslingers ability if they made it compatible, but the idea of a 75% struggle benefit would make it a lot harder for The Deathslinger in-general, plus buffing a perk around one Killer doesn't exactly benefit the perk as a whole.

    I do hope the perk gets buffed or changed, but the idea of it working around one Killer isn't really beneficial.

  • @CynicalDemon said:

    Ah ok thanks yea I didnt see the part about your items no longer disappearing and just becoming unuable

    Also, a somewhat useful side-note you might be interested in.

    If you try to 99% your toolbox to save the add-ons, than that'll still result in the add-ons being lost after the trial ends. Unfortunately, now matter what you do they'll always vanish after the game ends. The item retention system is quite odd anyways, since the only way to NOW lose actual items is to die in-game.

    If you come across the possibility of another bug with the tool-boxes themselves, than don't be afraid to make another question asking about it. If you get told it's indeed a bug, than please use the link below to find a post about the bug itself. If you don't find one, than please do make a bug report so people are aware of this unforeseeable.

    Here's the link to the bug report sub-forum

    https://forum.deadbydaylight.com/en/categories/bugs

  • @Thatbrownmonster said:

    No

    This is like bringing slenderman into the game

    It's a boring game with a gif of a robot going your direction and a loud noise

    I guess that's one way to look at it.

    Personally, I think there's a reason why other horror games are not IN DBD as a DLC. This could stem from licensing issues and other such reasons. While i'm not behind the idea of a Fnaf chapter at all, I can still give the concept a read and see how they did on it. It gives people constructive feedback, even if they're not behind it.

  • @WRussoW said:

    I'm pretty much sure that if you play often you'll be able to get your 9000 shards.

    To be honest, I think the 2 months+ that The Rift gives is more than enough to get 9000 shards, if you play consistently that is.

    There's a reason why these Archive challenges don't use licensed Killers, it's so players can just play normally and unlock these characters with the shards they get from regular matches.

  • @SeeYoureWrong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157981#Comment_1157981

    I was disappointed when I tried using inner strength when I needed mending. Totem wasted.

    It's weird yeah, I noticed that for the first time when Legion came out, Adrenaline just heals the mended state and that's it, you're still injured afterwards.

    As Fibijean said, it most likely has to do with the mend state being it's own individual health state, which makes sense... since mending IS technically it's own health state BEFORE you can heal yourself. You get out into the mend state, mend, than you can start healing in the injured state.

  • @Sniperzduty

    I'm not sure to be honest. I think the perk is specific and only ties to the struggle mechanic when being picked up, not when you get harpooned by the Deathslinger.

    I can somewhat confirm this since I've played with Survivors that had boil over about... yesterday actually. I didn't notice a bonus when struggling with boil over. It makes sense that it doesn't give you a bonus, since a 75% struggle boost when being harpooned would make it really easy to break out of.

  • @KayK99

    If you want a dumbed down version, just hit people A LOT with basic M1 attacks on every Killer, even if they have insta-down powers since that'll hinder your progress towards the chaser emblem.

    The rest is as simple as the description says, Gatekeeper requires you to keep your generators from being finished, which rewards a point for every remaining Generator every minute for the first 9 minutes I believe. You gain extra points for keeping the gates closed WHEN they're powered.

    The rest is simple, get a lot of hooks on the Survivors, make sure nobody dies instantly, etc etc. You basically want to play with the Survivors like they're flys in a web. Just make sure your Generators don't pop quickly during a long chase, and don't end the chases too quickly. Find a middle ground when chasing Survivors, since the game ironically rewards you for a decent chase, but punishes you for a long or short one.

  • @FichteHiro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158484#Comment_1158484

    Maybe they removed the option for them to spawn in the Bloodweb, I'm pretty sure they could spawn in it when the Switch version of the game launched.

    I'm not 100% sure about that, since some people said it was in base-kit and others said it was in the Shrine.

    The last time it was mentioned in a question they mentioned it was tied to the shrine of secrets, so I think the latter is where you get them now.

