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HectorBrando

HectorBrando

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HectorBrando
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  • How much content licenses get is up to the license holders not BHVR, I remember reading somewhere Halloween and Nightmare on Elm Street license holders are the hardest to work with, especially Nightmare on Elm Street, if they dont let BHVR make more cosmetics for them its their decission and they have to abide by the contracts they sign.

  • Great idea, now the Killer stands on the hook, hits again and waits 1 minute to avoid DS, you just got slugged for 1 extra minute, super thrilling and fun experience.

    There is a reason why they got rid of the struggle if everyone left alive was hooked and in second stage.

  • I think it goes down one tier every 24 hours after the last DC.

  • Doesnt make much sense, its like going to an "all you can eat" place, pay the entry fee and then having one small serving of food. Obviusly you dont have to eat until you explode or end up throwing but at least try to get your money worth.

  • What time of the day was it when you played this match? At weird hours when a role is nonexistant the MMR dissappears and just puts people together for the sake of starting matches.

  • I tought the same at first but then I tought the "base gameplay adjustements" announced at the same time as perk rework included the HUD update, at least I hope so.

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973319#Comment_2973319

    I'm aware of this and took it into account with the original post. He didnt have lethal and found the box immediately at the start. He bots to the box whenever it pops up. Not goes in the general direction. Goes right to it. As I said I was monitoring his movements with kindred.

    This sounds extremely fishy, finding the box once using game knowledge and luck is normal, finding it twice feasible, but every time right after it spawns and bee-lining? reeks of wallhacking.

  • @RockyCrayon6625 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973226#Comment_2973226

    I don't really proxy camp unless the survivors are stupid and try and rush the hook and trying to punish them for it (because doing that against a bubba is smart). BUT the times I DID do the insidious bubba thing, I at least had some dignity and used the add-on that made chainsaw NOT an insta-down to give them a fighting chance.

    Doesnt matter if you dont camp or proxy camp as Leatherface, a lot of Survivors just assume you will because thats whats been happening lately and adapt their playstyle accordingly.

  • Gosh I love necromancy old threads.

    @Valik said:

    I know this is a thread from yesteryear, but Ii'm going to revive it because I'd love some clarity.

    I, for one, have absolutely no idea what anyone here is saying. Not only are many people flat out coming out and talking about No Mither as some sort of powerful perk, but the rest are often garnering concessions to say that it is only occasionally a powerful pick.

    I really don't understand where any of this is coming from, it's almost as if everyone here is playing a completely different game than the one I've been avidly devoting my time to for the past 3 years.

    Like, every single point I see people bring up to discuss No Mither as some sort of good pick is completely beside every fundamental reality of the game. must be missing something.

    There have been 12 points brought up in this thread alone, and I honestly do not understand the concepts behind any of them because they are contrary to everything I've come to know from my 1,500+ hours of experience and thousands of hours watching content creators over the years.

