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Heartbound

Heartbound

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Heartbound
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  • Also even though I'm usually well behaved I don't think you'd want proximity chat with me because I might say something spur of the moment and you'll never come to unhook me later.

    I'm sure there's a lot of people like that too.

  • That's enough for a Nea shirt and some ugly sweaters I think, but if you wouldn't ever wear it then I'd just hold on to it. It'll either burn a hole in your pocket and you'll make an impulse buy or somewhere down the line you'll use it to get an extra goodie.

  • I thought this was my imagination. PC here, has happened a few times to me in the last week. I run my pallet loops tight and can't afford that lag either.

  • I've had a lot of time to learn Trapper and a lot of it was due to Dwight and his Bond Perk. One of the biggest buffs Trapper ever got was the constant release of new killers. A lot of these survivors face Trapper like once in a blue moon and don't really know how to handle him.

    I'm really "old fashioned" in how I play my Trapper and I don't always 4k, but it's nice to see Evan getting some love on the forums.

  • ~1,500 hours over the course of five plus years.

    I work a lot so that's high for me.

  • It goes off twice. On initial pickup of the downed survivor, survivors in your terror radius are notified that they are exposed. When you hook said survivor, survivors now entering your terror radius are exposed with the timer counting down while survivors that were in your terror radius for both exposes are notified again but this time with a counter counting down on their exposed status.

    I think if you drop the survivor it also starts the exposed timer counting down, but don't quote me on that one.

  • I used Watching for you watch (green) and Tequila Moonrock (yellow).

    I got a clicky uber group of top rank survivors so I tapped them with knives until I just needed one more to activate main event, injured them and lured them into the open. Then I tapped the final knife, activated main event and chased those injured clickers until they fell down.

  • I was going to say offense but I looked at my perks and realized I have information perks on almost all of my killers. I very much enjoy knowing the flow of the map. If I'm running pop I'll stop and kick a generator but I generally prefer to chase the survivor that was on it, etc.

  • I really enjoy playing Oni. The games are always intense and ever since boons came out boon healing totems act as a blood depository for me so I can get my power whenever I want. Then it's just running to gens and vibe checking everyone with my club, go drink more blood, rinse repeat.

    Getting that first hit and starting the snowball is Oni's biggest weakness though, definitely. If I can't get the ball rolling well...it doesn't roll.

  • I always cleanse as soon as possible but I make sure if I do that, I don't immediately reinfect myself with a hook rescue/touching a green generator.

    I'll also cleanse mid-chase if I can in order to get the Plague to drink from the fountain I cleansed from. 99% of the time she'll consume the fountain and that gives me time to get a lot of distance and break line of sight. Good luck team!

  • wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww

    You see that? It's just that easy. Watch I'll do it with my big toe.

    wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww

    Killers don't stand a chance.

    ...but yeah for a lot of killers now running loops can be a death sentence. Just gotta do one loop around a place, leave the pallet up and go to the next one.

  • Early in the game's life if you didn't finish at least 2 gens before the killer wiped your group, the hatch didn't spawn at all.

    Hatch is still easier on survivors than it used to be imo.

  • Leatherface because even if I play good I'll get halfway through a gen and see three of my teammates slugged on the ground unless I run Bubba for 5 gens.

    Wraith too because I can't be bothered to keep an eye out for him.

    Edit: PIG. I don't wanna play with your trap. Last game I let her pull me off a nearly done gen and expected her to toss me on the hook to apply pressure but no, she dropped me and let the gen pop, then put the dunce cap on my head. If that wasn't bad enough I had two dunce caps in one trial. Aaaaargh.

  • I have all killers so I'll usually play one on a whim, which means I'm running a set of brown add ons and I'm very often out of practice with whatever killer I'm using. It's just nice and chill most of the time.

    I have a solid handle on M1 mindgames so if I can't get their main power to work I'm still a significant threat, but I'm nowhere near as strong as say a Huntress that can cross map snipe you or a Blight that can consistently land hits on you etc.

