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FireHazard

FireHazard

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FireHazard
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  • @cikerin

    A lot of people still use Borrowed Time. I'd argue that the perk is still one of the most used meta perks in the entire current meta.

    The only two Killers that can negate this effect insanely well is Myers and GhostFace. Wraith has to uncloak when he gets there, and Pig doesn't have enough time to crouch if it's something like a basement unhook, and most Pigs don't really crouch mid-unhook to avoid BT... since you might not have BT and it's a general waste of time.

    The reduced time doesn't really do much of anything, since most Killers don't care and will still swing at the injured Survivor anyways. Some Killers don't even swing at them first, making it easier to down them if it's something like the basement... but for the most part, Killers that don't camp or Tunnel will not hit the unhooked Survivor anyways.

    basically what i'm saying is...

    BT is still pretty meta... people still use it a lot and especially in teams of 2, 3 or 4. It's a fairly good meta perk for a team and can really help in a lot of bad situations that causes the Killer to camp or tunnel the hooked Survivor.

    It's also used a lot in Red Ranks still... so the buff isn't really needed at all. In my opinion, BT is fine.

  • @UnhookService

    As Fibijean said, you must of vaulted another window beforehand. For example, if you vault the shack window... it's blocked by the Entity. But if you vault another window when that Entity blocker is still active, it'll remove the entity blocker on the original window you vaulted (I.E. the Shack window)

    That's kind of the only way they'd still vault the window when Bamboozle is active... that or the blocker ran out or they vaulted it before you blocked it.

    Or it could be bugged, but I haven't heard anything about that so...

  • @Fibijean said:

    That's correct. If the Demogorgon takes 1.5 - 3 seconds to traverse the Upside-Down at 100% speed, then it would take between 0.91 and 1.82 seconds for him to do so at the 165% speed reached by combining the two add-ons you mentioned. Not including the 1.5 seconds it takes for him to enter a portal, obviously.

    Sounds pretty fast, but I've only just used Deer Lung so...

    @adsads123123123123

    With just Deer Lung it was a noticeable increase. With Green Tripe it can increase it a bit more. The benefit of Demogorgon is that having no add-ons on him really doesn't ruin his overall chase mechanics and teleportation mechanics...

    Meaning despite this not being the best add-on combo, it still benefits him anyways and doesn't really hinder him from not using other add-ons. I can't say the same for other Killers that kind of require add-ons to lessen their penalties, but Demogorgon is a rare case.

  • @Toastyy

    With everything said above, you'll want something like Ormond for the most part... the basement can either spawn in the middle of the map, making it a MASSIVE advantage for this challenge. Or it can spawn at the shack, making this challenge really difficult.

    While some people suggest you just use LeatherFace and monitor the middle building of maps like Ormond, Coal Tower, etc... i'm going to suggest you do something different.

    Rather than camping the central area of the map when someone is in the basement, you should instead just play with a Killer that you're best with. Instead though, you'll use Agitation and Iron Grasp to put them in the basement when they're on death hook, rather than relying on the possibility of their team suicide for the rescue.

    If you use a map like Ormond, this becomes a trivial task tbh. Just snow ball in the match with your best Killer, than when everyone is on death hook, you instead bring them to the basement to die! Once they all die in the basement, it's basically a done deal.

    But that's just my opinion, so...

    It's up to you tbh, you can try using a very defensive Killer like LeatherFace for the basement defense, or you can go a different route and make this easier or harder for yourself... it honestly depends on how well you play, your rank, and how often you can 4k.

    If you're fine with all those, than this should be easy for you. Just focus on using maps with that BEST basement RNG spawn and you'll be fine. Maps like Ormond (I personally would use this map for this challenge) Coal Tower, Gas Heaven (Kind meh) Lery's, etc.

    You can also try using Trapper as well!

    Trapper by his namesake can trap the basement entrances and windows to try and capture more Survivors into the basement! Once this happens, you can do this again and either lose them all in the basement (if the Survivors are good enough to rescue them both) or capture another and basically have 3 out of 4 Survivors downed/hooked!

    That or like I've been saying... LeatherFace... using something like Territorial imperative can let you know if someone is going into the basement. This will make it easier for you to play normally (if you want) and than go back for the basement entrance if you see their aura go into the basement.

    It's for players that don't really want to proxy camp or camp the basement like me... that's why I did the first option above! (Where I just played normally and than hooked them all in the basement on death hook. Basically 1 by 1 to make sure the last one doesn't escape into the hatch).

  • @THEGAMEninja

    It seems pretty standard yeah, but for a Mid-Tier Killer like GhostFace, you should really use Ruin instead of Devour hope.