  • @SeeYoureWrong

    No, no matter the circumstances. If you have the Broken Status effect applied to you than you will NOT heal. Adrenaline is weird, sometimes you'll actually heal from the mend state, but not go into the healthy state. As for the broken state, it de-activates all chances of healing from it until the status effect is gone.

  • @Death2364 said:

    Game didn't end and I waited like an hour practically also the glitch was I could pick them up after they were unhooked the game wouldn't let me also they were a red tank complaining that I was toxic

    Well sometimes it lasts for a few minutes, since this isn't the first time this bug has appeared, but sometimes it lasts for a long time. Unfortunately the latter is what happened to you.

    There isn't really much else you can do about this i'm afraid, if it happens again than the options Fibijean gave above is all you honestly have i'm afraid. The bug doesn't happen a lot, so it's not like this scenario would happen twice in one day. I myself have never come across this bug in this version of DBD, in past versions I did but only once.

    Here's what I suggest you do though, you can report this to the bug report sub-forum and see if anyone else has made the same report before you do, if someone did make a report about this bug than be sure to up-vote it so it gets seen by BHVR and addressed. I wouldn't doubt it's already being addressed, but better safe than sorry! Unfortunately, this is all I can offer for advice. If it's any consolation, I'm sorry this happened to you in-game.

    here's the link to the bug-report sub-forum

    https://forum.deadbydaylight.com/en/categories/bugs

  • @Death2364

    I'm sorry but I don't understand what you're asking, can you explain yourself a bit more so I can help?

    What do you mean by "The Survivor who glitched and has no bloodpoints won't leave". If you mean when someone isn't dying from the EGC and the match never ends, it eventually will don't worry, it's just a bug that sometimes glitches out a player in-game. The EGC won't kill them, but eventually after a few minutes the match will end. The bug is also not that common, so it's not like you'll have to worry about it happening all the time.

  • @WRussoW

    The only way to apply damage without losing stacks is to get stunned after you harpoon someone, you can do this by letting them break the chain on some rocks, trees, etc. I'm not sure if shooting the Harpoon loses stacks as well, but if Bubbas chainsaw loses stacks when used, than shooting the harpoon would also result in the same thing, just from a guess.

    If you hit when when they're harpooned, you lose a stack, if you shoot (possible) than you may lose a stack, if you hit them normally than you lose a stack. So all signs point to this combo'ing poorly, but that's just my opinion.

  • @Prex91 said:

    Destroy all breakable wall, especially if survivor abuse loop the saloon.

    Sadly Brutal Strength doesn't help with this since breaking walls takes time, that's why it should be done at the start of the game or tactically in a chase.

    I know you didn't mention Brutal Strength, but my main point is that breaking the walls takes up time.

  • @Semimatic said:

    @FireHazard

    Sadly the concept shown is severely outdated. I'm suggesting FNaF now rather than in the past due to the much mature tone and increase of quality the games have. Thanks for the feedback though, means a ton!

    I don't personally know if the current Fnaf is more mature or not, for all I know it could follow the same story or general concept that... the story is about. Unless you told me the entire new story or whatever Fnaf follows currently, than my opinion will still stay the same. Even if you did that, it might stay the same anyways, Idk.

    All I know is, i'm just not into what Fnaf offers.

  • @Semimatic

    The write up for this concept was good, I liked the presentation and overall ideas that were brought to the table. You did a good job with what you were given, and that's something to be proud of.

    But here's my opinion on why I'm not into a fnaf chapter

    As the title suggests, I can't get behind anything Fnaf related for several reasons. I know it's just my personal opinion on the matter, which might not matter of anyone who's REALLY into the idea of having a Fnaf chapter.

    The general concept of the story itself isn't really scary to me, personally, it's mostly sad than scary when I went back to review it. I could just be desensitized to the horror Fnaf brings, but I never really thought it was scary in the first place either, it was just a neat concept when it first came out and than slowly started to target more towards a T for Teen category.

    I'm not saying that the game is for babies, but I just don't personally find the idea of animatronics to be scary and/or disturbing. They mostly come off to me as weird looking, and that's about it. The story itself is sad since to follows... well... the story it follows, which is all i'll say, but i'm not really focusing on the story itself, more-so the horror aspect the game gives off.