  • She'll always be Fang to me. I only know the Japanese side of stuff intimately, but if it turns out Min is her first name then I'm gonna start calling her Minnie Mouse.

  • Things sure will be strange around here without the three of them, that's for sure.

  • I had high hopes for a picture, man.

  • Focus on hooks instead of kills. You look at it a bit differently when you 2 hook everyone and you know if you wanted to you could have focused one of them out if you wanted to. Plus, what do you get if you sacrifice enough survivors? Higher MMR? Oh boy oh boy.

    Spirit is kinda hard to learn so I wouldn't feel too bothered about that one. It's like when you start playing Nurse. It takes time.

  • I think a Smash Hit buff could be worth it, but I'd monkey paw it.

    Add 20 seconds to the speed boost but it reveals your aura during those 20 seconds and your character constantly crouches for the duration of your aura reveal so the killer can find you again, plus it exhausts you so it's not like you can do it all the time.

    Tongue in cheek but I think the existence of a perk like that would have killers respecting pallets like they do (or used to) with decisive strike when someone was an obsession and they weren't running an obsession perk. Might be cool.

  • I usually know within the first two or three minutes if the match is going to go my way or not. As long as the survivor team has a weak link or two it doesn't really matter if they have a strong survivor or not.

  • I'd only agree with being able to kill your teammates if other survivors start running around with a red glow so you can be ready for their attacks.

  • Survivor side I hate them because I run my loops tight and can't afford to spend a second breaking chains, but if I see it coming I'm nearly impossible to hit so eh.

    Killer side they're okay but if it's not a 100% certain chance I'll ensnare the survivor it's usually better to just chase normally.

  • That's a pretty good buff. To me I've always found this the important part of Dead by Daylight, so I'm glad to see it.

  • 50476272_2287440847933760_3567006949629231104_o_2287440844600427.jpg

    Hey Death isn't an escape. Where do you think you're going? Get back here.

    1623453265870.jpg

    You'll get through it. I'm absolutely in love with Mikaela Reid and her Halloween outfit, and the rift was a good idea. The only thing I don't really like is the thought that the lore I unlocked will go away. They better keep the tome and just remove the rift fragments.

    1600414420246.jpg

    Boon totems are finally after several years pay attention to totem locations. I always run soul guard because I know I'm never touching totems. Now I have to run small game on my boon builds just to pick up those bone spots. This game finally got me to do bones. As far as the boons themselves...eh. They get snuffed fast.

    1600399846734.png

    I don't think Claudette has anything new so you're not missing out. As far as killer nerfs go, if we're not nerfing Pig then what are we doing with our lives. You know?

    See ya when you get better.

  • I want Sprint Burst but I don't want to walk everywhere, for if I run even for a few seconds I know I'll be exhausted when the killer finds me.

    ...in the same way that I'm always chased first when I run Deliverance. In the same way the killer runs Franklins when I run an item I like.

  • You occasionally get a survivor that knows how to loop and really wants your attention. Usually they can be utilized to hinder the survivors.

    The most annoying team is when all four of them are solid and want your attention and don't worry about generators at all. It's going to take a while to down them all and even if you win, it's gonna take a long, long time. They're not going to fall for your tricks either.

    It just never ends.

  • Pinhead already sends survivors to Brazil during his mori animaton, having Brazil come to the fog would be fun.

    Brazil has come, and it brings vuvuzelas.

  • Remove the vaults too.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598922#Comment_2598922

    You are implying that the only reason one might not get 12 hooks is because they camp. This is wrong.

    You also won't get 12 hooks if:

    • survivors fail to promptly unhook, and anyone skips a hook stage.
    • a survivor DC's, or suicides on hook.
    • someone finds a key and the hatch.
    • a survivor hides all game, meaning they die on their first hook whilst their teammates have already died

    It's not about the end goal. It's about the friends we sacrificed along the way.