    And if you have the DLC (LeatherFaces specifically) I'd swap either Thrilling Tremors or NOED out for BBQ & Chili for the 100% bonus BP in post-game AND the aura readings that help with your 0 Terror Radius.

    It can make something like sneaking up on someone trivial... since you'll know where they are for a brief moment, which is all you really need to know where they'll be or where they're running to.

    This is my build for GhostFace, pretty meta/standard

    Mine is Ruin, Pop Goes the Weasel, Nurse's Calling, and BBQ & Chili.

    Ruin is to just help with the pressure issue that might come from chasing good Survivors in a long chase.

    Pop Goes the Weasel benefits off downed and hooked Survivors. It's a pretty good meta perk AND it can help "deadzone" a cluster of generators that're easy to monitor.

    Nurse's Calling helps me down any Injured Survivors that're 24 meters away from me (max tier Nurse's), this helps me down anyone that's healing nearby AND either hook them or slug them while going after another Survivor... effectively wasting more time. (Also the 0 Terror Radius with NightShroud makes this really easy if they're not looking out for you...)

    And last, BBQ & Chili for the aura reading mostly. The 100% bonus BPs is nice, but the aura reading is why you should use it. Like I said before, sneaking up on someone becomes trivial with this perk... so it's really handy to use!

    You can keep Thrilling Tremors over Nurse's Calling... but imo Nurse's is better for GhostFace/Myers.

    to sum things up...

    Your build seems pretty standard for that rank, but if you'd like some other perks that can benefit you more... than i'd recommend using the ones I listed above.

    Otherwise, that builds fairly standard for your rank... since most Survivors at that rank don't gen rush you from the get-go... mostly.

  • @Pavilions said:

    https://forum.deadbydaylight.com/en/discussion/comment/954547#Comment_954547

    I have to agree with Endstille. They ruined her, the fact i'm a considered to be a good nurse and rank 14 & 15 survivors can play against her that means she suck. When I blink to transfer to the survivors position and then blink gain to hit him while he is running if I either hit or miss, I have to wait for the blink charge to come back while the survivor can run and lose or if he got hit he will be flying and I have to wait for the blink to come!! What is this? are we now begging for blinks so we can hit survivors? she is not even good now. I would say she is one of the worst killers in the game right now.

    I mean, you weren't going to adjust to the change like that *snap*

  • @Pavilions

    There was a nerf to her base-kit to make her a bit more fair to Survivors that don't always face pro-nurses.

    It was also changed to counter-act the "Omega Blink" add-on combo, which was agreed to be unfair for Survivors to face... especially against a good Nurse.

  • @CLAUDETTEINABUSH said:

    No, it doesn't count. It also doesn't synergize with:

    Overcharge

    Huntress lullaby

    Hex ruin

    It would be great but no :(

    It would be cool if it did though...

  • @ReikoMori said:

    Surge having zero synergy is precisely why the perk isn't worth the slot. It already doesn't function as well as it should. The least they could do is just make it combo with Surveillance size it just gives you info rather than add regression penalty.

    Perhaps Surveillance should just be in its base-kit, rather than relying on the perk itself to become viable.

  • @Thomasthetrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/954006#Comment_954006

    I wasn't asking for massive buffs to Surge; the meta is already pretty stale at red ranks,shaking things up a bit wouldn't hurt anyway.

    In fact, it may actually make the game more fun for both sides.

    "Not every perk needs buffs and/or nerfs" , I agree! There are many perks that are at least viable at red ranks; I just see a lot of potential in Surge and I would like to see this perk buffed because I think it's way too niche ;

    But if you disagree with my suggestions that's okay! I understand your PoV 😊

    Well, I wouldn't mind a buff to Surge. But if they never do buff it, than... idk. It'll just stay a niche perk solo with a decent combo to it.

    That's about it really, but we'll see what happens.

    @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/953781#Comment_953781

    Impossible Skillcheck Doc would be the only way it could ever be considered overpowered. Any other killer with that type of build would be mediocre because of the random aspect. Breaking every gen around shouldn't be done because Pop is meant to work on one gen, but if it did, they'd likely split the regression between them to keep it from being overbearing, but at the same time the fact that you couldn't knock off 25% of the highest gen would be a detriment to Pop. Not to mention the 20 second window you'd have to actually pull it off.

    Combining Surge with Overcharge would be 13% regression iirc. If there were 3 gens nearby with Pop with progress, that would be around 21.5(22)% regression per gen. You'd actually be losing regression than if you just ran Pop unless 2 gens had significant progress. Don't think that combo would do enough in a game with a killer that isn't Impossible Skillcheck Doc since you'd be using 3 perk slots just for that to be considered overbearing.