    • "it's a good perk for people who think the game is too easy" this is a very misguided debate, because it takes for granted that there are neither different challenges one could employ on one's self, nor a more eloquent - and perhaps less punitive - means of which to challenge a player. One could just as easily lower repair and vault speeds by 20% to make the game 'more challenging' - but that does not mean that it, by merit, is a good concept or should exist. Just because something makes the game more difficult does not mean that it has merit. One could just as easily bring other garbage perks or no perks to find a challenge in the game. Some have suggested not spawning injured, but becoming broken by the first instance of damage. This could be rendered redundant by the interjection of choice. A player could simply abstain fro healing to challenge themselves. Making the game more challenging does not make something, by merit, good,
    • "Protection Hits! You can waste the killer's time by diving in front of teammates!" But it is not wasted time. You just hard traded. Any survivor can do this without No Mither. As keenly observed, killers cannot slug to continue the chase and must hook you - true. However, you exchanged hooks, which is invariably the same as preforming such an action without the perk if not worse still. if healthy you could potentially take two protection hits to the same end. In addition, this is such a convoluted and highly situational feat that could - ideally - only ever find its own employment twice in a match. In a trial where the killer's objective is to hook survivors as many times as possible, forcing the killer to hook you is hardly a consolidation. Hooks are extremely detrimental to the survivor team - they can cut the repair efficiency of the team by more than half and can allow the killer to slow the momentum of the survivors if not seize it absolutely. Giving the killer an easy hook that they cannot turn down is like cackling that you gave your worst enemy exactly what they wanted. When defenders use this point, they often choose to speak as though they can take a hook - and another survivor cannot. However, using such a trash perk that is displayed to the killer is a very easy way to get yourself tunneled out of the game instead. Any perk that's greatest use is "Hah! Now you have to kill me!" in a game where your opponent's job is to kill you - you're not doing much for the team. Even in this extremely fringe and ideal situation, such an accomplishment is nothing you cannot accomplish better without No Mither equipped.
    • "You can pick yourself up off the ground! Unlimited Unbreakable!" Slow down there, scout. No killer is going to leave you on the ground unless they are letting you go free out of pity. They can see that you're broken and they know what that means. This aspect of the perk is not a buff, it is a mutual destruction signal. The 'revive self' part of the perk means that the killer is NEVER going to leave you on the ground, but will ALWAYS pick you up as soon as possible. Unless the killer intends to let you go, or frankly doesn't care about you and is fine with you taking a 30 second timeout, they're going to pick you up and walk you to a hook. And all of those hilarious trolls that think they're doing the Lord's work against a 4 slug, all the killer has to do is save one of you for last and stand on top of you - even if they hit you over and over, it takes time to recover. You're not doing yourself any favors. Picking yourself up once with Unbreakable is far, far, far more powerful than No Mither. Soul Guard can accomplish the same feat in many circumstances without forcing the killer to pick you up. You will basically never see any value out of the perk as a slug build - but if you do, it's because the Killer is more than likely taking pity on you or giving you a chance because of the horrendous nature of the perk.
    • "You're so sneaky, leaving no blood trail can turn you into a ghost that no killer can pinpoiint!" Except 2 things: 1.) Killers don't often rely on blood pools any more than they rely on crows. The preferred method of tracking other than direct line of sight would be scratch marks. Scratch marks tell killers everything they need to know just by being there - if there are scratch marks, you're running; if there are no scratch marks, you're hiding somewhere nearby. You're not going to lose the killer in chase because there aren't any small red blobs beneath the bright neon red carpet that points to your location. While it may come in handy in very particular and stringent circumstances - it almost never will. Hide in a locker and pray to Jesus in heaven that the Killer doesn't see the little droplets of blood and think to yourself 'oh my, why didn't I take No Mither?!" No, because survivors very rarely hide in lockers so imminently, and often when they do - the killer can hear the squeaky hinges and deduce as much. Leaving no blood is not a selling point of the perk because it hardly does enough to conceal your location beyond what a competent killer is going to find regardless. 2.) Lucky Break, Parental Guidance, and Off The Record exist. Blood suppression is not a point No Mither has in its favor.
    • "If the killer leaves you on the ground, you will be impossible to find with no blood trail!" But you still make noise anyhow. Killers rely more heavily on the sound than the blood to find you out anyway. The groans while Dying are reduced, but not muted. The killer is still going to find you if they return to the same general area. But remember - the killer isn't going to leave you on the ground anyway - because they can clearly see that you brought No Mither and want/need to be hooked. You're not a stealth slug, you're a hooked slug. The entity isn't going to care if your "Sacrificed" screen leaves a blood trail or not.
    • "It adds variety to the matches, making them a lot more interesting!" Survivors take the same 12-18 perks when they have over 100 to choose from. No Mither isn't the sea salt caramel that we're all pining for. You want to dazzle a killer and your teammates with Variety? Go Red Herring, Solidarity, Repressed Alliance, and/or Blood Pact. Not only do these perks rarely see the light of day, but they do a lot more to help your team and make the match more interesting than No Mither ever could, and that's just to name a few. There are over 60 perks that, if brought into a match, would breath a lot of variety into the game without ruining the fun for everyone else who qued up with you.
    • "This perk can make the killer focus on you and try to chase you down! You become public enemy #1 and can loop them forever!" That would be a good point, aside from two things: any killer worth their salt isn't going to go out of their way to attack you, especially not first. You cannot make a safe hook-run with this perk and you don't have to waste time healing, so chasing you first is sub-optimal. Unless the killer catches you out, they're likely going to save you for last - as the riskier the plays get as the trial draws long, the more detrimental your perk becomes. Unless you give them an easy open to the chase, they likely aren't going to prioritize you over anyone else. Quite literally, the killer gains no bonus slowdown or pressure by hooking you while everyone else is healthy - as all available survivors can go for the hook, and they don't even have to bother healing you! It's better to save you for later so that they can draw you into a disadvantaged zone or pull you into risky positions for the 1-hit down. But, even so, let's say that everything goes according to plan and the killer thinks you easy prey, why is No Mither the better perk for the chase? If you are such a strong looper that you can extend a chase for eons - then why is No Mither the best choice? Wouldn't it be better to have an empty perk slot and T-bag at the killer to get their attention? You could accomplish the same ends by different means - a flashlight with annoying clicky-clicks and T-bagging until the killer comes over and smacks you is literally the same exact thing, but wastes more of the killer's time and doesn't require a perk slot or the massive drawbacks. The perk betrays such an intention by working against your interests, it prevents you from capitalizing on it, it doesn't help you if you're good in chase, and it doesn't do anything that the crouch key doesn't already do for you.
