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HectorBrando

HectorBrando

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HectorBrando
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  • Aftercare/Bond are similar to Autodidact/Botany Knowledge.

    One if stronger than the other but has requirements, if you dont met them they are very meh but when you do they are way better than their permanent weaker version.

    It all comes down to what is going to be your playstyle for your next match, if you are going to gen jockey or baiting Bond is better, if you aim for altruistic style Aftercare is much much better.

  • New perk Idea, for each uncleansed totem a Survivor gets teleported to the hook inmediately, games using this perk will be balanced by playing against 5 Survivors.

  • BBQ is only good on high mobility Killers like Hillbilly, Nurse and the likes, on low mobility killers like Trapper, Myers, Ghostface etc is awful and as you say there are better detection perks for them.

  • Because Adrenaline isnt a exhaustion perk per se, it exhausts you to balance it so you dont get Adrenaline and 6 seconds later you use Lithe or Balanced Landing.

  • Im red rank at both roles, as Survivor my games are against red rank Killers and it takes me like 30 seconds to find a lobby, as Killer my queue is taking like 10 minutes and it pairs me against rainbows (several different colours, one red, one green, two yellow etc).

    I play on PC in western Europe and I can guarantee there are a ton of Killers right now.

  • I believe Blindness hides all auras except Jigsaw boxes and pool of devotion.

    On the topic, if Surveillance is hiding the yellow aura show to the Survivors from Trail of Torment it must be a bug, there is nothing in Surveillance that affects Survivors aura reading abilities at all, it must be bugged.

  • I agree, I would be content 2 or even 1 DLC per year so they can concentrate in fixing what they have build, as you say we have a lot of DLCs and more arent needed, at least not for now.

    They can keep churning cosmetics if they want to keep the money flowing since they dont affect gameplay and are not work intensive as designing perks, powers and maps.

  • @xXCAM3R0NXx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1397378#Comment_1397378

    Ahh okay ill make sure to learn what pallets are safe and unsafe.

    Thank youu :)

    There is a video in Youtube from one guy called Tofu (or something like that, Im awful with names) about pallets, safety, how to mindgame etc thats a very good introduction to the wonderful world of looping/getting looped.

    https://www.youtube.com/watch?v=VPr_bQdVkj0


    Edit: found the video, its a bit old but I believe almost all in the video is still true today.

  • Those you describe are unsafe pallets, they are there to be thrown on the Killer to stun him and run away towards a better loop or towards a low visibility area to attempt a juke/disengage. Learning what pallets are safe and what are not is part of the game for both roles, Ive seen Surviors trying to loop unsafe pallets only to be hit and end in a very bad zone without much chance to reach better tiles and Killers trying to loop safe pallets without breaking only to waste more than 2 minutes while gens popin' like crazy (this last one cost me several nodding facecamps).

    As a rule of thumb pallets with short debris/walls are unsafe and pallets with long debris/walls are safe, also unsafe pallets with high walls that block Killer view might be used for a juke or even a disengage if you do it very well.

  • @jisp3r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1396600#Comment_1396600

    Throw it above the jungle Jim.. Try to make it break on a higher level like a tree.. It will spread nicely! Try it

    Still a lot of times it doesnt affect Survivors, its like if the gas only works horizontal axis and a very small vertical axis, if it spawns on a higher axis it doesnt affect what its under it, even if its touching it. Its not consistent, sometimes what you say works, sometimes it doesnt and there isnt a clear indicator.

    I notice this as Survivor too, gas bottles that break near a dropped pallet dont affect me sometimes even when I clearly see im touching the gas.

  • It depends a lot.

    For example Altruism points can be earned while farming "safe" hooks as it only takes 10 seconds to get the score while leaving the guy to rot with the killer beelining towards him because he was going towards somewhere but still very close but you decided to rush the unhook so he came back right away.

    Another example, someone who is a master of hiding and never gets caught (not the inmersed in the corner, the master of juking the killer 2 meters away) and manages to fix the 5 gens by himself he will have almost no boldness and not much altruism and he did the main objective by himself but since points are capped at 8000 he might end with only that because he got NOEDd by pure bad luck and left to rot in the hook while the others escaped.

    Another one, you can farm Boldness points by blinding the killer a lot of times in a row and then drop the golden pallet in his face without even looping him once, it gives a lot of points and it distracts them for like... 10 seconds? not very helpful at all and you wasted a golden pallet but he might get more points than someone who extended a chase for 2 minutes but was super greedy with pallets so he didnt drop one.