    Of course this is all hypothetical because it doesn't work like this but isn't that the subject? I mean originally it was just a question of if it does or doesn't but it turned into should or shouldn't it. I'm only arguing that the only reason I can think of against it working is Impossible Skillcheck Doctor. Although thinking about it, if they're limiting perks because of a niche build, perhaps that niche build needs to go instead, like how instead of fixing maps, they decided to "fix" BL so they could add maps with annoying drop off points that no one wants to use because of how long it takes to get moving after falling.

    BL is a different topic, but I see what you mean.

    All in all, we probably won't see anything being done to Surge for a bit since the devs have other things to worry about. But it would be nice to see some of the niche perks get a change or buff, so who knows.

  • @Thomasthetrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/953867#Comment_953867

    Mindbreaker exhaustion debuff should last a looot longer than 3 seconds.

    20(?) .

    Also, I think every perk needs to be viable at red ranks.

    I mean, if I'm forever stuck in red ranks I have access to a limited selection of perks and that's not good 😕, I like perk variety!

    Right, but to have every perk viable at Red Ranks would defeat the purpose of how those perks work with other perks to make them viable.

    Like, I get that Surge is niche, but it doesn't need an insane buff to put it on par with other perks that're naturally better. Plus, Surges concept is to work off of multi-damage to every nearby generator. PGTW is more focused on one generator at a time, and that's it.

    With the right builds, Surge can be pretty ok for Red Ranks. But not every perk needs to be a Red Rank viable perk... because that would take too much time.

    Of course some perks need buffs or nerfs, but not every perk does...

  • @Thomasthetrain said:

    It doesn't work,but it should,tbh.

    Surge is a good concept but it is being held back by too many things.

    I think it should also work with a Killer's power and have a bigger radius than 32 would be nice.

    Maybe 36 meters.

    And the cooldown should be 20 seconds.

    You need strong perks at red ranks as a killer; so we should definetely buff Surge a lot,Imo 🤔

    I mean, not every perk needs to be Red Rank viable.

    But I wouldn't mind a buff to Surge, that or Mind-Breaker...

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/951912#Comment_951912

    It would only really be too much on impossible skillcheck Doctor, which is what I said earlier. On anyone else it'd be rather tame.

    Pop wouldn't be too strong, because it'd literally only allow you to use Pop without actually kicking a generator, if there was one being worked on nearby(and most likely would just pick the closest one that had progress, meaning someone could just tap all the gens and the closest one would be triggered, so unless the closest one was the highest progress, it'd practically do nothing). The only way you could consider Pop being too strong with Surge would be if it activated Pop on every generator in the vicinity, in which case it obviously shouldn't do, as Pop is only supposed to work on one generator per trigger. But yeah, I don't trust the devs to actually be able to program Pop working with Surge without messing it up big time so it triggering on every generator if they did it could very much be a possibility.

    Though if they did make it trigger on multiple generators it being overpowered could possibly be avoided by dividing the regression by the number of gens it triggered on. Like if it was 5 generators, it'd be 5% per gen, though I can't imagine Pop would be super picked with Surge doing that. If anything, I think Pop would probably be underpowered with Surge any way you slice it. If you did one gen, it'd pick a random one, meaning you couldn't go to something with high progression, if it was all gens, it'd divide by the number of gens making it weaker per gen, with some gens not having much progress making it even weaker on the ones that did have a lot. You'd also have to consider the effort to make it work with Pop. You'd have to down someone, hook them, then down another person between 40 to 60 seconds after hooking the other, and those gens would have to be worked on in that 40-60 seconds between your last Surge.

    Overcharge would be more interesting, but again, unless it was on Impossible Skillcheck Doctor, it wouldn't be anything too overbearing. To compare, it'd be like using 2 perks for half of Pop's effect.

    There are too many versions of this combo that make it the argument a bit unsure. For one, if Pop activates with every generator that Surge touches, than it would have a 25% regression on each generator + the passive regression penalty Surge already brings.

    If it only works on one generator, than the combo wouldn't really be worth using in the first place... since Surge is kind of finicky anyways.

    If pop divided it's percentage among each generator Surge explodes, than it would just boost Surges effectiveness while keeping it from being too OP. But the thing is, if that's the case than what would stop someone from also adding Surveillance or Overcharge to the mix? It would than just increase the damage it gives off... especially on Skillcheck doctor.

    But than you could argue that skillcheck doctors build would be a bit different than how it usually is... so to say it's "OP" is kind of... meh?

    Either way, the perks don't work with each other so... it's how it is.