    • "No Mither allows you to become the tunneled survivor when the killer tries to tunnel someone else!" So, jumping into the fray to keep the killer from tunneling someone can be a good thing, yes. But don't you think it would be better to take a protection hit while healthy than to become the next tunnel? No only could the killer easily leave you so that your friends can pick you up, but even if the killer chooses to make you their new target, what all is that going to accomplish more than taking 2 protection hits wouldn't do better? Either you're in a position where the killer cares if you get up, or they don't. If it's late in the trial and the killer is gunning for that tunnel, why would they care if you go down? You have to spend 20-30 seconds getting back up anyhow and your friends are going to run off of generators to pick you back up, you just handed the killer a win-win they wouldn't have had if you were healthy. On top of it all, the killer could go right back to tunneling and, if they're lucky, they can still pick you up for a cheeky hook on the side. If it's early enough in the match that the killer isn't dedicated - swapping at the hook may make you their new target, but that isn't exactly playing to the strengths of your team, and could backfire very easily. The perk being the 'I'm a pro at hanging on the hook' is not a selling point. In addition, you could better and more effectively accomplish this with For The People: unhook and press E on them then run at the killer. It's not a play that you couldn't accomplish with other tools.
    • "This perk allows me to use Dead Hard and Resilience by default!" This, hilariously enough, is the best argument. You can use DH to get away from a T3 Michael or a Cannibal chainsaw first thing, and you get a cheeky 9% buff to repair. But when you realize that most survivors can play super well without being constantly injured, and that you just used 2 entire perks to shave ~8s off of a generator when you could have saved more time by taking a hit while healthy. The ability to use everyone's favorite crutch perk, Dead Hard, whenever desired is very good - but when your entire reasoning behind using a perk is because using your 'everything proof shield' in extremely particular circumstances justifies not having a health state on top of your 'everything proof shield' is pretty bad. You might as well argue that this perk could counter The Shape because the killer can't stalk you for Tier3 if they already killed you in Tier2. It's very weak.
    • "This perk makes 1 shot abilities redundant! The Exposure effect doesn't matter with No Mither!" So by giving the killer exactly what they want, they can't take exactly what they want ? That would be like arguing that you can't be mugged if you already gave the criminal all of your money. In the end of the day, you may not be getting exposed/mugged in essence, but you're still going to die/have-no-money. When a cannibal is squaring up against you, the fact he can use his M1 OR his Chainsaw gives him more of an advantage. Just because you feel slightly less pressure doesn't inform the killer's choice. Chainsaws and Exposure are intended to put you down in 1 hit. If you make it so that you go down in one hit by default, your opponent is going to laugh all the way to the bank.
    • "It's Bully Squad heaven! Bring it with your friends and run the killer wild!" You wanna know the worst thing about bully squads? They are most volatile when everyone clambers for the saves. Those bully squads that line up to take protection hits for hooks are spending a lot of time off of generators and are very eager to trade precious health states that will betray them later on in the trial. When you bring No Mither, you have made those bully moments far more volatile. Your allies may be able to troll a killer by swarming you and making the killer prove a hard choice of picking you up or letting you revive... except the killer will quickly realize this and search around. Just because you can self revive doesn't mean it's dangerous. A killer can just as easily hit you once you stand up again. No flashlight saves are going to keep you from being hooked after your friends go for some sabotages and take a few hits. To a killer, hooks are time. To a survivor, generators are time. If you have an orchestra of teammates swarming around you to deny your hook - you're wasting generator time and are trading down with health states and resources. Off of a single No Mither squad, the killer can accomplish multiple downs and still manage to get one or more hooks. Trying to sweep in for the save in these situations is the #1 way SWF bully squads backfire. Worst thing is, this can be accomplished BETTER without No Mither. Without, you can be healed up and help your friends when THEY go down - and use that perk slot for basically anything better like Unbreakable, Flip Flop, Boil Over - all superior options. Not only does this perk fail to help these situations in any way that other perks cannot do themselves, but you should be actively avoiding these all-or-nothing saving throws as survivor, not betting everything on them.
    • "There always has to be that one bad part of something, which means No Mither must exist - to give contrast to what's good!" Not only would Gestalt disagree, but basically anyone in design, engineering, or production would too. A machine strives for every part to be the best, and to serve a purpose. There is no part of a greater body that should seek to be the least useful. Everything in the known world - through both establishments in all religions and through the principals of evolution - point to the antithesis of this thought. There does not always have to be the bad one in a system. If BHVR was bought by Elon Musk tomorrow and he chose to make each and every perk fun and viable, by golly they could do it. By a combination of poor design and the active choice of the developers to make a 'Hard mode' challenge perk, this one has become the pariah. It is not a bad perk because there is a necessity for something to be bad in any given system. There is no evidence in reality or even gaming to suggest that this is some form of logical rule or reasonable expectation to hold.
    • "This perk is very strong with X and/or X perk!" If you have to mix and match other perks to find value, does it really matter in the end? Flip Flop and Power Struggle are both good on their own, but enjoy increased usefulness when put together. Streetwise, Botany Knowledge, and Built To Last can keep an medkit in play - but when used together they greatly increase it potency. The problem with perks is what can be called called 'elective exclusivity'. You have a finite amount of choices, and many options to choose from. When you use more than one perk to accomplish a means, it must earn its keep by a multiple. But the truth is, all of the perk combinations and 'synergies' listed out for No Mither are not noteworthy nor exclusive. "Iron Will makes you always silent!" But Iron will always does that, and No Mither's only contribution is that it always hurts you. "Resilience will make chases and actions faster!" but it will do that with or without No Mither, the only thing NM does in this situation is place you on second square on the road to losing faster - like a killer bringing a new perk "All the Mither" which instantly completes all generators at the beginning of the trial 'it has great synergy with NOED' - but who cares? You were going to have better value from NOED without it anyway. Just because you attach something circumstantially useful to a bad thing doesn't mean it's generally useful. If your favorite mug helps you get through a bad day at work, equipping the new perk 'Work Mither' to make you have a bad day at work EVERY DAY doesn't mean that you net more value from your mug. If a perk gives you $15 - using the perk that puts you $5 in debt isn't exactly the clutch perk that's fully realizing the innate value of the former by fusing it with the latter. Iron Will, Resilience, Blood Pact, Dead Hard, Desperate Measures, Flip-Flop, Soul Guard, Unbreakable - these perks have value that they contribute to a match. No Mither does not, directly nor indirectly, make these perks more valuable than if you spawned healthy and could be healed.