  • I think the hate comes from overexposition, I didnt care about FNAF but all these threads non stop are starting to tire me.

    Its like the My Little Pony craze years ago, I didnt care about it either, didnt interest me but didnt have any qualms for people enjoying it, suddenly internet forums were swarmed with images, threads, fanarts, fanfics etc, all that forced spam started to wear me down and slowly evolved into open hate for the series.

  • I suggest the good Ol' Legion strat, rush gens, forget about totems, heals, chests, hooks wathever, pray he doesnt see you and try to get away ASAP.

    With the "hold the power if he vaults/drops I use it during animation lock if he doesnt I M1" strat the only way Ive dealed with him is Sprint Burst out of the way towards the area with less visibility, get out of sight and hope he lost me.

  • Maybe since BHVR is running out of iconic (we should define iconic though) licenses and the last one was from another videogame they got their hopes up for the next one being another videogame license so they are lobbying for it.

  • He is not a bad Killer, the main problem I find when playing him is the inconsistency of how the gas works with solid objects, on open field its easy to figure what will happen but in jungle gyms, pallets etc not so much.

    Sometimes you toss the bottle, it breaks near a corner, the gas spreads to the other side of the corner yet it doesnt slow the survivor, sometimes it does, sometimes it slows behind a dropped pallet, sometimes it doesnt, the bottles might break against invisible branches especially on McMillan maps and a long etc of consistency issues, I dont play him a lot but everytime I toss a bottle in an area with walls Im never sure of what will happen, will it work? wont?.

  • Its a very good combo as it covers detection and stalling with the addition of Ruin increasing Surveillance information but hexes are a gamble so it might work on certain maps and/or against certain people or get destroyed in the first 30 seconds of the match.

    On the bright side if Ruin gets destroyed you still have Surveillance which is a great perk for low mobility killers.

  • The same reason survivors using purple flashlight with batteries or keys are called toxic.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1396336#Comment_1396336

    Bonus: The latest battlepass has Hag hair that goes with the green Chemosynthesis (or something like that) set from the previous battlepass. Didn't get the body and weapon? Too bad, enjoy your ugly hair that doesn't go with anything. Same situation if you didn't get both body and weapon, if you have only one without the other it is completely worthless as using only one of them will look extremely ugly and there is nothing you could substitute the missing item with.

    Didnt notice that, its a masterful move.

  • Chains of Hate, bland cliche-riddled survivor, killer who doesnt really fit at all (a zombie cowboy? who tought that?), Survivor perks were bad (ive seen For the People backfiring more times than being truly useful and the other 2 are just awful), Killer perks were nothing special either, I only like the map but its repetitive as the tiles are always the same with gens in the same spots.

    While Darkness amongst us brought old Legion with it and a broken map (I dont dislike Ormond but it crashed the game) it brought Discordance which is great, Jeff who has one of the best backgrounds and looks for original Survivor and Distortion and Aftercare are nice for newcomers (not so good for veterans but they help newcomers which have been forgotten by a long time).

  • Add "If the obssession gets downed everyone gets downed too" and it might be C tier perk.

  • I look "forward", if the update is an annoucement on a massive bug, optimization and balance overhaul Ill be happy, if its another Killer and Survivor with awful perks not so much.

  • For totems only Detective's Hunch is better as it gives you an exact position of where they are.

    Small game gives a bit more utility if you play against Hag or Trapper but its overall way less consistent.

    Maps are decent but you have to be very close to the totem to track it unless you are using Detective's Hunch or the area enhancing addons as Customapple0 said, so they are not very reliable for totem cleansing.

  • Very common complains and most of them understanable, we all have been there when you are new and confused about a lot of things, Survivor is very hard when you are starting, with time it gets better as you start to get a hang of how to play but until then it might be a very miserable experience, I recomend you play Killer a bit more at first as you can learn how to play both roles from an easier point (Killer is way easier for beginers).

    The point thing is because while Survivors can start the game without items and perform pretty much the same, Killers are more dependant on add-ons. Also some time ago Survivors didnt lose their add-ons after finishing the game if they survived so they needed less while Killers always lost them so they needed more points to keep buying add-ons.