  • @Asegbloodtears

    I believe we talked about this before in another post... if not I must be mistaken. But with things like this that occur, it's best to just ignore it for your own sake.

    Toxicity usually has no rhyme or reason, so it's common that some Survivors are generally mean to others for no real reason. It's either because they themselves are having a bad day, their matches haven't been going good and it was frustrating at that time, or just for no real reason.

    Usually it follows up no real reason, so if they take it too far in post-chat with words that're... more "distasteful" than others, than you can simply report them in-game with the report system.

    Otherwise, i'd just ignore it. If it's really that distracting for you, than you can just close the post-chat window and not have to see it again.

  • No problemo!

    @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/952461#Comment_952461

    Correct me if I'm wrong, but Overcharge DOES stack with Huntress: Lullaby on the regression penalty, correct? Since Lullaby's extra regression comes with a failed skillcheck as opposed to a good or great one. Making that the way to make Overcharge even more threatening, iirc.

    It doesn't say anywhere that they do, but perks that don't have a "does not stack" warning below usually stack with other perks of the same nature.

    That's usually how it goes, perks like Self-Care and Botany Knowledge work together, same with other such perks as well. You can argue that a fully stacked Hex: Huntresses Lullaby with Overcharge is a very scary combo... since the notification for the skillcheck is removed at 5 stacks AND failing the skillcheck results in a 5% bonus regression from overcharge AND a 6% regression of failed skillchecks from Huntresses.

    Making that 11% if you fail the skillcheck... but some could argue that PGTW is still better than that combo... since it's a flat 25% regression RATHER THAN a penalty that works off of failed skillchecks.

    But someone like The Doctor would have a field day with it, so...

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/952724#Comment_952724

    https://forum.deadbydaylight.com/en/discussion/comment/952747#Comment_952747

    Do what I'm doing but better.

    Good. It isn't entirely a me problem. It's a practice thing.

    And Firehazard, I run Ruin, Surveillance, BBQ and Nurse's. I made a post on here explaining that Surveillance is better than Discordance for a majority of killers. XD

    Than you should be fine, practice makes perfect!

    Or something like that.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/952758#Comment_952758

    No... I'm suggesting that they might have levelled Meg up to level 44 ages ago, before Bill was introduced to console, the bloodweb was generated with BT in it because it was a basic survivor perk back then, and they hadn't touched Meg's bloodweb since then.

    They then came across it again recently and took a screenshot of it to post here because it was relevant to the topic. They don't have to have taken the screenshot as soon as the bloodweb was generated.

    I don't see why they'd use that as an example if they're aware that the perk was generated on an old bloodweb...

    Unless... they don't know that?... maybe...?

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/952731#Comment_952731

    I assume the image is recent, but the bloodweb might have been generated a long time ago.

    I'm not sure what he was saving the image for if that's the case...

    This exact thing?... kinda random.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/952706#Comment_952706

    It's fine for the answer to be "I don't know". The only thing I was taking issue with was the claim that that section of the patch notes is relevant to the OP's question, because it isn't in this case, it just happens to mention the perk we're discussing.

    I'm not saying you have to know the answer to everything, but presenting those patch notes as evidence that the perk was changed is inaccurate and therefore not helpful to the OP. I was trying to set the record straight so that they didn't get confused, that's all. I'm not attacking you, so you don't need to be defensive.

    The UI change to UP is actually relevant to how UP works now, despite not actually saying the perk was changed to reflect the UI change.

    I gave up on the argument because it's going nowhere, not that im defensive about it or that I felt you were attacking me. Clearly we both will not agree on it, so we can both agree that we don't know and move on.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/952324#Comment_952324

    Is that an old bloodweb? Like, did you reach that level on Meg and generate that bloodweb before Bill was added to console, or did you only just reach it?

    The image has the Pustula Currency.

    So it should a recent image from the looks of it.

  • @Thomasthetrain said:

    I think Rancor and/or Nemesis are all you need for this challange :P

    Mostly Nemesis but yeah.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/952480#Comment_952480

    https://forum.deadbydaylight.com/en/discussion/comment/952503#Comment_952503

    Might have been a bit unclear, but it's more outside of the chase and the early game.

    As Pig, I find that I personally have a massive snowball effect. Happens with a lot of my killers, but her especially. I've been playing her for about a year now.

    Either I'm versing way less potatoes, or people understand "do the generators" more than they did.

    I mean Survivors do change and improve, so do Killers as well.

    If its early game and outside of chases, than you simply need to monitor far off generators more than close-by ones. Once you load in just go for the farthest generators to catch Survivors, they don't always spawn there 100% of the time, but it's usually where they'll be.

