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FireHazard

FireHazard

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FireHazard
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  • Nemesis and Dark Devotion is an amazing combo in my opinion...

  • I don't see how one toxic player represents the "Killer issue" and Survivors as a whole now.

    One player being entitled about nothing is not really a good representation of how others act and "where the game is heading" in my opinion. I've met countless people that are intelligent and kind, even if they win or lose, and these were Survivors and Killers as well!

    Some Killers/Survivors want to learn and improve, and are thankful for the loss to improve with a win next time, some also don't like losing and act like... that. In a game, you inherently want to win, right? I can't say I've never been mad about a loss, but I never exploded about it or outright attacked another player for who they are and what they use.

    At times I was salty about a few losses in a row, but nobody likes losing right? People like to win, and that's the main goal of any game. But I think of it like this, losing is an inevitability, we'll all lose at something eventually. But, it's good to learn from that loss, and instead improve for the next game!

    Because in my opinion, its more satisfying to win against a cocky player than it is to lose and get angry about it!

    a small story as an example

    Back when I only had maybe 500 hours or less, I don't remember... I was P3-50ing Billy and learning how to use him effectively at Red Ranks. One day, I came across a Survivor that had a SWFs, they beat me and proceeded to flame me and told me to uninstall, etc.

    Eventually though, I met this player again with their SWFs. Instead of giving up and accepting defeat, I actually destroyed his team. In the post-chat, silence. Nobody was there to spout any negative comments, and if they were... they didn't say anything, not even the last Survivor that died.

    whats the moral of the story?

    Don't give up, improve and try again. If you just give up and let the toxicity get the best of you... than you'll most likely become the same as them.

    I've seen it before many times, and people even admitted to why they're toxic, BECAUSE OF THAT. Not everyone ends up that way, but some people are toxic because of other players being toxic.

    Be the better player, and don't let them get the best of you!

  • @MrsMaliciousX said:

    https://forum.deadbydaylight.com/en/discussion/comment/994758#Comment_994758

    Yeah its more of to let them know its happening, Seeing that I forgot to report them in game. Sucks I forgot but it happens. Just hope they can be aware of it.

    I'm sure they'll get the message, they of course let you know that they got it WHEN they get to the ticket.

    Tickets work in a list or line, whoever is the oldest will be looked at first and eventually you'll make it to the end of the list/line. So when you do, they'll reply to you and let you know that they either know about the issue OR thank you for informing them about a new-found issue.

    Either way, they'll thank you for letting them know of course.

  • my honest opinion on this subject

    I personally think a lot of people are jumping the gun with the Ruin change and in-general the Killer player-count.

    My builds used Ruin so often because of how effective it was, eventually because of this... 80% of my builds incorporated it... only some of my Killers like Legion, Spirit, Billy, and some others were spared from this, mainly because the builds I had for them didn't require Ruin AND I personally didn't want to use Ruin on them.

    I haven't used Spirit since her road to P3-50 and for some dailies... and I haven't used Billy since probably mid-2019 I think? For dailies yeah, otherwise not so much in terms of one or two matches.

    And Legion I have used a lot, even after his various nerfs and buffs.

    here's the point though

    I personally believe this change is for the better, since Ruin was so effective that most of my builds incorporated it... it really dried up the potential for any "builds" besides something like Ruin, BBQ, ???, and ??? depending on the Killer.

    BBQ for points, and Ruin because it was effective and helpful for the mid/low tier Killers that needed it. But here's the thing, other perks that do this "less effectively" or the same exist, Corrupt Intervention exists, Huntresses Lullaby with 4-5 tokens exists, Devour Hope builds exists... there are options!

    Yes Devour and Huntresses require a build up, but Hex perks were never meant to last more than 1 minute on average, Hex perks are just a gamble... if they last above a minute than the gamble paid off, if not, than the gamble failed for that match.

    so why does this tie in with the "killers leaving the game" issue?

    Because this wasn't a "big thing" until Ruin was announced for a change, so I feel people are just jumping the gun because of this change. If Killers honestly couldn't play without Ruin... than they were following a one-sided meta that had no variety.

    But now... NOWS THE CHANCE FOR CHANGE! Now Killers can use more than 2 perks that're random, we're now able to expand and use 3 or 4!!! Many builds can be spawned from this, and long since dead niche builds can be revived once more!

    Think about it, if the game was "dying", than wouldn't the player-count be drastically lower than the average? Wouldn't we be in the lowest point in DBD history with players? This game has the most consistent player counts for a multi-player horror game to date, and that's quite the accomplishment.

    I think we're fine tbh, this always happens when a meta perk/power is nerf, changed, etc. The fires start to rise, but eventually only ashes will remain. In due time, people will accept this change... but the ones that can't will still remind us, so it's a double edged sword.

    But hey, that's how it is for any meta changes, so this is to be expected.

  • @MrsMaliciousX said:

    https://forum.deadbydaylight.com/en/discussion/comment/994738#Comment_994738

    Thank you for this.

    I did miss a few steps, But honestly, I just want the devs to be AWARE of this cheat. Because I do believe that it is one that could possibly hurt the game IF more people got their hands on it.

    But thank you so much for the reply back. very grateful to have such amazing help through this!

    In terms of letting them know, you can of course submit a ticket for this.

    But if you didn't report them in-game and don't have their Steam ID, than you can't follow up with a report that wasn't submitted, if you catch my drift. The in-game report is necessary, and if it isn't submitted than the offender won't be given their punishment until the anti-cheat catches it OR someone else reports it.

    But, if you're going to use it to just let them know about the hack itself, than of course that's A-OK!

  • @adsads123123123123

    It doesn't say on the DBD Wiki about what the percentage for the chance to become the Obsession is.

    Further investigation reveals nothing about the percentage DS has of being the Obsession at the start of the match either, either it doesn't exist or the percentages are hidden.

    With how old DS is, you'd think that percentage is out there by now. But from what I could search up, no such percentage exists in a post, the DBD Wiki, or a youtube video, at least not from what I could find that is.

    here's what that feature was previously for...

    This feature is from the old DS anyways, since whoever the Obsession was would have the ability automatically activate when picked up, and any non-obsessions would have to wiggle for 40% of their meter to have it activate.

    But this is Pre-Nerf DS, so the feature doesn't exactly do anything anymore. Either it was removed from the DBD Wiki's percentages, or nobody really knows. Perhaps the text was left in the perks description because of the "new" DS's other feature, here's a quote from the perk itself.

    "Successfully stunning the Killer will result in you becoming the Obsession."

    conclusion

    I wouldn't really worry about it, mainly because the feature doesn't do anything anymore for other perks that work off the obsession. I don't see why a Survivor would want to be the obsession now-a-days, it just makes you more of a target for the Killer now.