    My main issue with the games is that I don't find jumpscares to be inherently scary at the core of it all. It's in my opinion the laziest way to get a reaction out a view/player. They're easily produced and used constantly, and that's something I just don't find scary in-general. The idea of a animatronic in real life or a corpse piloting a battered suit might be scary to some people, but to me personally it isn't at all.

    my problem with the main power itself

    It's a good focus on what Fnaf is about, but the power itself is... odd. The idea of the "Petrified State" is a good take on what Fnaf's main "scare factor" follows, but I don't see why that would petrify characters that have been playing against the biggest horror icons to date

    Characters like Dwight, Claudette, Jake, Meg, etc have been facing against mass murders, dream demons, disfigured creators, grotesque monsters, and other such things for literally years. While the power itself is a good take on the overall concept that Fnaf follows, it just doesn't come off to me as something that would petrify these characters that have seen it all.

    Why would a corpse in a suit scare someone like Claudette who's faced against literal cannibals, murderers, demons, and monsters... the power isn't the issue, it's just the overall concept of being petrified all of a sudden that is. I just don't see why these characters would be scared of something that's... arguably tame to someone like Michael Myers, The Hag (who eats people), or The Demogorgon.

    also, about the Survivor themselves

    The Survivor, at least from what I've "seen", hasn't shown their face ever... so... I doubt a faceless Survivor would make it in the roster. A Survivor needs a face, they can't just be a concept that just exists for the sake of relativity and symmetry to past Chapters. GhostFace still doesn't have a Survivor with their chapter, so why does Fnaf need one?

    conclusion

    I'm not bashing on the community that Fnaf has, the overall concept, or just in-general what Fnaf is. I just personally don't think it's scary at all, and it's something that I personally wouldn't be into if DBD released it.

    The only thing I know about Fnaf is the first two games when Fnaf wasn't targeted to a T for Teen audience, and some story that suddenly makes it way into my recommendations on youtube over the years. That's it, I don't play any of the other games, I never played the 2nd game (just saw a video or two and than moved on), and i'm not a supporter for the genre or the game in-general.

    While the overall power concept, perks, and other such things follow well with what the game is about... I just can't get behind it still, even if it was written up so well as shown above. I guess you could say that i'm not into Fnaf, maybe because of my age or because I've seen a lot worse, but at the end of the day it's my opinion on the subject, whether others agree or not is up to them.

    Also, I might not know 100% or even 50% of the story, I probably only know the basic concept from and outside view, but I don't think it's changed from it's overall theme that much. You can of course correct me if i'm wrong, but I still don't think my opinion would change if I knew EVERYTHING.

    tl;dr

    Fnaf isn't scary to me personally, so I can't really get behind anything Fnaf related as a result.

    That isn't to say the write up or the concept you gave was terrible, it was actually pretty well made! The power you suggested and the overall perks fit well with what Fnafs "Scare factor" is about. I just don't find jumpscares or the story about Fnaf to be scary or disturbing, it's mostly sad than scary to me personally.

    I'm also not a supporter for the game and don't know 100% or even 50% of the story, I'm just going off of the basics and past experience with the first game when it was a huge trend at the time. With all that being said, and my personal feelings about the game itself, the overall presentation was still pretty well made for what you were given. My opinion isn't saying that the concept of a Fnaf chapter is bad, it's just my personal view on how I would react to it.

  • @RobMeister88 said:

    Unfortunately no. Although dedicated servers were bad, they weren't as bad as lag switching Bubbas and Wraiths. Ever since dedicated servers were deactivated, lag switchers became frequent again. Dedicated servers is the lesser of the two evils.

    I'd prefer Dedicated Servers over lag switching/laggy Killers any-day to be honest.

    Everyone bashes on Dedicated Servers, but they're a lot better than what we used to have. If the Killers connection was bad, than the game would be horrendously laggy, if you had a bad connection, than the same would apply. Now it's not so much about having a bad connection, but more so having a good connection to the Dedicated Servers themselves, since you're not the one that hosts the lobbies as the Killer anymore, and your connection is linked to the Killers connection as a Survivor.

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