  • Cuz it's fun. I do not have the attention span to be around a hook more than five seconds.

  • Once you 4k enough without all the gens being done you start finding it to be a waste of a perk slot. It turns into one of those perks you only use when you have nothing else to equip.

  • PTB Kate scream.

  • It's a good way to skyrocket your MMR so you're facing survivor meta builds that can handle your playstyle.

  • I can't believe there was a forum post.

    Who would have done this?

  • Back then survivors were a lot stronger and had better tools to deal with her, but Dead Hard still nullifies one blink attack and she's still turbo slow unless she's blinking. It was a different game. However yes, she will always be very strong...in capable hands.

    It's probably more dangerous now because when 3 blinks was default you'd plan your moves accordingly. Now that 3rd blink sneaks up on ya. I still think running her around the basement or over multiple stories is the best idea.

  • I got mine with the hatch. I tend to play aggressive and it gets me in a lot of trouble when it comes to things like these.

    Funny story with this hatch though. I was going to DS a hook camper and use the stun to unhook a teammate, but then another survivor came after I got downed and I got left to bleed out. Hatch spawned on my head. Heh.

    It'll come.

  • The rift has soul, but if you're not doing the rift then it's hard to notice anything is going on.

  • I'm playing killer and seeing a few survivors D/C. No crashes on my PC.

  • She's "my type". I think it's her demeanor and pants that get me. I'd cuddle up with a good book with this survivor.

  • すごい!

  • @GeneralV said:

    Ok, so this was a pain to find.

    There was a similar thread here some time ago, and this is what I commented there.

    My opinion remains the same:

    There is an easy solution and a hard solution.

    The easy one consists of everyone buying a time machine and returning to 2017. Problem solved, DBD is scary again.

    The hard one consists of working with what we currently have. So, let us start:

    1- Maps and ambience

    We are starting with the obvious, and so I shall state the obvious: reworked maps are absolute garbage on every single goddamn aspect, this one included. Crotus Prenn is the best, yet saddest example of this: a map whose ambience was top tier got transformed into an empty wasteland.

    My idea is simply erasing the stupid Realm Beyond and return the maps to what they once were. However, I imagine this is out of the equation to the devs, so we would have to work to make the garbage more tolerable. And I suppose it can be done, with basically 2 things:

    -Fog: We need more Fog. It is an extremely important element in DBD, both lore-wise and gameplay-wise, which somehow the game currently lacks. We would need something like this:

    https://us.v-cdn.net/6030815/uploads/WTMRHL7BH048/image.png

    -Lighting: Lighting is something which, undeniably, got worse throughout the years. The Realm Beyond merely kicked an already dead horse. The image above shows what the lighting should look like, which is basically 2017 levels. Alternatively, the devs can bring this precious treasure back:

    https://us.v-cdn.net/6030815/uploads/MYD69QWC535J/bringitback.png

    2- Killers

    Next we are going to what makes the game truly scary, the killers themselves. And I think we can divide the killers into 3 types: scary, neutral, and not scary.

    -Scary killers are the ones who are scary by themselves and do not depend on the maps for their spookiness factor. In my honest opinion, during DBD`s golden age of spookiness the scariest killers were Freddy and Michael, mainly because of how their powers worked. Michael still plays the same, so everything is okay with him.

    Freddy`s scary factor came from the way he approached survivors, something that he now lacks. Give him his old power back and he can rule the Fog alongside Michael, in a spooky diarchy.

    Other killers, such as Doctor, are also members of this category, but not nearly as scary as those 2 kings.

    https://us.v-cdn.net/6030815/uploads/NQ38P91VX9AS/image.png

    (Don`t question this image)

    -Neutral killers are the ones who end up depending on maps to be scary, such as Trapper and Hillbilly. However, keep in mind that those killers were designed with the old ambience in mind, and if it was to return I believe these killers would automatically be in a good spot.