    Given these aspects, I have no idea how people can talk as though it is even a viable option in a match. Is it that low-tier killers falter and fail to understand the perk? is it that users are used to going against low MMR killers that lose them in chase and are impotent in their abilities?

    What is the logic behind the praise that this perk is getting? I truly do not understand it once bit.

    Onto your post, I agree with you entirely, any time anyone defends "No Mither" I cant stop but raise an eyebrow in disbelief, after years of playing this game and seeing the ocasional "No Mither" thread and user Ive reached the conclusion anyone defending the perk as anything but a self-imposed gimp is either extremely missguided, extremely bad at the game (anyone letting a No Mither user getting up by using the perk unless he is actually downing other people sucks at the game, and sucks A LOT), a Killer main trying to lure people into using it for easier matches or a troll trying to bait people into using it.

  • Whenever I know Im against a Leatherface I just asume he is going to facecamp or at least hard proxy camp because thats what most Leatherfaces have been doing since the masks got removed, I dont even try to go for the unhook unless I have a visual confirmation this one isnt camping, if he does leave hook Im usually pleasently surprised.

    I just stay on my gen until it finishes and rush towards the next one, no totems, no chests, no saves, no heals, nothing but genrush, odds are whoever gets downed is going to get facecamped and mindlessly rushing gens is the only way to at least have a chance of getting out. Another thing a lot of people seem to do against him is not greeding a single pallet, throwing anything they find and just trying to stay away from him as much as they can because we know if we get downed odds are we are going to get facecamped with no chance of a rescue so its better to waste pallets trying to stall him as much as you humanely can until the inevitable down and facecamp, luckily you bought enough time for the rest of the team to fix the remaining gens before you croak so at least he only gets 1 kill.

    Dont blame me, this is just an adaptation I developed against Leatherface after many MANY games against facecamping strats.

  • @Saitamfed said:

    Well, to answer your question... in some languages there's not an "it", as an example, in Spanish the neutral gender is male and I assume in many cultures and languages the same thing happens... even though in spanish is "La draga" which is female, I assume in other languages the articule you use to talk about Dredge is male.

    In Spanish there arent neutral articles because every word is gendered, objects can be genderless for example "the apple" but the noun itself is gendered "LA manzana" same goes for masculine gendered nouns of stuff that doesnt have gender at all, "the melon"/"EL melon" so while objects dont have gender in the way living things have, the nouns used to name them are gendered, it sounds weird, especially for english speakers but its the way it is.

  • Because The Dredge doesnt have legs so it must be masculine, femenine original Killers must go barefoot and you cant go barefoot if you have no legs, hence for original Killers shoes/no-legs = male, barefoot = female.

    P.D. Wraith isnt barefoot for he is covered in mud, the fine cape of mud on his feet is a de facto pair of shoes so he is a male.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970148#Comment_2970148

    Only if the killer facecamps without moving and looking around, which is a worse play than proxy camping instead. Also, you're definitively throwing if you sit beside a camping killer for 60 seconds. If you can't rescue a survivor, you're supposed to do gens. If you camp with the killer, than they are effectively camping two survivors instead of one, and you'll get everyone else killed too.

    Also, if the killer messes up and leaves its post for one second, giving you the oportunity of a last second rescue, you should do it instead of just sitting there and helping the killer... in other words, the best way of doing this challenge makes camper games even more miserable for all survivors.

    Those are quite common, especially Leatherface+Insidious, its rare the day I dont get at least 1 of those (dont play much Survivor lately but one month ago it was that common).

    You have to stay hidden at 10 meters of a Killer anyway, the challenge requires you to do nothing for a whole minute, not even looping or being chased counts, you have to become mostly useless for a whole minute anyway. Also if you are Solo and you get a facecamper odds are the game is doomed anyway, facecamping crushes most Solos because nobody knows whats happening and everyone loses a lot of time on gens just going to the hook and going back to the gen, so its the best moment to at least get something of worth out of that kind of matches.

  • It depends on how many perks you have unlocked, the more you have the less the chances of it appearing, if you have unlocked 40 perks BBQ has to compete against all those, if you have only 3 unlocked it has to compete against those 3 and the ~14 general perks, the only way to improve the perk odds is to get wathever you can to rank 3 because it reduces the pool of perks the bloodweb can chose from.