    If anything, you'd want to NOT be the Obsession in DBD 2020, but that's just me. Here's an example, Dying Light doesn't give the repair bonus anymore, so abusing it with DS doesn't do anything in terms of repair speed, DS no longer has the old criteria for when you can stun the Killer, it just works right after you're tunneled or picked up too early, etc.

    If I find any information on this, than i'll re-@ you here, otherwise, unless someone else finds the information... than there's nothing else I can tell you. Or of course if a dev responds to the post... that too.

  • @MrsMaliciousX

    Before I tell you where to send it, I need to inform you about the in-game report that's required, and some other bits of information.

    first, an in-game report

    If you plan on following up with a support ticket to BHVR, you need to have already filed an in-game report during the post-game chat when that match with the hacker ended.

    If you do not do this/didn't do this, than there isn't much the support team can do about it. If you did than that's great and you can follow up with the report.

    Second, you need the offenders steam id

    This is required in the ticket itself, if you don't have it than try searching through your recent players in Steam or console, if you try searching by name on Steam than that's something I highly don't recommend. If you somehow get the wrong person with the same name, than it'll only cause trouble.

    Please try to find the account and get their ID, if you don't have it than I don't think it's a MASSIVE deal, but I also don't think the ticket will submit until you give them the ID.

    last, the support team link

    With all that being said, if you have the evidence (optional), the in-game report, and the offenders ID, than you're all set to click the link below and submit the support ticket to follow up on that report!

    Here's the link to the support team: https://support.deadbydaylight.com/hc/en-us

    Hope it works out, good luck!

  • @Evelyn208 said:

    So do you mean you aren't ever rotating your camera to where you are running and moving purely on memory?

    Aren't there small changes like trees, oil drums, wood stacks on the floor etc?

    Depends on the loop, most loops that're in almost every map are basically the same at it's core. Some loops will throw in a tree or rock, but both you and the Killer has to go around it... so if you have a decent amount of room than you'll still have the same amount of room AS IF it wasn't there at all.

    an example

    Think of it like this, you have a two walls that make up a narrow path. This path has 1 pallet and nothing else. You can go around the corners of that path and keep looping until you use that pallet to block their advance, that's it. But, if you throw a rock or tree around that corner, you and the Killer have the loop around the rock... so unless they're right on top of you (which they would hit you anyways if they were), than the Killer ALSO has to go around that rock and waste time to catch up to you...

    here's the thing about basic tiles/loops

    Most loops are the same (aka the basic tiles structures are the same on almost every map), so you won't get any drastic changes or even ANY changes at all for most of these loops on different maps... loops that offer amazing looping potential like Coal Tower also never change, they're the same.

    So in a sense, every re-iteration of a loop will be the same for the most part, and any loops that're a part of a main building of that map will mostly be the same WITH some different paths that're added in depending on RNG, some of these paths are almost the same, while others are different and beneficial for the Killer or Survivor.

    more about "main buildings" for maps

    Basically a main building is the building that the map has AS it's main structure to loop in. Buildings like Crotus Prenns Asylum is that main structure to that map, all that changes in those main buildings is the windows and pallet placements depending on RNG. Their position however NEVER changes, they're always in the same place.

    On maps like Lery's or Hawkins, unique spots in that map will always be in the same place, they lack a "main building" because the map takes place in a building itself, so these in turn are called "main rooms" as an alternative for maps that take place INSIDE a building itself. These main rooms never change position, but some rooms that do look unique will sometimes change, it depends on how the map mixes up its room places. But for most "main rooms" or unique rooms, they'll be in the same place every time you enter that map that takes place in a building.

    As for other maps that don't, the main structure is always in the same place.

    If you want to know more about alternate paths on maps like Cold Wind farms main buildings or other maps like Mother's Dwelling for example, than look into videos or google searches that explain the alternate paths that those main buildings can have.

    Everything mixes up in a map, not every tile will spawn in the same place, but the thing is... most of these tiles ARE the same in those maps, they're just in different spawn locations. The only thing that never moves is the main buildings, but their looping paths CAN change.

    in a less confusing way (tl;dr)

    You'll mostly use loops that're all the same, most maps have some exceptions to different maps like Lery's or Hawkins... but in a sense you'll always face the same loop as a Killer or Survivor, and the main building loops will change depending on RNG OR if they even have alternate paths, some don't like Cow-Tree (which is in that video) or Coal Towers loop.

    So you'll sometimes get less loops, some windows that're blocked off, or alternate paths with different windows open. As for the basic tiles outside of these buildings though, they're always the same for the most part, they might look different or have some additions for the look, but they're always structurally the same.

  • @Evelyn208

    some tips on what you'll see in-game

    Your issue is that you're looking for the Killers presence themselves, rather than subtle hints to where they're looking and where they'll go.

    Most Killers known how to loop around the basic loops, since they're on every map and they've done so many many times before. Since you only have 100 hours though, you're most likely not in a rank like Red Ranks or Purple, i'm guessing you're either in Yellow or Green by now.

    But, back to the point. You need to focus more on the Killers "Red Stain" (aka their Red Light) when looking around corners and facing their way, you'll get an idea of where they're facing because of this AND where they're most likely walking to.

    The issue about this though is that some Killers can use the Red Light against you by facing towards the corner and moonwalking around the other side to meet you at the other end AND down/hit you.

    Usually with mind-games like that, you DO need to practice and anticipate this through repetition, anticipation, and luck. Sometimes a Killer will eventually hit you, it's either in 10 seconds or in 5 minutes, you'll eventually get hit and go down (depends on the Survivors skill vs the Killers skill).

    First, i'm going to link you a video that'll help you get a basic understanding of the basic tiles (aka loops) of almost every DBD map, this will give you an idea of where to look in a chase and what to anticipate when going INTO said chase.

    Here's that video:

    https://www.youtube.com/watch?v=p6QYjInzLeM&t=57s

    an idea of what to expect afterwards

    With all that being said, some Killers don't mind-game as much or at all in certain ranks. Some Killers will naturally mind-game due to a lot of practice at these loops, or some Killers don't or can't mind-game at these loops due to in-experience OR their own reasoning behind it.

    For you, you need to get used to these loops and understand how a Killer thinks, it's not about seeing them 100% of the time, its about knowing what they'll do and when to anticipate their next move.

    Loops with no walls or mid-walls are not the issue for you I assume, since you can see them most of the time. But for loops with long walls and almost 0 view of the Killer, it turns into less of a "guessing game" and more of a battle of knowledge vs knowledge. Will this Killer moonwalk to the other side while facing where i'm looking? Or will they moonwalking to my side while facing the other way to hide their red-stain?

    If you have a decent amount of room, you can anticipate this after a few seconds of viewing that area, if they don't immediately come around that corner facing forward or moonwalking, than it's best to assume they're going around the other-side to meet you at the other end of the window/pallet. Depending on the structure of the loop, you need to understand what they'll try to do. Some loops are stronger than others and offer more room for error or looping potential, so you need to figure that out and learn their tricks and motives when in a chase.

    in a sense, there are two types of killer mains

    There are experienced Killer mains that know the loop and understand what to do and not do to gain a hit or down, and there are Killers that're in-experienced and go straight forward in a chase but sometimes mind-game... depending on where they're at in hours and skill/knowledge with that loop.