    -Killers who are not scary are an eternal problem, because not much can be done about them. Legion, Trickster, Deathslinger do not have what makes a horror icon a...well, horror icon. The ambience changing around them should make them somewhat tolerable, but the experience they provide will never be the same as the other 2 categories.

    Not to mention that those killers are annoying by themselves, so there is that.

    3- Survivors

    The scary factor of the Survivor experience depends on the other 2 items, so there isn`t much to talk about here. However, something worth mentioning are the animations. Old animations made the survivors look scared are paranoid, while new animations make them look weird.

    What should be done here is obvious. Revert it.

    4- Menus

    Last but not least, we have the menus. And they should return to the old style. Period.

    If you don`t know what I am talking about:

    https://us.v-cdn.net/6030815/uploads/HGSPF8318TU8/image.png

    It doesn`t really need to look exactly like this...but something close to it would be nice.

    5- Final thoughts

    And I believe that is it! Now, I`ve talked about what I think would be the best way to make DBD scary again, but this is all my opinion.

    I love it. It meant more when survivors were scared, but brave. They were survivors. 'Greetings from the Fog' they say. What fog?

    That tiny little wisp of smoke you see on rare occasions?

    Trying new things is great. Games evolve. I get it...but what is in this quoted post is what made the game popular.

  • Blendette comes from a time where you could play New Moon offerings and fog had a much greater effect. Combined with her P3 outfit and dark maps if Claudette did not want you to see her, you were not seeing her. If she had Iron Will you weren't hearing her either.

    Just remember if Claudette didn't exist, they'd complain about not having representation. The only winning move you can make is not to play.

  • Most if not all of the people that created the game and had a vision for it are gone, and that's not an insult to the people that are continuing the game, it's just that it's very unlikely the ship will set sail in a different direction. They tried with Deathgarden, didn't work out. This ship will always be Super Smash Slashers now. The formula works, but I'd say the soul really left when they stopped decorating generators for holidays. The team is a lot bigger now, but that means you have a producer telling everyone what to do, and everyone is executing what is told to them. That will never not be robotic, even in video game studios.

    Everything is much more fast paced now. Animations sped up, things are more spur of the moment instead of deliberate and methodical. Atmosphere has given way to 'pretty' (which again isn't bad) and because the game has to be respectful of other countries laws and what they find offensive the game has put itself into a box. We're never going to see body horror, decapitations, bones in general outside of totems etc. It's very safe. Kinda weird for horror.

    The focus on kills and escapes. When the Killer Cube came out you needed 2 kills and a hook to pip and everyone back then thought that was meh. There shouldn't be a defined win condition. The trial itself should be its own experience...but nah. Exit gates and kills. Do gens and rush out the door or end up on a hook. It is what it is. In my view 10k points pip, like how it was back in 'the day'.

    Just my two cents.

  • That's for the Tome I challenge, right? I ended up doing the bottom challenges for that one since I main Trapper and could easily do the trapping, but to answer your question you'll probably be best off running Windows of Opportunity and doing a chase build...or alternatively wait until there are only 2 survivors left so the killer is far less likely to care if they win the chase or not.

    Either way I agree, that challenge is annoying.

  • There is a totem spot on Haddonfield where you go downstairs and there is a basement where there are two rooms. One with 4 lockers and a stack of cardboard boxes, and next to it is a room with a generator.

    There is two totem spots in that area. One that spawns under a stairwell, which is meh. It serves its purpose but meh.

    There is a totem spot that spawns behind the cardboard boxes. It's the first totem spot I ever memorized and I always run down there and check for it. Dull, Hex, doesn't matter. It's the best totem. It's also very poorly hidden.

  • I usually keep the killer on me on purpose so I know where the killer is and can optimize loops. It's when I escape and lose track of the killer and he pops up behind me that I end up going down. I also end up going down in chases.

    The higher level/smarter killers leave me pretty often though. They don't like going on world tours.

  • Running from the killer involves a lot of cardio, so it's important to stretch in between chases.

    Breathe in. Breathe out. Feel the burn.

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