    If you have unlocked everyone's perks and you have it at 2 at level 38 you can consider yourself lucky, if you are leveling Leatherface as your first character and still have it at rank2 at 38 then you are extremely unlucky.

    P.D. awful leveling design, Im not gonna miss it once the update drops and removes RNG forever.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970256#Comment_2970256

    I guess the main thing that I am struggling to wrap my head around is how the game calculates which numbers (from 1-4) to choose from when assigning the traps. Like, with this system, that would imply that it is impossible for more than one Survivor to get the trap off in one shot. Is there a pool of numbers to choose from like in bingo or something? One 1, two 2s, two 3s, or whatever? Does the game calculate on the fly which numbers are ineligible for future traps (i.e. once you get a Survivor with one search Trap, the game finds that it is impossible to divide the remaining searches with another one-search Trap)? Idk, this is something only the devs can answer. All I know is that it SEEMS like an even bigger net buff to Pig than I initially expected, as now it is impossible to have more than one Trap be removed in a single search. I will gladly take the buff here.

    A very rough guess is the code has a variable with a starting value of 12 (or "number of traps*3"), when you set a trap it selects a random number between 1 and 4 and substracts it from the 12, then the next trap does the same and substracts the number from the new variable, then the next and until you run out of traps and the last person gets wathever number is left. They probably put safeguards to avoid the code picking two "1" like if someone rolls a "1" it saves it and checks it against next rolls, if it does it probably rerolls until it gets a valid number.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970243#Comment_2970243

    Thats what i mean.

    But good to know, that there are some people, who can really get affected by this. Wasn´t aware of that.

    I remember watching a RE2: Remake video of streamers getting scared, most were the usual and normal 2-3 seconds "YAAAAGH!" but there was this Korean girl who got startled and didnt scream just started breathing very hard and clutching her chest, the way people do when they get REALLY scared (doesnt mean she is going to have a heart attack but getting really scared makes your heart race like there is no tomorrow)

    P.D. I work in a refinery, I saw people doing that after an accident with an explosion as loud as bomb, we all thought we were gonna die that day.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970122#Comment_2970122

    where did I say it was not a challenge or that people had no right to discuss it? I didn't, all I said was both sides get asked to run trash perks.

    Are you all disagreeong that both sides get asked to run trash perks for tomes? Because it seems thats all I said and somehow you guys disagree.

    Im not desagreeing both sides have challenges that require bad perks, Im disagreeing its not comparable because if you are Killer and equipo an awful perk you are throwing your match alone, if you are Survivor and equip No Mither with no perks you are throwing 3 other people match away.

    The difference is if you do it for Killer only you get hurt, if you do it as Survivor 3 people who have no saying get their match thrown, pointless whataboutism as the one you brought only downplays the original complain plus is childish "you have it bad but whatabout this that also have it bad?" its an absurd argument.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970152#Comment_2970152

    Its just, that the streamers reactions: *throwing things around, screaming and falling from the chair* looked just over exagerated to me.

    Thats why i wondered. But if @Lima24927 spelled his coffee, then well. I might be less sensitive to such things.

    But good to know.

    The ones I saw werent like that, just the usual "AAAAGH" from regular jumpscares, same as people getting startled on cinemas, but yes, throwing stuff around or running away is pretty much exaggerated and probably an act, after all streamers make their money by amusing the viewers, the more shock value the better.

  • @Tsulan said:

    There i was, wondering if all those streamers that got jump scared by her, where just faking it. And then i see your thread.

    Now i don´t know what to think.

    But as said above, you can turn her, so she doesn´t jumps towards you.

    If you dont know about it and she caughts you unaware or really focused at something on the screen it can be scary, most videos I saw about that its people doing Bloodwebs and focusing on the nodes, I suppose if you know the jumpscare or you are just glancing at your screen it may not surprise as much.

  • @FeelsBadMan said:

    There is another one where you have to hide for 60 (SIXTY!) seconds within 10 (TEN!!!) meters of the killer in ONE trial. Did they hire the guy who did the very first tome challenges again?

    Actually thats one of the easiest challenges to do since facecamping is running rampant, you just need to play normally with Bond equiped until you run into a camper, then just go there and wait.

    Thats how I get the "Stay hidden X seconds in one trial" challenges, it takes time but eventually youll get your camper.

  • You can rotate her so you get a warning before she does the jumpscare, if you put her backwards when she is about to jumpscare she will reset her position for some seconds before doing the jumpscare, you can use it as a cue and if you rotate her again she will do the teleport towards the back of the screen instead of towards you.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970099#Comment_2970099

    I am doing the tomes today as surv and you dont even need to do the No Mither one, you can go around that node by 1: unlocking chests 2: hitting skill checks 3: fall from heights

    I do all tomes both sides so not sure why you sticking on the killer stuff bro

    Im in game just looking at forum while in lobby

    Good for you, people still can voice their concerns complain about a challenge that even if you dont want to do it you are still forced to suffer it.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970069#Comment_2970069

    I am in game attempting the challenge right now while you argue with yourself here... instead of bickering on the forum about a tome Im going to complete it and be able say "hey I did that tome!"