  • For Killer M&A as I play mostly stealth killers, it gives me that extra element of surprise and allows me to get those jumpscares and yoinks everybody loves so much (sometimes playing against streamers I enter the stream after we finish to rewatch the game and find them screaming in fear like little kids, it pleases me inmensely).

    For Survivor probably Spine Chill, it allows me to prepare in advance against the killer and dissapear into thin air, nothing infuriates people like going back and forth to a gen that just keeps getting taped while not finding anyone to vent their pent up frustration (again, Ive seen streamers say very nasty things about me while looking around for "that ****** sneaky piece of ****, **** I should have brought ****ing whispers...", this pleases me too).

  • @GodNap said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394189#Comment_1394189

    the point is that if survivors make mistakes they are pretty much fine if they are overall goos, but killers can ######### all the match for just one only mistake like a long chase because the survivor is good

    It depends in the size of the mistake, overextending a chase in a very safe spot is a huge mistake, one of the worst in my opinion, it would be the equivalent of getting downed while attempting to body block a killer so now he has 2 hooked people in the same area (this is espcially grave if the other 2 standing are already hurt), in both scenarios one side has made a fatal mistake and unless the other screws it big time things are not going to end well.

    You cant compare overextending chases to taking a medium vault or dropping a pallet one loop earlier, those are mild mistakes akin of missing a hit on open field or getting juked for 5 seconds (you shouldnt lose for 1 or 2 of those and if you do, you have made way more mistakes and you dont notice them).

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/comment/1393652#Comment_1393652

    The statistics were inclusive of all ranks and situations, which include SWF and solo queue. It was also based off of rank specific stats, so not everything meshed together under one stat. Basically meaning SWF and solo queue are all included under one rank due to it being a killer statistic per rank.

    Don't get me wrong, a 4-man SWF who all truly belong in rank 1 and know how to run a killer can dominate, but that isn't all matches. It isn't even a lot of them. I watch a lot of killer main Twitch streamers and they run into a game where they only get 1-2 kills every like 1 in 5 games, if even that low. The rest are potato survivors or teams that they get at least 3k's on.

    I feel like people over exaggerate how often you run into really good survivors because I rarely see them on Tofu's, Umbra's, Zubat's, or even Ayrun's streams. They mostly 3k+ per match.

    Again, a SWF of really good survivors will definitely tank a killer, ensuring 0 to maybe 2 kills, but it isn't really often.

    People have a very selective memory, they will always remember that one match where they got stomped against 4 gods but the 100 matches where they steamrolled Solos fade away very fast.

    Im rank1 at both roles and godly SWF are SUPER rare, playing Myers and Jigsaw mostly (supposedly 2 not very good killer or so people say), I get 4k way more times than 0k and 3k way more times than 1k or 2k, I could even get more 4k if I slugged the penultimate guy to avoid hatch escapes but Im not that sweaty and I dont really care that much for that extra kill.

    I think a lot of the complains in this game (from both roles) come from the inability of noticing your own mistakes, I rarely feel cheated if I get 0K or sacrficied unless I get an insane map with awful gen setup like Mother's Dwelling as killer or facecamped as Survivor, I can usually trace my defeats to a string of mistakes from my part or my teammates. I remember one day a very good streamer was complaining about gentimes against a premade of 4 with very strong toolboxes (before their nerf) and people were saying there was nothing he could, yet he got 4K and you could notice in the video several mistakes from his part but it didnt matter, he said there was nothing he could do and it was like Imperial truth.

  • Killer taking me to the hatch to close it in my face only to get Adrenaline and key escape, he wasnt pleased.

    Also a Leatherface facecamping me with his chainsaw revved, one guy came, blinded him with firecrackers, he went full panic, unleashed the chainsaw, ate a car and during the tantrum animation I got saved and managed to reach the Exit Gates.

    As Killer I have facecamped facecampers while letting the others get away as payback.

  • Stridor does negate Iron Will but it still has some effect, your grunts will be slighter lower than if you werent using it.

    Rank 3 Iron Will against rank 2/3 Stridor is the same as running Rank 1 Iron Will.

  • Yeah I have it, made a post in the bug report section, several people also reported the same bug there it must be rather common.

  • You have to get 15 hatchet hits in a single game to earn it, if you hit 10 in a match and 5 in the next one it doesnt count.

    The best way to get it is burning BPS and show the survivors you want to farm.