    At the end of a chase you simply just do the same thing and try to box the Survivors into areas with no pallets but plenty of generators. It keeps them from easily running and looping for awhile AND makes those generators defenseless.

    I suggest you do that, but if it's really an issue than use perks like Ruin, Surveillance, Brutal Strength, and Pop goes the weasel on her. Surveillance is especially good on Pig.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/951775#Comment_951775

    That logic doesn't follow... why would a change to the UI necessarily mean a change to the perk itself? It's an indirect buff, sure, but it didn't change anything about how the perk actually functions, only whether the survivors know it's there.

    I don't know ok?

    That's the closest thing to an answer as I can find without a dev coming in here themselves to tell us if its intentional, a shadow nerf, or a bug.

    If it's a shadow nerf than we wouldn't hear any information on it, hence why it's called a "shadow nerf." The point is I don't know, nobody does except a dev. I gave him the information on it being changed, but giving him the information on if this was intentional or not isn't possible for me.

    Sorry.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/952632#Comment_952632

    if it at least allowed you to activate it with the power aswell...

    the fact that you are forced to M1 them makes it an unviable choise for many killers that utilise their power a lot, like Billy.

    the cooldown is another thing that makes it not worth picking aswell. an 8% regression every 40 seconds? and only if certain circumstances are met at a location you cant even choose? nah fam...

    like, PGTW has no cooldown, has more of a degression and can be used where the killer wants it to be used... surge doesnt have any of that.

    Maybe if it could work with powers... than it could be more viable.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/952516#Comment_952516

    it is!

    its just not a good perk...

    cause they, once again, overbalanced it...

    I think the similar perks that work off the concept of regression is why this one is niche.

    Perks like PGTW give a flat 25% regression rather than a 5% regression overtime (an example). So people prefer the first option rather than the latter

  • @Hydrant

    Just tapping it when it's on 99% is enough.

    What I did for the level 4 version is ask my team to 99% the generators for me. If they finished one without me than that's ok since you only need 4 generators completed to count towards the challenge.

    It also doesn't matter if someone else is on the generator with you, you just need to be working on it when its done... so tapping 99%ed generator works for this challenge.

    Level 2 or 4, it works for both.

  • @Mister_xD said:

    i dont think so...

    cause surge would be too powerful then

    /s

    Surge is a cool concept though... to me at least.

  • @PigMainClaudette

    I've made an entire guide to The Pig for something like this, but I'm on mobile at the moment so... I'll sum it up for you.

    Stealth Killers are inherently Mid-Tier to Low-Tier due to the issues that all M1 Killers face in chases. Despite GhostFace and Myers having literally no Terror Radius outside and inside some chases, they're still M1 Killers, so they're limited in what they can do.

    For The Pig, she has some tools she can use in a chase to help. For one, in low wall to mid walled loops, you can use your dash attack to either mind-game or fool the Survivor into a hit/down. Some Survivors tend to either stick at the loop when you crouch or they run off to avoid the chance of being hit. If you know what they'll do, you can try for a dash attack by manipulating where you're turning to make them walk into you, OR you can crouch and have them run away from the loop and uncrouch to hit them normally.

    Pigs RBTs (Reverse Bear Traps) are also effective in keeping Survivorx off generators. It's best to save them until your Ruin breaks OR 1 or 2 generators are completed. Once this happens, put the RBT on the next downed Survivor. This will keep them off generators and save you some time to down other Survivors.

    Other simple tricks like moonwalking around corners to hide your light or mind-gaming vaults is what you should look into. I'll also link a video to the most common tiles (aka loops) in this game. It's best to learn these so you get an idea of how Survivors play.

    Here's that video

    https://m.youtube.com/watch?v=p6QYjInzLeM

    Good luck!

  • @Boosted_Dwight said:

    PGTW does stack with Overcharge but the penalty from missing the Overcharge skill check will remain the same.

    @FireHazard if I got anything incorrect I'm tagging you because you're the god of this sub section 😅

    I am? 😀

    Anyways, you're indeed right!!! But you don't need me to approve it of course. Don't doubt yourself my friend!

    @CLAUDETTEINABUSH

    The Overcharge skillcheck is in its own class of skillchecks. Meaning it isn't affected by Ruins regression penalty since its not considered a Great or Good skillcheck, it's sort of a special skillcheck of its own.

    Failing Overcharge would cause it to explode... which doesn't work with Ruins passive ability anyways since the regression happens from only Good skillchecks. Failing a Skillcheck on ruin would just give a normal regression penalty, even if Ruin is active or not.