    In a sense, you need to think like a Killer and less like a Survivor, knowing how a Killer acts and plays will make you understand where to look and what to avoid.

    in conclusion...

    Look into how each Killer functions and how each basic tile works, it'll give you an idea of how they function and where they'll go in a chase, some Killers will cut chases down with their powers and some Killers will just manage the best they can as a basic M1 Killer that doesn't have a power that can make the loops easier...

    It all depends on skill vs skill and knowledge vs knowledge. Educate yourself on these things and you'll start to see the bigger picture... This is the best I can tell you, some Survivors with thousands of hours can't face certain Killers still, some Survivors can't beat Killers like Spirit or Trapper in a chase, it all depends on what that Survivor knows and how used to the tricks they are.

    If that Survivor faces a certain Killer more and more OR they face a certain type of Killer like M1 Killers that have powers that can't help in a basic chase, than they'll see opportunity that come from these shortcomings EVENTUALLY.

    Remember, this won't come instantly, a guide is just a guide... it all depends on practice, dedication, and willingness to learn.

  • @Isaac_Felix_Gates said:

    Okay thank you, I'll try lowering the quality and see if theirs anything I can do optimization wise. Also I verified the files 3-4 times with every time coming up A-okay. Thanks for the help.

    I have a 1060 graphics card btw.

    I use a 1050, I can't remember if it's a TI or if 1050 has a TI...

    But what this means is your graphics card is better than mine, so it shouldn't be the graphics that's the issue, it just sounds like the optimization for the game itself is the issue.

    Try booting up Geforce Experience or any other application you use for gaming and mess around with the settings for DBD, see if that helps. Other than that, contact support if nothing changes OR look up optimization issues for PC on google to see what you can find on the topic.

  • @Isaac_Felix_Gates

    To me personally? No. In the past I would get lag due to my poor internet, so maybe that's something that's tied to the issue? Since my internet USED to be about 3MBS, but I've since upgraded to a 400MBS (or whatever it is around that) plan, so it could be the internet that's causing this... Otherwise, I don't really know anything about PC optimization for DBD, except some minor things.

    You can try some small fixes like verifying the files (left click DBD in the library, click properties, than click local files in the new tab and than verify), but otherwise, I can't really help you with optimization issues.

    Your PC doesn't sound like it's under the minimum requirements for DBD, did you try lowering the quality from high to medium to low and see what that does?

    If you did AND it did nothing, than you can try contacting support to see what they say. Unless someone here has a 100% fix to give you, than they're your best bet to bring this issue to.

    Here's the support link: https://support.deadbydaylight.com/hc/en-us

    You can also see if your graphics card is just old, or if there is anything else about optimization issues on google WHEN you tag PC to it. Other than that, this is the best I can personally do.

    One more thing, you can try updating your drivers in Geforce Experience (If you use that). If you don't use Geforce, than whatever application you use could need an update to it's drivers. Usually lag or game issues stem from old Drivers that need to be updated.

    If that sounds confusing on "what drivers are" than let me know.

  • @Guertena said:

    i thought he didn't have lounge in tier 1

    How else is he supposed to do those sneaky grabs/hits 😉

    It's basically non-existent though in terms of length, the only time his Tier l lunge is actually useful in a chase, is when you're using the Scratched Mirror + Boyfriend's Memo + Lery's Map Offering combo...

    Boyfriend's Memo being the add-on that increases his Tier l lunge. This makes it a lot easier to sneak up on people with Scratched Mirror seeing everyones aura's through the wall. Since if you just used Scratched Mirror and base-kit Tier l's lunge, you'd have to be like RIGHT on them to hit them, like literally on top of them.

    With the Memo though, it helps with sneak up hits and even chases... somehow chases as well.

    but...

    If we're talking base-kit though, than yeah it's hardly noticeable since you need to be right on them to land it. It doesn't help that his movement speed makes that almost impossible in a chase, but it depends on the Survivor, the map, and the scenario I guess.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/991074#Comment_991074

    Inferjus is right. I am 100% sure that you don't have to level the perk on Nurse to get it to tier 3 on other characters, as long as you have unlocked the teachable version at level 40.

    For the sake of your peace of mind, though, I've taken some screenshots to prove it using Flip-Flop on my survivors. As you can see from the screenshots below, I have Ash at level 41, so all his teachables have been unlocked, but Ash himself only has Flip-Flop at tier 1. Feng, however, has Flip-Flop at tier 3. The same will be true for all characters and their perks, Nurse included. Hopefully that answers your question 😊

    https://us.v-cdn.net/6030815/uploads/201/OX2HBJGTOOIE.jpg

    https://us.v-cdn.net/6030815/uploads/764/3WWPT17V08YA.jpg

    I mean yeah, once the perk is unlocked it's free-gain for you to level up on any Survivor/Killer, despite the original perk for THAT Killer/Survivor not being at Tier lll.

    It's not a "that's so obvious" scenario of course, but it should be the case... and it is. I mean, it would be kind of odd if you couldn't say... level up Self-Care on Feng Min UNTIL Claudettes Self-Care is Tier lll, that would be kind of strange in my opinion.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/989629#Comment_989629

    It's hard to imagine in all the complexitiy of the entire system, that actually kind of works, that this would be the problem in match making. Funny, really :))

    Hopefully the Rank Rework will sort things out once and for all.

    We just have to be patient is all, whether others can be patient or not is... not something that's up to me. The point is though, we should see some development on this soon. Since if you're reworking the Ranking system, than the match-making will also be changed as well to reflect this change.

    Of course this is all speculation though, so we'll see what happens in the end.

  • @Yogerman1997 said:

    Well, about can, you can, but you need heal yourself with selfcare 20 minutes.

    The easier way to get survival points without need escape is farm with a trapper who set traps and let u escape from them.

    I think he's asking in a general scenario that doesn't involve farming.

    In a general scenario, it's possible of course, but Head On stuns are required (a lot) as Fibijean said and it takes a lot of dedication and luck to pull it off. If you just farm with the Killer than obviously it's possible...

    But in a general scenario it's possible.

  • @Inaccurate_Player

    another take on ghostfaces power

    If you like GhostFaces concept, than there is another Killer that originally used this concept in a different way.

    This Killer is Michael Myers. GhostFace and Myers are quite similar in concept (when it comes to powers), so if you like the whole "stealth killer" idea, than i'd suggest getting the Halloween Chapter with Michael Myers next.

    first, michael myers power

    Every Killer has a unique power, Michael Myers is actually quite similar to how GhostFaces works... but with it's own spin.