  • @JephKaplan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1392949#Comment_1392949

    Its weird how with Spirit 1 gen left i had iridescend gatekeeper but other times its gold or less. Can't wait for the new ranking system tbh, these emblems need to go. If a character (such as michael with EW3) can oneshot why not reward it as if it was 2 hits? it just makes no sense

    Because it also counts how many generators are unfinished until 9 minutes into the game.

    Imagine survivors finish 4 generators in the first minute and you finish the match with the last generator unpowered, that gives you less Gatekeeper emblem than survivors finishing 4 generators after 9 minutes have passed and finishing the game with 1 generator left.

    I believe Gatekeeper is the most estrict and hard emblem to get Iridiscent since it measures how good someone is at pressuring survivors and breaking chases to shoo them away from gens (perfectly doable tho, I play as Myers and get it plenty of times).

  • But piping isnt related to points or power usage.

    • Gatekeeper depends on number of gens at the end of the trial and how much time they were unfinished.
    • Devout depends on number of hooks.
    • Malicious depends on number of hits, hook states, heals and grasp escapes.
    • Chaser depends on chases and hook camping.

    Its true some powers like EW3 will damage your chances of pipping since you are only delivering one hit when survivors are exposed but points themselves dont really affect pipping overall (obviusly some emblem objectives like hits are rewarded with points).

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1392870#Comment_1392870

    Camping is even worse with late saves because it means you left three Survivors completely unpressured for 60 seconds and lost tons of gens

    Im not talking about camping, if you go pressure the survivors and when the timer is running near second stage you can check and see if someone is going towards the hook and interrupt him by smacking him way before he reaches the hook so he has to retreat or trade the hook since he would be unhooking injured.

  • I dont get many of those either, in the other hand Im getting a ton of gateaus.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1392853#Comment_1392853

    Right now the Killer gets punished if the team saves late, which is worse tbh

    It depends, if they go for a late save and you manage to intercept them the hooked person can into second stage.

  • It has to be Mr Puddles.

  • You can run both since they dont cover the same area, one is for detection and the other stalling, they wont step on eachother toes.

    If you must run only one I believe Pop is better since stalling is usually better than detection unless you are playing a high mobility killer like Spirit, Hillbilly or Nurse, and even on those stalling is also very very good.

  • No, it would entice players who are not up to the task of running it to run it just for extra Bloodpoints.

  • No, you cant get banned for letting people escape just because you want.

  • You have to aim to the face, youll notice you are blinding him when the Flashlight beam starts getting narrower and narrower until the "Killer blind" score event appears, as killer if you get blinded but the survivor didnt drop is because it wasnt completed, you were very very close to get the fully blind effect and drop it but either you avoided on the last fraction of a second or the survivor messed it up.

    To blind a Killer when they are picking a Survivor you have to time it so he gets blinded once they regain control of his character, you can do it when they are animation locked but they wont drop the survivor. If you are trying to blind a killer when he is already carrying a survivor and moving around is very hard and only works on very new people since you only have to look up to avoid it.

    There are several videos on Youtube teaching when to start blinding during the pick animation to ensure a save.

  • @CurlyHair said:

    it's not that he's OP. he's just like old legion, another victim of the developers , a killer with a cool concept but executed terribly. He's just so unfun to play against i'd rather kms on hook than play against him . Just think about it, how terrible is his design if the strength of his power is to just not use it ? It doesn't require much skill to win a chase as him. And i could get past the fact that tunneling and camping are on stereoids on him if it wasn't for the fact that you can't do anything about him " faking " his ability and " mindgaming " me . It's like PTB oni when he had no cooldown when stopping his power. And even when i play as him , which one do you think is more fun , trying to use my power , or holding m2 and see if the survivor runs into me / i use POTD? What i would do is just give him a cooldown when he's not holding M2 anymore and make POTD stronger somehow. The only reason I enjoy playing him as killer is because he's Pyramid Head & the aesthetic he gives. otherwise his kit is just poorly executed, easy-mode killer.

    Agreed, my games against him always go the same, get chased until he is very close and you are forced either to drop a pallet/vault and eat the ranged attack or try to fake it and eat a M1 attack, rinse and repeat, decent PHs will wait until you are animation locked to use the ranged attack so faking a vault to dodge doesnt work most times.

    At least Huntress has a slow wind up time, 110% base speed and a 77% speed while aiming and Deathslinger cant down you if you are behind a pallet or someone body blocks if he decides to tunnel.