    So no, failing a Skillcheck with overcharge and Ruin would still only cause an additional 5% regression, not 10% since failing a skillcheck with Ruin doesn't add more regression anyways... its only when you hit Good skillchecks and NOT fail them.

  • @ohheyitsbobcat said:

    https://forum.deadbydaylight.com/en/discussion/comment/951369#Comment_951369

    https://forum.deadbydaylight.com/en/discussion/comment/951789#Comment_951789

    This is most likely the case, I remember seeing a couple reddit posts about it back then. Let me see if I can find one... yup, very on point.

    It was on the PTB. ^_^

    Well thats good to know.

  • @betelgeuseyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/952149#Comment_952149

    It would have been a while back so I'm not 100% certain but I definitely remember buying at least two of those, if not all of them in the shrine.

    I will file a report but I would just like to know if they will still show up in my other survivors bloodwebs or if I need to buy them again and keep track of the perks I have purchased? just incase this happens again.

    Now I will be going through checking all my perks are registered as being bought because if they are not showing up in my bloodwebs for killers aswell, I will have wasted alot of time and bloodpoints trying to get these perks to appear in my bloodwebs.

    That I cannot say, but if memory serves... this issue also happened awhile back to someone else. It seems to only be an issue for the Shrine itself and not the perks being unlocked in future blood-webs for your Survivors.

    That's why I also provided the support link, if you're concerned with that than you can also submit a ticket and a bug report to the Bug Reports sub-forum. After that is done, you can wait for your ticket to be answered and see what they tell you about this. Maybe they already know the bug exists, or maybe it was previously fixed and resurfaced (since this issue has happened before... if my memory isn't too poor). So who knows, doesn't hurt to try!

  • @betelgeuseyes said:

    I also should have unbreakable as seen in the Claudette screenshot

    @betelgeuseyes said:

    And left behind. for her.

    Did you also buy these in a old Shrine?

  • @betelgeuseyes said:

    I remember buying borrowed time in the shrine months ago. I dont want to purchase it again.

    If that's the case than it could be an issue with the Shrine itself, since you didn't naturally level bill up to unlock it like I did, instead you bought it through the Shrine before.

    That seems to be where the bug stems from, it doesn't recognize that you already bought the perk on a previous Shrine of Secrets... so it's acting like it's still not unlocked.

    I'd just follow what I replied with above if it does concern you.

  • Yeah, this clearly seems like a bug from the looks of it.

    as context, here's what mine looks like

    20191229151529_1.jpg 20191229151602_1.jpg

    You should naturally have the option to buy it again for 2k Iridescent shards in exchange for 150k BPs. Instead... it's acting as if you never unlocked it. Perhaps it's a visual bug and when purchased it'll give you the 150k BPs anyways? But I wouldn't try it out, so I can basically tell you that it is a bug.

    (Also for more context, I have this unlocked on Claudette as well...)

    Here's some options if... you care to go and do them

    You can either report this as a bug to the "Bug Report" sub-forum. There, you can let BHVR know that things like this do happen so they can fix it for the future. I'm not sure if it's only for PS4 or for every platform, so you can decide where to put it.

    Here's the "Bug Report" sub-forum link: https://forum.deadbydaylight.com/en/categories/bug-reports

    I'd advise filing it under "perks and add-ons" since that seems to be the best place to post this. If you also want to take this up to the support team so they're aware of this, than I can provide another link below to the support team. There, you can submit a ticket and see if they're already aware of this bug OR if this is new to them.

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

    whether you do either of those is your choice...

    If this concerns you in any way than you can do either of those two options above. If it doesn't, than I wouldn't worry about it... unless you wanted those 150k BPs... than i'd go to the support team about it.

  • @betelgeuseyes

    Could be a bug, can you provide screenshots please?

    edit

    It should also be noted that you can unlock this perk by simply leveling up Bill... so if your bill is like, level 30-35-40 (or whatever level makes Borrowed Time unlockable) than it's than teachable to every Survivor.

  • @Merlin said:

    So sacrificing counts as a kill? I thought you had to kill them with a hex or mori?

    That was just my way of doing it, killing all of them with a Hex or Mori also works... but if you want to ensure that each person becomes the obsession... you'll need Nemesis. Than when you have them all on death hook OR everyone is hooked once, you than kill the person that's currently the obsession and follow along with getting hit with a pallet to make another Survivor turn into the obsession.

    Than you keep going until all 4 or dead. If you mess up, and someone escapes, than you can just play 1 more game and kill the obsession there... since if someone escapes in that first game, you still killed 3 obsessions in one game.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/951812#Comment_951812

    Well Pop definitely doesn't(but I would argue if they wanted to do it, they could make Pop just apply to one generator randomly, or the one with the most progress). Overcharge is a one and done and people can hit that skillcheck. The only reason why it would be too powerful would be impossible skillcheck Doctor.