    For one, Michael Myers Terror Radius is the smallest Terror Radius of any other Killer, so instead of tying it to the power itself, the Terror Radius is just naturally small (More on the Terror Radius below).

    His power itself is the same as GhostFaces, except it's different... instead of stalking individual Survivors to "Mark" them with the Exposed status effect, Myer's Tier lll ability gives EVERYONE the Exposed Status effect while also increasing his Vault Speed and Lunge Distance.

    But you might be wondering... "what is Tier lll?" Well, in a sense, Michael Myers starts off in one of three Tiers, the Tier he starts off in is Tier l. Tier l has no Terror Radius at all BUT he's slower and his lunge is very short. Tier ll is the basic Killer speed (4.6m/s) with the normal Lunge, BUT his Terror Radius is 16 in Tier ll and his goal in Tier ll is to get to Tier lll for a "special occasion."

    In Tier lll as said above, your Terror Radius is increased to 32, but his Lunge is one of the longest in the Killer roster. He also boasts a increases vaulting speed as well and automatically puts everyone into the Exposed Status effect when this Tier is active.

    Add-ons can keep him in that Tier longer or for the entire match even, but without them, this power (Tier lll) only lasts for 60 seconds. So, you can actually 99% your charge meter and use it on a special occasion OR just outright go into Tier lll when you get to 100% on the charge meter in Tier ll.

    The choice is yours, but in Tier lll he's very very strong.

    second, michael myers terror radius

    • Michael Myers in Tier l (In Tier l, Michael Myers movement speed is decreased heavily, he slower than a Survivor running AND his Lunge is also drastically decreased as well. But, his Terror Radius is 0 thanks to the undetectable status effect, so with this status effect, no aura reading perks will reveal his aura AND his Terror Radius will be set to 0 instead of the original 6 that Tier l gave)
    • Michael Myers in Tier ll (In Tier ll, Michael Myers movement speed is increased to the normal movement speed that almost every Killer has (4.6m/s), his Lunge is also brought back to the normal Lunge length that every Killer has. In Tier ll, he also has a Red Stain aka the Killers Red Light now as well. But, his Terror Radius is now 16 instead of 0 meters, so he's not exactly the same as any other regular M1 Killer like Trapper. Tier ll is supposed to be a Pre-Tier lll phase that Michael Myers will be in for most of the match, this can be altered depending on add-ons, but for base-kit this Tier is his normal Tier that he mostly uses throughout the match)
    • Michael Myers in Tier ll (Tier lll is what Michael Myers is mostly after, this Tier can be 99%'ed at Tier ll, so if you don't want to instantly go into it than you can charge his meter all the way to 99% and than use it on a healthy Survivor that you think it's useful for. Tier lll brings the longest Lunge out of any Killer in the game, an increased vaulting speed, and the base Terror Radius is increased to 32 meters for the base-kit duration of Tier lll, which is 60 seconds without add-ons. Add-ons can increase this Tier for a lot longer OR for the entire match as well, but base-kit only lasts 60 seconds)

    third, michael myers add-ons

    Myers a decent amount of add-ons that can increase his charge meter when stalking Survivors, and he also has an uncommon add-on that increases his Terror Radius in Tier lll BUT reduces his Terror Radius in Tier ll.

    These add-ons work with his power and help him get into Tier ll and Tier lll a lot faster! These add-ons are what you'll primarily want to use, as the other add-ons focus more on niche concepts to his power, so I mostly recommend add-ons like the Tier lll duration add-ons (Hair Bow, Lock of Hair, etc), and other add-ons that increase his charge meter like J. Myers Memorial, Memorial Flower, and Judith's Journal.

    But, you can also use add-on combos like Scratched Mirror + Boyfriend's Memo for a more realistic take on how Michael Myers actually is, just like in the movies! Scratched Mirror does make it slower AND keeps him in Tier l, but on a specific map like Lery's, this combo is really... really fun. The lunge is shorter too on Tier l, so Boyfriend's Memo is used to help increase the lunge a bit.

    You may ask "why would I want to be really slow and stuck in Tier l?" Well, Scratched Mirror actually lets you see any Survivors Auras within 32 meters when you press the stalk button. So... you can basically see every Survivor and where they'll go to cut them off, making for some funny reactions in-game and some good times!

    Here's a video to show you what I mean:

    https://www.youtube.com/watch?v=2oSiKC_hTdk

    This is just an example of what you can do with this combo, mix and match the perks for what you consider is useful!

    last, his unique perks

    • Save the Best for Last (You become obsessed with one Survivor. Earn a token for each successful hit that's not dealt to the Obsession. Each Token grants a stack-able 5% cool-down reduction on successful attacks. You can earn up to 8 Tokens. Attacking your Obsession will make you lose 4/3/2 Tokens. You can no longer gain Tokens if your Obsession is sacrificed or killed. You can only be obsessed with on Survivor at a time.)
    • Play with Your Food (You become obsessed with one Survivor. Every time you chase your Obsession and let them escape, you receive a token to a maximum of 3 Tokens. Each Token increases your Movement speed by 3/4/5%. Each offensive action spends 1 Token. You can only be obsessed with on Survivor at a time.)
    • Dying Light (You become obsessed with on Survivor. Your Obsession gains a 33% Action Speed bonus to unhooking, and healing other Survivors. Each time you hook a Survivor that is not the Obsession and the Obsession is alive, gain a Token. If the Obsession is alive, all others Survivors get a stack-able 2/2.5/3% penalty to Repair, Healing, and Sabotage speed for each Token. You can only be obsessed with one Survivor at a time.)

    conclusion

    Their powers are similar, but they're quite different... if that makes sense. One has his quirks, the other has his own quirks.

    But in the end, they're very unique and are useful in their own ways. So personally, i'd suggest going with Myers next, as his concept is familiar (yet different) and he's quite deadly to face when used effectively!

    If you need some more explanation, than here's a guide that's a bit dated but still covers most of Michael Myers powers, add-ons, etc:

    https://www.youtube.com/watch?v=aZON-PxiiAY

    Some things were changed though, Tier l now has the undetectable status effect (So aura perks don't reveal his aura anymore in Tier l), Dying Light was changed up to what is is above, and any other minor add-on changes or subtle changes that I might of left out.

    But this should still be informative to how Michael Myers power works, his add-ons work, etc. Hope this helps you decide on what to pick next... or something.

    Stay safe out there,

    see you in the fog.

  • @Zhoryan said:

    Thanks for the tips. The designer has already started redrawing. I will let you know as soon as its done (if done). Perhaps it will be useful for someone in the future, so I’ll put all the contacts / sources in this post.

    Good luck than, hopefully you'll get what you're looking for when it's done.

  • @xejue said:

    Would it be possible to receive the amount of blood points you have wasn’t for time played? Iv only played 1k hours and the thought of doing it again makes me cry 😂

    moving to pc pc next week 👀

    No, there isn't anything like that.