    As I said, you can disagree, Im not trying to prove anyone wrong, just stating both sides get asked to run trash perks for tomes.

    edit: the tomes exist for all players, not just survivors. I gotta do it too. You arguing about killers vs survivors, I play both bro ;)

    Nobody is arguing us vs them except you, you were the first to came with the "yes but what about Killers having to run trash too!?", OP is complaining No Mither sucks and for Solo is going to be hell, even if someone doesnt care about the challenge that person still has to suffer someone with No Mither on the team which is a huge hindrance, he didnt say a single thing about Killers.

  • @TAG has done the math and showed it several times around the forum, not a big buff, true, but still a buff.

  • @DrDeepwound said:

    Many of the killer tomes ask you to run perks I would never run.... Predator tomes, Coup De Grace tomes etc,... effectively throwing the match.

    Its only fair.

    You cant compare No Mither to anything else, the equivalent in Killer mode is... there is no equivalent, Killers have useless perks but at least they are that, useless, No Mither is a hindrance to the team.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969836#Comment_2969836

    It’s both a buff and a nerf. The average number of attempts goes up but the average distance traveled between boxes per attempt goes down.

    Travel time is offset by the fact if you dont find it at first going to have to search one more box which takes time itself.

  • I dont like the selection very much either, It looks like they went for the highest survival and the highest 4k rate maps and put them on a poll so mains can vote on their easiest map of choice (which in turn is the hardest one for the other side), meanwhile 50%ers get to deal with the most skewed maps...

  • Myers I confirm he can bypass bodyblock when stalking but he walks very slowly while doing it, Sadako (if she is able to) can bypass at 115% which is quite useful.

  • @TheKissKing said:

    you have a very valid point but honestly the easy fix to this is your teammate taking a hit, even if their on death hook (they'll take longer to die than you, as well as that if hey are good in chase, they can hold out for you to take a hit back for them) granted that may not happen in soloQ

    Cant her bypass bodyblockers with demanifest? Im not sure since I didnt buy her but I think someone did that once when I tried to bodyblock her.

  • Wait... are you implying DBD not having Slipknot characters is a bad thing?

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969545#Comment_2969545

    People always prefers win, no matter what. No matter which role. Maybe there is some exceptions but this is true for most of community.

    What about you? Would you still play survivor if those changes happen?

    Yes and no, people like to win but most people like to win with a sense of fullfilement, if you are handed victory after victory at first they feel great but it becomes very dull, very fast.

    Ive seen streamers starting to complain when the other side goes AFK, especially when they got several matches like this in a short span of time, if they cared only about winning no matter what why would they complain? AFK rivals are the easiest, fastest win anyone could ever get, yet nobody really enjoys those wins.

  • No, why would I? I would also stop playing Killer too, I dont like being spoonfed.

  • Only if I read an extremely flamey post to check if they are usually like that or just a one thing time, I usually try to not respond to professional flamers or baiters, its a waste of time.

  • I try to find the weak link, almost all Survivor teams have one (SWF or no SWF) sometimes the MMR throws a extremely skilled Survivor with 2 normals and 1 less than average, thats the weak link, if you hook him you force at least another person to stop doing gens so you get some pressure and go after 1 of the normals, even 4people SWFs tend to have 1 person who doesnt play as much as the rest of the team and usually performs worse, he is usually around the very good looper so he can draw the aggro and loop you while the weaker link fixes gens.

    If all 4 are very very good and there arent any weak links (which is rare), I just play normal at least I can try to learn something from the experience and get some points.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2967914#Comment_2967914

    You know people play DBD to have fun right? Not to give every killer a win because "immersion". Immersion isn't a good excuse for absolutely boring and diabolical game play.

    Do you genuinely think survivors losing every game would be enjoyable? Lol

    This whole thread is the same old "Hello fellow Survivor mains, Im a Survivor main myself and I think I speak for everyone out there, we would totally love this unbiased change™ absolutely nobody asked and Im sure it will improve the gameplay experience of Survivors mains, such as myself" then it mutated into the "This makes 0 real world logic, unlike a woman who can teleport around and a guy with third degree burns and slashes 2 cm deep into his flesh, which is totally normal and realistic and I see at least 3 of each every day I go to work, AND ITS A 10 MINUTE WALK!!".

    Honestly this kind of threads should just get deleted on the spot, they have no purpose except baiting/trolling.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2966295#Comment_2966295

    Debatable.. did you miss that Attack on Titan is on its way?

    Nintendo is known for being extremely protective of their IPs, obviusly everything is debatable but I dont think modern Nintendo of all companies would allow one of their IPs to be in a videogame not developed by them, especially one with such violent themes. Plus you cant compare the tone of Attack on Titan with Zelda, I didnt play the last ones but I dont think there are many scenes where someone gets eaten alive while blood sprays everywhere.

  • @AnneBonny said:

    i think there's a hidden mechanic involving the basement that offers an alternative method of escape, but the method of doing so is probably something insanely convoluted

    also your third theory is correct, at least in a couple ptbs iirc

    Its not convoluted, its quite simple but its bugged and doesnt work.