    Then again, I'm not sure I have enough faith in the devs to code that without creating massive game changing bugs that we'd complain about once they made those changes. I mean it took them probably a month just to find out the problem with the Sprint Burst exploit was tied to exhaustion.

    I mean, it makes sense to why it doesn't combine to Surge... at least to me.

    Pop Goes and Overcharge only apply to the generator when kicked, to have it also apply to a perk that can chain damage multiple nearby generators would be insane... especially on Killers like Skill-check doctor.

    You can even add Surveillance to 100% make sure those Generators are regressing... it would just be too much in my opinion.

  • @MrsGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/951859#Comment_951859

    Oh you want me to explain what’s toxic? Challenges that encourage basement camping, tunneling the obsession, flash lighting at pallets, and I’m sure there are more. Of course this isn’t how they say they want you to complete the challenges, but this is how I’ve witnessed them being completed.

    See, that isn't inherently being toxic since you're just trying to complete a challenge. Now, I could insert an example that for some reason isn't "relevant" or "makes sense" to what i'm trying to link it to, but for the sake of simplicity, i'll just explain myself instead.

    For one, these are the most common answers to these challenges... so people naturally use them MORE because they're the easiest to do. I'm sure you've seen plenty of people camp the basement/proxy camp it with LeatherFace because it's the easiest way to ensure that person will die AND possibly gain more kills with downing Survivors trying to rescue them.

    But, for people like me, I instead just played normally and than sacrificed them in the basement to get the challenge over with. Players that don't mind camping with go the easier route, players like me who DO mind it will go a different route.

    But it all comes back to "what's the easiest way to do this." So some people just copy others to get the challenges over with, or they go about their own plans of doing it a different way.

    now, here's why it isn't toxic... to me anyways

    Unless they're flaming you in post-chat about it after, or saying how ez the game was, or "BMing" in-game, it isn't really toxic.

    The idea of being camped SOUNDS toxic, but I feel that word has been altered over the 3-4 years of this games life. Toxic, usually means the Killer is intentionally doing these things for their own nefarious or "mean" intentions.

    Same goes for Survivors, they go that extra mile to ensure the Killer is having a bad match... which is where the word "toxic" comes into play. Now, camping someone for ensure they finish a challenge isn't really "toxic" since the Killer isn't intentionally doing it to ensure this game is the worst out of all of the ones you've played today.

    The intention is different, it's to finish a challenge in The Archives. They might see this as the only way they'll get the challenge done, or they might see it as the easiest way to get it done. If they don't like camping (like I and other Killers don't) than they'll find another way to finish the challenge... if this is the ONLY way to do it, than that's different.

    There is no "real way" to finish challenges like that, since that's quite subjective and up to everyone that faces it. That isn't to say i'm encouraging people to tunnel and camp Survivors to get the challenges done... but if that's the only way they TRULY think they'll get it done, than that's what they'll do. If it's the easiest to them, than that's also why they'll do it. If they don't want to do those options at all, than they'll find another way like I do.

    bottomline...

    That's why I don't perceive it as toxic, despite it being kind of annoying for the Survivors. I doubt the Killers doing this really want to ruin the Survivors game... it's more so to just finish that challenge.

  • @MrsGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/951826#Comment_951826

    Of course there always has been toxicity, but we’re talking about it being even more common now. It’s much more difficult to find a friendly killer or even survivors. I like farming a few times a day as a killer to just relax and it was fun running into killers looking to do the same thing.

    Eh, I personally don't agree.

    It feels about the same to me. But that's probably because i'm always facing Red Rank Survivors/Killers, so I never really expected anyone to not be serious in those ranks.

    But since those are the ranks that's most commonly talked about, it should kind of be relevant in what i'm saying. See, Red Ranks is always this way... so you never really find anyone that's not serious or just memeing... mainly because that rank is known for taking the matches too seriously.

    That isn't really a bad thing, but it can really make things dull sometimes. So when you said "It's gotten more serious lately" as well as toxic, I personally disagree... since it's always been that way, at least for Red Ranks.

    Purple and Green are different, but Red is the most commonly used example in discussions and or arguments here, so that's why i'm going off of that. If we're talking Purple or Green, than I wouldn't know because I don't stick around in those ranks for obvious reasons... (Not obvious but my own reasons)

    But tbh, whether I see it the way you do doesn't really matter. I just thought I could share that with you... I guess?