    When you move to a new version, you start from scratch. They're interested in Cross-play (which usually brings cross-progression with it), but there's no official statement on IF cross-progression will be a thing or if cross-play will be a thing either.

    All we know is, BHVR is interested in the possibility and that's all. We'll have to see what happens in the future, maybe after the road-map or something.

  • @havoc said:

    Thanks for your reply FireHazard, i never realized you had to grab them from bear traps so it seems to make sense. Thanks for the help!

    No problem, glad I could help!

  • @Nobody95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/977140#Comment_977140

    Thank you very much for taking your time to respond to this message. I bought it on the switch the day after the publication and I do not regret anything, you are right in what you said and it seems like a good game on the switch besides entertaining, so I do not have to take my computer everywhere.

    Glad I was able to clear up any doubts you had, have fun now!

  • @Mister_xD

    If this is for the perks than...

    I'd do Pig and Hag as your next priority.

    I know that's two, but there's a good reason for it. Once the 3.5.0 patch rolls around, Ruin will have a few new perk combos that work with it now. Pop Goes the Weasel will no longer work with a new active Ruin, so you should level up Hag FOR Ruin and than Pig FOR Surveillance.

    Ruin + Surveillance is a very good post-patch combo for a lot of reasons. For one, if a Survivor gets off of a generator WITH Ruin active, than that generator will instantly be damaged and start regressing at 200% the normal regression speed. Now, if you add Surveillance with it, than you can see every Survivor that's damaged (when a Survivor gets off it). This can be very good for tracking AND lets you know if any Survivors start working on a generator when you leave it for example.

    So in a sense, this combo is actually a lot better for tracking than BBQ in some cases. If you also combine Discordance than it gets a lot stronger!

    if it's just for killers...

    Than i'd do Pig or Oni. Oni isn't as bad as people claim he is (since the nerf), and he can be actually a lot of fun to use in some scenarios.

    Or, you can do Pig next and try out her gen stopping builds like Surveillance, PGTW, Brutal Strength, and Ruin/Corrupt, or something like that. Her RBTs (Reverse Bear Traps) make it so that anyone who's wearing them will waste time getting them off... so, you can use the build to make them waste time removing them OR use the build to try and get the RBTs to kill them...

    Try add-ons like Tampered Timer + Crate of Gears, or Jigsaw's Anointed Plan + Jigsaw's Sketch for that.

  • @thesuicidefox said:

    No but you can teleport to completed gens if you started the teleport action before the gen was completed.

    @AhoyWolf

    I can confirm that's true... if it needed confirmation.

    Freddy's teleport gimmick is unique, but any generators blocked by Corrupt Intervention, Thrilling Tremors, etc, can't be teleport to. I believe they did that to be more realistic in how the teleport works, since I don't see why you'd teleport to a blocked generator that nobody is at, maybe for stealth when sneaking up to a nearby unblocked generator?

    Basically, they thought about how it would work realistically and in a match scenario, so it doesn't work on finished generators or blocked generators.

  • @MegaGamer_01

    For Killers you're asking a general question... the issue with asking a general question for Killer builds is that each one is very different from each other, and they all work WITH the Killers power.

    So, not every Killer build is the same and you'll get a lot of different answers depending on what Killer that player uses.

    here's 1 killer build and a general survivor build

    With what was said above, i'll just list 1 Killers build that I use and than give a general Survivor build at the end with my own reasoning to use it.

    first, my myers build

    Before I list the build, it's to be noted that some things will be changed when the 3.5.0 patch comes out. So, I might use another perk in Ruins place or mix up the build for future play.

    Anyways, my build for Myers (currently) is Ruin, Monitor & Abuse, BBQ & Chili, and Nurse's Calling.

    • Ruin [A Hag Perk] (Currently, this perk is useful for Myers start up process with Tier l. The perk helps me get to Tier ll by slowing the game down JUST enough without worry of losing a few gens. It also helps me keep the game at a decent pace if things go wrong, but otherwise, it's just used to help with Tier ll)
    • Monitor & Abuse [A Doctor perk] (This perk helps lower Tier lls Terror Radius by 8 meters when out of a chase, so it makes it a lot easier to sneak up on people with a 8 meter Terror Radius IN Tier ll. It used to also make Tier ls 6 meter Terror Radius go to 0, but since the implementation of the undetectable status effect, this no longer does that, since his Terror Radius with that status effect is now always 0)
    • BBQ & Chili [A LeatherFace perk] (This perk is simple, it works with Myers stealth build AND helps me sneak up on people for easy hits and downs. The aura reading is the main reason for using it on this build, but the 100% bonus BPs is also a good incentive to keep it on Myers. Either way, it's nice to have a aura reading that tells me where to sneak up to next on Myers!)
    • Nurse's Calling [A Nurse perk] (Last, this perk is great on Killers like Myers, GhostFace, Wraith, etc. It lets me see any injured Survivors that're healing within a 24 meter Terror Radius at it's max Tier. So, I can easily sneak up on a healing Survivor and down them for another hook or slug them to make Survivors waste their time getting them. It's good for mid-chase scenarios, and it isn't a bad perk to catch anyone that's doing a sneaky heal near you)

    last, my survivor build

    This is just a general build that I use on my Claudette, since she's my only P3-50 and I don't level up my Survivors that much DESPITE playing both sides but will always maining Killer.

    Anyways, this is a build I use when i'm not using a standard item build with Ace in the Hole and Plunderer's Instinct.

    That build is Self-Care, Spine-Chill, Botany Knowledge, and Decisive Strike, Quick and Quiet or Borrowed Time.

    • Self-Care [A Claudette perk] (I know what you're thinking, Self-Care in 2020? Lol? And yeah, I still use Self-Care with my build because i'm limited in perks AND use it with Botany Knowledge to make it go a lot faster. Without Botany Knowledge I usually chuck for something random, but with it, I will use it than. Despite it being a meme, I still use it to help with some quick saves and other randomness. It's bad alone, but with Botany Knowledge it's ok)
    • Spine-Chill (This perk is actually really useful on every Survivor. It has a lot of hidden features like making Exit Gates open quicker when active, vault speed increase, gen repair speed increase, healing speed increase, etc. It's a really versatile perk and gets slept on a lot for some reason... give it a try!)
    • Botany Knowledge [A Claudette perk] (A reoccurring theme to have two Claudette perks on Claudette huh? Well, the two perks make Self-Care a lot better to use, and Botany Knowledge actually helps out a lot in saving other Survivors and healing them quickly afterwards. Its not a bad combo AND it has benefits outside of healing myself like making a Med-Kit insanely fast for example)
    • Decisive Strike [A Laurie Strode perk] (Still a pretty good perk, stops tunneling in a pinch during EGC and can help you out in a lot of situations to name a few. Situations like LeatherFaces basement party build, Tunneling in-general, being picked up too early after being unhooked previously, EGC escape, etc. I don't use it much because I consider it a crutch, but when I do, you can't deny that it's helpful)
    • Quick and Quiet [A Meg perk] (It's a pretty niche perk, but it has it's uses. I can jump into a longer when the Killer is a bit far in a chase to confuse them, or I can Fast Vault mid-chase when the Killer can't see me around the corner for some quick confusion for an easy stealth escape! It doesn't work all the time obviously, but it had it's moments)
    • Borrowed Time [A Bill perk] (Borrowed Time, a very useful perk for helping someone escape during the EGC... or LeatherFaces basement build, or anything that seems impossible for the unhooked Survivor to escape WITHOUT the extra hit. It's pretty useful for a lot of scenarios, so I still use it from time to time)

    That's basically it, but I do want to say that I use a few other perks and many other different builds when playing Survivor... but if i'm just playing to escape, than I use those perks for that goal.

    conclusion

    Hope this gives you some insight, or something. Maybe you can use this for your own perk ideas, hope it helps!