  • I like when I get 4K and the Survivors write "gg" or "gg Killer" that means they had fun even in the worst possible outcome for them which is the healthier way to go, especially for the game in the long run.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2965381#Comment_2965381

    No, you might as well stick to the existing option of getting the teachable version of the perks you want unlocked rather than prestiging. New players still have to put in hundreds of hours to get working builds (especially as killer), all while starting with level I perk tiers options. This does nothing to encourage new players to try out and continue playing the game.

    Sure new players will have to put some hours into getting perks but new players usually dont have a clue of what they are doing and dont even understand what the perks really do so its not a concern, when I started I used Deja Vu for a month thinking it was probably the BEST perk in the game, having newcomers try perks by themselves instead of jumping into "Streamer™ said this is the build to so Ill use it even if I dont understand a single thing about this game" is better for them, it helps them learn and develop different builds.

    Also, you dont need to P3 to get a character teachables, only if you want them at rank3 unlocked by default, you only need to P1 to get rank1 perks into everyones else by default, if you get to P3 you get rank3. Obviusly for veterans is much better to P3 because it saves a lot of time, newcomers can still P1 Meg, move unto Claudette and she will have her perks and Meg rank1 perks, get her to 50, Dwight now has his teachables and Claudette and Meg rank1 teachables, then Jake etc.


    P.D. To everyone saying "now people will have to get this Killer/Survivor at 50 then this other one then etc", base game comes with 7 Survivors and 5 Killers and not everyone is going to buy the game and around 150€ worth of DLCs just because some guide told them some perk is mandatory, did you actually buy that much DLC for a game you werent sure you even liked?, most newcomers will try the game, pick the character they think looks cool and try it, then decide if they stick around or not, if they stick around theyll start putting BPs into characters and unlocking stuff with shards, nobody will be faced with 40 Survivors and 25 Killers at rank1 when they buy the game, the grinding comes gradually and when you have no clue it doesnt seem that mandatory.

  • @GoshJosh said:

    It does nothing to help the grind for those that need it the most: new players. And for that they should be ashamed.

    All it does is lower the grind time and cost for someone already committed to grinding just because anyway.

    It does because after the update hits prestiging wont delete your perks, items or addons, there will be no reason not to prestige and once you start to have characters at P3 you will shave 9 Bloodwebs per P3 character, there is a point where you will P3 everyone just by virtue of dumping BPs.

    Right now there are 107 Survivor perks (318 ranks) and 97 Killer perks (288 ranks), you unlock 1 perk from lvl 1 to lvl 40 and 2 perks from 40 onwards, that means you need minimum 179 and 164 bloodwebs on each Survivor and Killer to get all perks without prestiging, with the change it goes to 150 per Survivor and Killer while prestiging without losing your stuff and you will have at lvl 1 wathever you unlock on the others eliminating RNG, you want DH or BBQ? get David/Leatherface to P3 and you will have it unlocked forever on everyone no need to clear bloodweb after bloodweb.

    P.D. Right now every new character introduces 9 extra perk unlocks on everyone (5 Bloodwebs per character).

  • Its to stop a Myers from blocking someone while stalking, its use is very limited because you have to get bodyblocked on a narrow corridor or door frame against Myers (which is a massive gamble because if he is 99% the blocker gets instadowned), I use it mostly to avoid bodyblocks at shack doors, it was great when you could stalk at EW3 too, pity they removed that feature.

    @IamFran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2964859#Comment_2964859

    I understand they did this for avoiding the killer get his power easily which affect all 4 survivors in the case of Myers, but with Ghostface happen the same thing, what's the problem of bodyblocking a survivor and downing him in a corner? also they can reveal ghostface while they're bodyblocked in a corner and also the plage can achieve a easy down just by bodyblocking survivors in a corner by vomiting and hitting them.

    That feel very inconsistent.

    I main Myers, the numbers of times I managed to bodyblock someone in a corner where I could have get value is close to 0, at least once you face Survivors with more than 50 hours on the game, the number of times I bypassed bodyblockers is not super high either, but is much higher than 0, especially against SWFs, its better for Myers if this stays the way it is, it gives more value if it works they way it does now.

    Same goes for Ghostface, being allowed to bypass bodyblocks is useful and its more common than trapping anyone in a corner.

  • Not me but I saw someone get value out of it once in a match, it was the only time I saw that perk give value.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2965283#Comment_2965283

    No this absolutely is latency because to the killer you have not yet fallen and so they can hit you, whilst to the survivor you're already halfway down to the ground

    I think what he is referring is more of a hitbox thing, the hitbox is falling but if there is still a slight bit of it where the Killer attack hitbox is located, they still overlap and register as a hit even if almost all your character is on a diferent level, it does look super weird but it has always been like this.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2965074#Comment_2965074

    It makes sense and makes a broken perk balanced, so ignored.

    Sense? on a game where a magical eldritch thing kidnaps mass murderers, juices them up and makes them chase other kidnaped people so they can hang them on hooks? where a ~18 year scrawny old girl can lift a ~90 kg person with one arm and carry them around like it was made of thin air? on a game where some guy has his arms and face seared with third degree burns with electrical cables inserted on his flesh? I could go on for hours about stuff that makes absolute 0 real world sense in this game.