  • @MrsGhostface said:

    Since the tomes the game in general has felt more toxic and serious, can’t have fun anymore. I have problems as both killer and survivor

    Well, some people are so determined to finish their challenges... so it's natural that they're serious about it.

    But toxic? Idk about that. I've seen toxicity way before the tomes existed, feels about the same or for me personally less than before.

  • @Atrushan88 said:

    It would be nice if it at least applied Overcharge. Then again Doctor would have a field day with it.

    I think the fact it doesn't work with any generator regression perks is why this would never happen...

    Mainly because having something like Overcharge and Pop goes apply to every Generator near you with a massive Terror Radius sounds insanely OP.

  • @Merlin

    All I did was down and hook everyone until their last hook in a game. Than with Nemesis (The Oni's perk) I would down and hook each Survivor that was the obsession, than I would chase the next Survivor and intentionally let them drop pallets on me so the obsession would change to them (Thanks to the perk Nemesis).

    Afterwards, i'd down them and than hook them. They'd die, and I'd do this to the 3rd and 4th Survivor. This is the easiest and fastest way to get a 4k 4 obsessions sacrifice in one game... so i'd suggest also doing the same thing.

    The Killer really doesn't matter since any will do, you just need Nemesis and any Killer you're best with to pull this off. For me, I did this with The Oni to keep it simple... since it is his perk after all! Than I played normally and got everyone to their last hook and the rest follows suite.

    seriously...

    No special perks (except one) and no special Killers is required. You just need the Killer you're best with and Nemesis. That's literally it... everything else is up to you, you can center the build around obsessions with Remember Me! and or Furtive Chase for example... but if you can snowball in a match with your best Killer and Nemesis, you should be fine.

    Remember...

    Nemesis requires you to get hit by a stun, so flashlight stuns, pallet stuns, Head-On Locker stuns all work. You get stunned, that Survivor becomes the obsession, they die on their last hook, than you intentionally get stunned again to repeat the cycle.

    Nemesis also gives you the undetectable status effect when the obsession changes. So you'll have a 0 Terror Radius as well when you switch the obsession out. Maps like Lery or The Game are pretty good with this benefit!

  • @ohheyitsbobcat said:

    It used to when surge first came out but it has since been patched out as far as I'm aware.

    @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/951259#Comment_951259

    I think it only worked like that on the PTB, never went live.

    I also don't remember that ever being a thing, this sounds like something that was in the PTB until the LIVE version came out.

  • @illusion said:

    I was once the last survivor left and the killer wouldn't let me die. That was extremely frustrating. He downed me, then picked me up and took me into an corner and hold onto me until I struggled loose, but because I was blocked in, I couldn't get far, and he would down me again and do the same thing. After several goes at this I stopped struggling, hoping that he would get that I didn't want to continue. Instead he just kept carrying me around. I assumed that he would get bored, but after about 10 minutes of that nonsense I just DC'd. It's hard to imagine someone that intent on ruining someone else's game that they would waste all that time to do it. That was not recent, however, but I thought I would share. :)

    I occasionally see toxic people in chat, but not often, and when I do, I report it. For the most part, though, it's just gg's all around or nothing at all. I can't remember the last time I saw a killer be toxic in chat.

    This sounds like he held the game hostage in that scenario... for no real reason either.

  • @grobin76

    We haven't gotten any official announcements on it, so that's an answer that none of us can give you... except a dev of course.

    And it's unlikely that they would reveal that information UNTIL it's the right time to do so.

  • @AllenMicheal

    Well its been a year or two, so... never?

    Jokes aside, we should see some cosmetics for him eventually, he did get one awhile back that came with a camera... so it's not like they've never given him anything.

    Maybe @Peanits might know, otherwise I personally don't since i'm not a dev.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/950051#Comment_950051

    That doesn't have anything to do with whether or not it affects certain perks, though. That's just a UI change. Previously, survivors would see the "Unnerving Presence" icon on their HUD as soon as they entered the killer's terror radius. Now, that icon won't appear until the survivor is faced with a skill check affected by it. I mentioned that change in my original comment, but I don't think it's relevant to this question.

    That's why I also don't know if the DS "buff" was intentional or not.

    But clearly if they changed the UI, than they also changed how UP works when outside of actions like Repairing, Healing, etc. It doesn't just change itself...

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/950063#Comment_950063

    My suggestion also include the Rainbow Map.

    I put in the regular Map + Add-on to inform the alternative in case they didn't have a Rainbow Map and wanted to do this in ranked mode.

    I don't know anymore, I tried making a joke is all.. Again, your idea wasn't terrible, that wasn't the point I was making. I was just memeing it to be funny, but for some reason it wasn't funny to anyone else... cause it was wrong.

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