    Stay safe out there,

    see you in the fog.

  • @Yogerman1997 said:

    The level three is the max, like with all the perks.

    And is the same with all characters, also is a very bad perk, i don't recommend use it.

    Depends on your play-style. Every perk has a use, even if it's niche.

  • @DizMan2010

    Usually the best place to get the most feedback is General Discussions.

    But, you can also try submitting it to the Media Lounge sub-forum OR as a poll in the poll sub-forum. The issue with the poll sub-forum is that the questions you'll give is a basic "Yes am I doing good" or "No i'm doing bad." So, it's best to just use the Media Lounge sub-forum or the General Discussions sub-forum.

    This sub-forum can also be used in a form of a question to what you could improve on, but if you want "general" feedback, than i'd use the General Discussions sub-forum.

    I'm sure you'll be able to find these sub-forums, but if not, than do let me know.

  • @fcbayern1902_

    There is no official date for version 3.5.0 yet. Usually when a PTB is out, it lasts for about a week or so.

    Afterwards, we usually get a post later on that the LIVE version of 3.5.0 is out now. So, unless a developer outright tells us, than there is no update on it until it's LIVE or a bit before it's LIVE.

    So basically, we'll have to wait and see.

  • We'll take this elsewhere since this is off-topic :(

    But I will! It'll keep me informed of future events!

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/989522#Comment_989522

    Lol, well there's a reason I call my summary posts "I watched the livestream so you don't have to". 😋

    I should take a look sometime than!

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/989520#Comment_989520

    Thank you always love it when you give video representation as well

    No problem, glad you're satisfied with the answer!

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/989123#Comment_989123

    No worries. It was something that was mentioned in the last livestream, but not everyone watches those, so that's not on you at all that you didn't know about it 😊

    Personally I should watch them more for more information on subjects.

    But that's what I have you for Fibijean!... if uh.... you get what I mean.

  • @ocafghanistan

    re-looking my calculations

    Yeah the math I did was for sure not accurate. Enderlogans is the most accurate but misses it by a few seconds, so I revisited my calculations and somehow got the right answer by doing a lot of weird adding and subtracting, so here's is redone!

    I think the seconds for how long it takes is right (32), but my idea for it was not correct, instead of it being 73% faster, it's 123% + 50% which is 32 seconds. Think of it as less percentage meaning more and more percentage meaning less.

    So, 123% (or 125%) of 32 seconds is 40 seconds. If you subtract the base 32 with the new found 40, you get 18 seconds... which somehow is actually how long it takes for the Self Care in this video below to finish, I somehow reverse engineered the answer out of luck or something, but that's indeed the answer!

    anyways, here's the visual representation...

    https://www.youtube.com/watch?v=O2NhJTW70B4&feature=youtu.be

    So yeah, its easier to get a video in my opinion than do the math. Now I know that I can get the right percentage somehow... even if I'm doing it the "long way", but there it is!

    Makes my job a lot easier if I just went and got the video in the first place...

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/989436#Comment_989436

    Almost. Leader adds 25% speed, not 24%, so the total would be 123%. Which is 23% faster than the default healing speed, because the default is 100% (you already accounted for Self-Care being half-speed at the start of your calculation, so I'm not sure where the 72% came from.)

    I wrote the right percentage but gave the wrong total

    NO BIG DEALLLAOOAOAOOAA 🤪😵

    Anyways, the 72% came from taking off 50% to make Self Cares percentage go BACK to the default 16 seconds. But you're right it's 73%, so I changed it with the answer i'm giving now and above. The math above (which I edited to give 1 more percentage) gives him 4.32 seconds.

    Which I doubt, because I don't see it being that fast. I was never good at math so, it's all yours to correct that (if it needs to be corrected) while I get a video for him.

  • @ocafghanistan

    The issue is that "default healing speed" could mean anything now, is this going off of the brown med-kit healing speed? Yellow? Green? etc?

    But some research suggests that it's going off of "healing others" as the "default healing speed". So, with that said, healing someone else takes 16 seconds (as some searches claim) and Self Care is only 50% of that, meaning it's 32 seconds instead of 16, since it adds time and NOT takes it away.

    So, 32 goes back to 16 seconds thanks to the 123% bonus for all this, which actually instead makes it like 73% faster since you take 50% away to make the "Default healing speed" go back to default, than you add 73% more which makes it 173% faster, which in turn makes that 16 seconds increase to uh... 4.32 seconds to heal yourself?

    Somehow? I highly doubt this right, but the math checks out to get that percentage that equals those seconds so..........!!!!!!!!!!!

  • I think @ocafghanistan wants a video, which I can get if I have 2 people available.

    The math is this though if this will suffice, Self Care heals at 50% of the normal healing speed, so we'll go off of a default 50% as the healing speed, Botany Knowledge brings this back up to 83%, Resilience brings this up to 92%, Spine-Chill brings this up to 98%, and last Leader adds another 25% at Tier lll, making it 123%... meaning it's about I don't know, 73% faster than the normal healing speed? Since you take away 50% due to Self Care only being HALF of the "default healing speed".

  • @havoc

    Did... did you pick them up out of the traps?... because it doesn't count if you JUST trap them, you need to ALSO pick them up.

    source for this

    https://deadbydaylight.gamepedia.com/Achievements

    "With The Trapper, grab a total of 100 trapped Survivors directly out of the Bear Traps"

    This is the quote for the "Cripple Them All" Trapper achievement, which I assume is the one you're having issues with.

    if you did, than here's what I suggest next

    Contacting Steam won't really do anything, since the achievements usually bug out when you're doing "collection based achievements." By this I mean achievements that score off of healing, trapping Survivors and picking them up, taking protection hits for unhooked Survivors, etc, will commonly bug out from time to time.

    It's a reoccurring issue, and one that I've faced many times since my road to 100% achievements (which I finished awhile ago).

    You best bet is to click the link below and submit a ticket to the support team, file it under "Other" or "Bug Report" and than give a detailed description of what your issue is while providing any proof if possible (that part is optional).