    You shouldnt use real world logic as argument, I believe Killers would stand to lose way more than Survivors, a match of any Legion member against Jeff, David, Adam and Felix wouldnt end well for the Legion, it wouldnt even be a fair fight, it would be a massacre.

  • @ShintyShinto said:

    https://forum.deadbydaylight.com/en/discussion/comment/2962668#Comment_2962668

    While I don't disagree, there are absolutely times when you can tell if a teammate is being helpful or not during a match.

    You already gave one example: hook farming or just blatant bad timing. Not helpful. Consistently blowing up gens before running away to hide in a locker? Not helpful. Refusing to unhook, heal or protect? Not helpful. Bringing the killer to you? Not helpful. Fast vaulting for no reason or generally failing at stealth? Not helpful. Attempting to team with the killer? Not helpful. Playing for hatch on the last gen when we could still pop it? Not helpful. Opening the gate when someone's on their first hook and instead of helping just waiting for the killer fully-healed at the exit? You get the memo.

    On that note, I posted a suggestion about end of match replays the other day. It'd be nice to have a summary of what players were actually doing over the course of a match, instead of just the amount of points they earned. Could function similarly to Alien Swarm: https://youtu.be/4EVzztri6Is?t=735

    Yeah but a lot of those things can be one of a kind thing, you may get a teammate who blows your gen twice right at the start, he goes away "Hell what a useless guy" then he gets chased and loops the Killer for 4 gens but since he isnt the Obssession you cant really know it or he gets all the unhooks and fixes 2 gens.

    Obviusly there are times where you can tell someone is a drag on the team before points but thats when you see them around enough to be sure my post was more oriented towards "not seeing someone around doesnt mean he isnt helping the team" because a lot of people make that assumption.

  • Ruin does enforce genrushing because you cant let go the gen or it will regress to 0 in no time, at least with PGTW the Killer may or not may kick your gen but Ruin will always affect it.

  • @Dustin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963634#Comment_2963634

    I agree - Main issue people tend to overlook unfortunately is Dead by Daylight is one of those games where when one side is doing well likely the other side won't have fun unless the winning side tries to accommodate for them. It's neither sides job to make sure the other team has fun though.

    Problem with DBD isnt if you do well the others suffer, you can apply the principle to almost any PvP game, problem is DBD has a ton of annoying stuff from both sides which are actually very strong plays, getting facecamped, getting mass stunned, getting slugged, pallet to pallet chases, certain setups etc those are all extremely unfun and are usually the way to go.

    Why is that? What do all those things have in common? they take control out of the player, when you are getting facecamped, mass stunned+flashlight blinded, getting chain-pallet stunned or slugged for 3 minutes etc you are not playing, you are at the mercy of the other side allowing you to resume playtime, stuff that deprives players of agency is extremely frustrating, take WoW as an example (cant say now because I stopped playing years ago so it may be outdated) what was the usual complain about PvP when I played? the sheer amount of stuns on top of other stuns and/or "I.W.I.N." builds where people pressed a button, burned all their strongests CDs at once and melted you in 2 seconds, both options took away any options to play for the person eating the stuns or getting melted.

    Obviusly all games have this to a degree (FPS when you die you have to wait for a respawn, Fighting games when you eat a combo you have to wait for it to end, etc) but the sheer amount of annoying stuff where players have 0 control in DBD is out of the scale, especially when said actions are very easy to pull and very rewarding, we all know how rewarding is facecamping or DHing towards a godpallet is...

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963667#Comment_2963667

    But what I got from the way he said that statement was indeed "Its the survivors job for me to have fun"

    just what I got from it

    Are really Killer mains starting to say they are entitled to have fun from the Survivors? I didnt watch the video because 18 minutes of someone ranting about DH is not my cup of tea but if someone indeed said that its... rich.

  • @LeeONE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2962709#Comment_2962709

    Surveillance is a great perk for sure! But IMHO only with other gen "kicking" perks, especially ruin, this is straight up discussting combo, incredibly strong, otherwise you just have to spend so much time to just kick gens...

    I would use thrilling thremors over BBQ if only it's cooldown was shorter or duration longer, but main reason why I prefer BBQ is BP multiplier, I guess that's the same for a lot of people too

    Not a problem for low mobility Killers for you end up playing around a cluster of 4 or 5 gens, one of the biggest mistakes as one of those is trying to cover the entire map, you select your killing ground, try to get rid of all the pallets and defend it like a 85 year old with a shotgun defends his lawn, Surveillance helps you keep the lawn on check.

    Kicking gens is not as useless as a lot of people make it out to be.

  • Surveillance and Thrilling Tremors especially for defensive or low mobility Killers, it gives you information on what you really need to check, which is gens being worked on.

    If you are Myers, hook someone and see a Survivor in the other corner of the map with BBQ is pointless info, by the time you get there odds are he is long gone but once the game starts to progress if you defend the clusters and kick gens you will always know where to put pressure, lets say you have 5 gens left and are relatively close, you kicked 2 or 3, one starts to show yellow, now you KNOW someone is there and everything else barely matters its surgical pressure.

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