    Here's the support link: https://support.deadbydaylight.com/hc/en-us

    if on the off chance you don't get an answer...

    Just keep at it than, since I also had to redo a lot of achievements to finally gain points on them... its common for this to happen with the steam achievements, but these achievements have some issues with detecting progress for some reason.

  • @TsvndereVermin said:

    Okay thanks fellas I’m sorry I don’t pay more attention. Thanks for the help!

    No problem at all, glad we were able to get you up to speed!

    Check out the road-map some more to get an idea on what's left, like I said above, we're currently in-between Chapter 14 and the upcoming Chapter 15.

  • @JonazTheSaltyPleb

    As Fibijean said, this issue is very common at the moment and is very well known by BHVR by now.

    please read before continuing

    Everything posted below that mentions "when" a rank rework will take place is purely speculation and should not be treated as an official date or rough estimate of time for said changes.

    Take what I say with a grain of salt, as i'm going off of the road-map as a reference.

    Anyways, back to the road-map

    With the current road-map, we have some insight on to WHEN the new ranking system will be implemented. As shown below, a new ranking system will also follow suit with the match-making being changed, so we should see some development on say oh... Chapter 15 or so, since we're soon to be in that section of the road map.

    There is no date on WHEN this will take place, but it should be in the near future for 2020, as the road-map extends into 2020.

    image.png

    in conclusion...

    We're currently about to enter the mid-section of Chapter 14 and Chapter 15, with a new Map Rework (which I presume is The Doctors, since the PTB is out with the new map changes for him) and soon after we'll get into Chapter 15 on a later date.

    During that time, we'll eventually get some word on the Rank Rework, but for now we wait.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/988946#Comment_988946

    I generally assume I don't need to tag people in their own discussions, since by default users get notified when someone comments on one of their threads, but I guess it can't hurt.

    I honestly forgot that was a thing, but I guess it's more direct if you @ them to the post.

    It's been awhile since I've posted my own discussion... so...

  • @Fibijean said:

    Just wanted to say that I think this is a really kind and polite post and I wanted to commend you for it. I can't guarantee it will be seen by the devs - it's more likely that they'll see it if you make your request in the "Feedback and Suggestions" subforum (https://forum.deadbydaylight.com/en/categories/suggestions) - but if everyone were as respectful as you are with their feedback, these forums would be a nicer place 😊

    @HVMBL3

    Just so he's aware 😉

    If he'd also be interested in asking the support team directly, than he can do so at this link below: https://support.deadbydaylight.com/hc/en-us

    The support team would be more than happy to answer his question, as i'm sure they'd be able to give him an idea on if the issue is being worked on and maybe some more information on it (if they can tell him that is).

    Also, here's the link to the Bug Report Sub-forums "Audio" section: https://forum.deadbydaylight.com/en/categories/sound

    HVMBL3 can also file out a bug report there to let them know that the issue still exists, despite many reports being on the same subject, it doesn't hurt to contribute! Both options are optional of course, but if he does crave a more direct answer or means to inform them, than options are available here and above in Fibijeans comment.

  • @NMCKE said:

    I did some calculations, and if everyone used Up The Ante + Slippery Meat, you will have a 4% chance not to unhook yourself.

    I never tried this in a SWF, so that's why I'm asking if this would be worth it in a group because you can say, "I don't need to be unhooked, do generators".

    Yes but the alternatives out-weigh this heavily, which is why I don't think it's worth it. Besides, Deliverance is (again) a 100% unhook for yourself when you unhook someone safely, and you can use Borrowed time to ensure this while also using We're Gonna Live Forever for some extra BPs.

    Or swap Borrowed Time for something like We'll Make It to easily heal them.

    Also, I don't understand your calculations. It's a flat 4% by default for everyone to unhook themselves, add 4 3%'s from 4 Up The Antes and that's increased to 16% for each Survivor, since it gives 3% for each Survivor that's alive.

    Add 4 Vigo's Jars and that's increased by another 12% since the DBD Wiki claims it's another 3% additional luck. That's 28% + 6 chances to unhook yourself with the 3+ chances that Slippery Meat gives to the default 3 chances you get. So that's 6 chances with a 28% chance each time to unhook yourself.

    Still, all that prep isn't worth it (to me), since one perk can guarantee a 100% chance when you get a safe unhook. 1 perk versus 2 perk slots used and 1 offering spot, without the offering the odds decrease drastically. a 16% chance (Without 4 Vigo's Jars) is still a slim chance, even with 6 chances.

    More chances doesn't mean that 16% becomes 32% on the 2nd attempt, it's still a 16% chance for each attempt. Meaning you could very well not unhook yourself on all 6 of those attempts, even if the odds increases to 28%. It's all RNG, even a 80% success rate can fail! The odds may be better, but it can happen.

    So, to me, it isn't worth it.

  • @NMCKE

    lets do some C A L C U L A T I O N S than!

    Lets see here, a base 4% chance is given off the bat to kobe off the hook, and you have 3 chances to do so before you go into the 2nd phase.

    First, we'll talk about Up the Ante

    The perk doesn't say that it won't stack with itself on the DBD Wiki or in-game, so we can assume that it will for this experiment. So, 3% for each Up The Ante on all Survivors that're remaining, 4 Up the Antes, and the 4% default kobe potential for each Survivor, this makes a grand total of 16% for each Survivor.

    second, the potential for adding in some luck offerings into it!

    Now, add 4 Vigo's Jars of Salty Lips for another 3% bonus to luck for EACH Vigo's Jar, and that's another 12% onto the 16%, making it 28% for each Kobe chance. The default chances to unhook yourself is 3, than you go into the 2nd phase.

    last, slippery meat

    With all that being said above, we'll end off with Slippery meat. Slippery meat will give you 3 extra escape attempts on-top of the default 3, making it a total of 6 chances for each Survivor. So, 6 chances + 28% for each chance is a decent way to unhook yourself, since the odds are a quarter of a 100%+, but it's always a 28% for each escape attempt.

    is it worth it though?

    Well you're wasting 2 perk slots for each Survivor to do this, and if you wanted to use another offering, than you can't.

    If we take away the Vigo's Jar offerings, than you're left with a 16% chance for 6 attempts each, but you're still wasting 2 perks EACH for this to work. So, is it worth it? Honestly... if you just use Borrowed Time, Dead Hard, or Decisive Strike, than that's more worth it than this in my opinion...

    But!!!

    If you're looking for a potential self unhook build for a SWFs, than this is indeed an option... that or just have everyone use Deliverance with Borrowed time, Deliverance is a 100% chance to unhook yourself when you get a safe unhook...

    You can even use "We're Gonna Live Forever" to rack up some BPs on top of that. So, is this better than what I suggest?

    Personally, i'd say no. Mainly because there are better alternatives that work with pre-existing meta builds AND also can be a rewarding endeavor with the right perks.

  • @Daltonio

    From what I hear the sizes are fine, I haven't really heard any dissatisfaction with anyone who's purchased it.

    You should be good when it comes to the size you fit in my opinion, but I personally can't tell you if it "fits a little right" as I haven't gotten a shirt from the store.

    Try looking at some reviews "If any exist" or something around the internet about the sizes, if nothing comes up about size issues than you should be fine.

  • @HVMBL3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/988173#Comment_988173

    Yeah you have a point but I’m hoping I can get a response to at least have sounds as something for them to keep in mind, that’s all

    I'm sure they're aware, whether they can or can't respond is another story. (I'm not associated with BHVR, so take that statement at the end as a theory or something).

    The reason I say "i'm sure they're aware" is because it's been a looming issue that a lot of people have mentioned over the course of the past few months+ now.

  • @HVMBL3

    If they are, than it would be said somewhere in a current patch notes under "known issues."

    That's not to say they aren't, but if it was on their "next to do" list, than they'll let us know. Right now though, the PTB will conclude soon and than 3.5.0 will come to the LIVE version.

    Maybe they'll have something about it for that patch notes? Who knows.

  • @KrazyKatFTW said:

    Thanks so much, i never knew about the hold shift thing, i looked at a ton of posts and a few vids and it wasn't mentioned in any of them

    An honest misunderstanding, I can see why you'd think it was an automatic stun when you're facing the Killer while pressing the exit button.

    But no, it's indeed associated with the "fast exit" mechanic, since a "running out of a locker stun" should usually mean that you fast exit to do it. I can see why you'd be confused, especially when the videos you looked at don't out right say "hold shift to use it and than it'll act as a stun", or something like that.

    anyways...

    I hope this helps, good luck!

  • @KrazyKatFTW

    instructions for Head on

    You need to hold down the Shift button (or whatever button you use on a controller that makes you run) and than wait for your target to be in front of the locker in a decently sized radius looking forward.

    Think of "faster entering" and "fast exiting" as fast vaulting, both require you to run at the vault to fast vault, them same applies to exiting the locker quickly AND entering it. But keep in mind that this will alert the Killer with a noise and visual notification when doing both actions!

    Also, for any tier of Head on, you need to wait 3 seconds for it to be activated WHILE in the locker, if you just enter and fast exit, than it won't work because you didn't wait 3 seconds inside the locker.

    advice

    The hit-box for Head On activates at a very short length, they need to be either right in-front of the locker or slightly away from it to activate, if they're 5 meters away walking past it, than it won't work.

    Also, keep in mind that the Head On hit-box will still hit the Killer EVEN if they're seen walking away from the locker BUT the animation still plays. This means they'll still be hit by the stun IF the animation is still happening, despite it looking like they walked right past it.

    This is because you caught them in the perfect spot when they walked past the locker, which when timed right, will let you stun them EVEN if they run right past the locker with the animation still active.

    my honest opinion...

    If you're looking for some secret technique to the perk... there is none. It's as bare-bones and explanatory as it looks. The perk is just an alternative stun for anyone with the courage to use it in a chase, whether it works or not is up to fate!... and if the Killer somehow falls for it.

    The point is, this is basically the advice everyone will give you. Someone might give tips on something like using it in different situations or using it at a downed Survivor and than stunning them to drop them, or using it at a narrow hall-way to stun them and than run, or use it right when a Killer is about to open YOUR locker when you're hiding.

    But that's basically it... that's all Head On is basically for, an alternative stun. It just depends on how you use it, which you can figure out for yourself or take tips from others... but what I told you above is basically most of the scenarios it works in.

    I could be wrong, there could be a few more, but this is all you'll need to know.

    tl;dr

    Hold shift, than exit the locker to "fast exit", and make sure they're fairly close/very close to the locker to activate the stun. If you're on console, than you need to hold whatever button makes your run while inside the locker to "fast exit" it, the same applies for when you "fast enter" it.

    Think of it as fast vaulting, the same concept applies to lockers or entering and exiting! (Both fast vaulting and fast exiting/entering alerts the Killer by the way)

    You also need to wait 3 seconds before Head On is active, if you just fast enter and than exit by holding shift and entering/leaving the locker, than it won't work since you didn't wait 3 seconds beforehand INSIDE the locker.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/987327#Comment_987327

    Also a good thought, they probably don't want you to forever occupy a spot with a finished match.

    I mean, it's either the "nobody else is in the lobby" theory because of Dedicated Servers, which before this wasn't a thing. For context, DS's works off of a lobby finding a lobby now, rather than the Killer making a lobby and the Survivors finding said lobby, so, the theory is that the lobby you all occupy only stays up until either the match times out on a set time that's random, or when nobody else is in the lobby except the Survivors or just the Killer.

    But, some like Fibijean has said that they've had mid-conversations cut because of this, and I have as well.

    So the theories will go in this order/random order:

    • 1 Survivor and 1 Killer needs to be in the lobby to still chat, if either one leaves, than the chat closes automatically.
    • There's a set time that each chat window has at random, depending on what factors that shortens or lengthens this time is currently unknown.
    • Dedicated Servers brought this function in when it was implemented in tests, etc, so the system works off of a set time that the DS's sets for each chat window

    This is about as far as the "theories" go, whatever dictates a chat window to stay up or not is kind of random and unknown, until you either ask a dev or if they can even tell you.

  • @Hex_KillerMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/986562#Comment_986562

    Yeah. Unfortunately, I think people concern thsemselves too much with gen times (Yes it is an issue)but don't make the game boring

    Right, we'll see how things unfold after the PTB and a bit after the LIVE version.

  • @Hex_KillerMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/986494#Comment_986494

    Thano and dying light with plague is too boring in my opinion. And my concern is that killers will probably use thano and dying light with ruin. Probably even surveillance

    I mean, they might.

    It's her strongest build/one of her strongest builds, so I wouldn't be surprised if this was combo'ed into the pre-existing build that Dying Light + Thanatophobia offers.

    We'll have to see though, it's still the PTB and things can rapidly change if the right circumstances are met. Unlikely, but it can happen.

  • @Hex_KillerMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/986464#Comment_986464

    And honestly, I've been playing on live servers, I'll let survivors cleanse totem and wait about 2 gens in to start chasing them and hitting them. I barely notice much of a difference. If anything, I think the new ruin is kind of more helpful. I wouldn't have to be going back and forth kicking gens that're close to finishing. IF anything, i think the new ruin will help survivors not 3 gen themselves so much

    That's another topic, but I get what you mean.

    I don't see the new Ruin making the Dying Light + Thanatophobia build a terrible one without it, that's why the build works even when Ruin is removed from the equation. All an all, specific builds like that or not, the new Ruin shouldn't really ruin anything build wise.

    I mean, it honestly just opens up more potential for builds now, since even my builds are suffering from "Ruin overuse." Off-topic though, the point is, this should work well with any Plague build if done correctly.

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