    Right now he is the only killer that forces me genrush and play full inmersion ignoring hooked people, totems and everything else except heals, he is very similar to old Legion in the sense the best way to deal with him is getting out asap and praying he doesnt see you while the poor fool who got caught gets massacred in the hook.

  • It depends, pips are not only measured in number of kills but also in number of hooks, how much the generators lasted, how many times you hit the survivors, how many times the chases you win (hit or a down) etc.

    Generators can last 6 minutes while you get juked and disengaged without hitting anyone and get 2 lucky kills in the endgame because you had NOED and someone was overaltruistic, so you got 6 minutes worth of gens, 2 hits, 2 hooks and nothing else, imo that game was a disaster for the Killer and he should lose a pip.

    Same as a Survivor that sits on a corner and does nothing then manages to escape the trial because the other 3 did everything, he should depip.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388952#Comment_1388952

    Survivors can get over 32K, because it's not the Objective category. It's just uses the same symbol as the Objective category.

    https://us.v-cdn.net/6030815/uploads/2XGJ3EID0Z7L/image.png

    Thats nice, I had no idea and I wouldnt have, its been a loooong time since I reached 31k as survivor grats on that.


  • @MrDardon said:

    Tru3talent recently made videos on how Bubba is underrated and now people of course are saying the same because their favourite streamer said so, so now everyone puts Bubba on higher Tier without any clue how to play him probably.

    I tried "his" playstyle as well and of course it works. Brute forcing pallets with Nemesis and Play with your Food. He isn't the first one who plays like this. But people are thinking he created this playstyle and now they say that Bubba is good.

    He never was bad, rather falsely played.

    Yeah that happens a lot nowadays in a lot of games, I remember when everyone said Wraith was super bad, almost as bad as old Freddy then some streamer made a build and said it was a strong killer, suddenly we had thousands of Wraiths with carbon copy builds and Wraith wasnt so bad after all. I believe a lot of players play with a certain mindset and some Killers need entirely different approaches.

  • @Midori_21 said:

    Too often do hex totems get cleansed at the very start of the match. I had an idea for how to fix that.

    When hex totems are broken, rather than completely turning off the perk and its effects, keep the perk active with weaker effects. For example:

    Hex: Ruin - automatically regresses generators that aren't being repaired. at 200% normal speed. When/if broken, decreases 200% to 150%.

    Hex: Devour Hope - when broken, the killer can no longer mori survivors, but can still insta down survivors. Or vice versa (JUST AN IDEA)

    Hex: Huntress Lullaby - if broken the killer can't get stacks anymore, but there is still a shorter delay between skillcheck and skillcheck warning sound.

    The problem with this is I have no idea what they would do for a few hex perks like haunted ground.

    Then Hex perks would be the only thing killers used, DH would give insta downs for the entire match after 3 hooks which Killers usually get, Ruin is an insane perk especially on high mobility killers making it active always would make almost impossible to fix 3 generators even if its only 150% regresion, Hexes are very powerful because they can be deactivated if you cant you should have to tone down all hexes a lot to make them on par with regular perks or make the requirements go through the roof.

    And as always people forget about combinations when suggesting buffs, imagine Ruin+Surveillance, 3 Tokens DH with anything that masks your Terror Radius, Ghostface would be unbeatable.


    What they really should do is make the totem spots a bit more hidden, Totems should be something you go searching actively in the usual spots not something you find in the middle of the map in open space like you do on Coldwind or other maps.

  • Crowns give points in the Objective category, which Killers dont have so it acts as a 5º category for them, allowing Killers to go over 32000

  • People think Nurse is not as good as other strong killers because she is very difficult to master and if you suck you are not gonna get anything done at all, in the other hand great nurses will decimate pretty much everything and god nurses will decimate even the sweatiest of the SWFs.

    In terms of raw power Nurse is the strongest killer by a huge margin, its so higher over the rest of the killers if she were to spit on them they would think The Entity is spitting. Tiers are not based on our own personal skills but in the potential a character has.

  • I believe once you sit in the lobby the queue is over, you are queing to find a lobby.

  • Custom game is a game mode designed to play with your friends where one of them plays as killer, its analogue to "non ranked" in other games, the main difference with Public is in Custom a player acts as the host, sets the rules for the match and is invite only (you cant get into a Custom game unless you get invited by the host).

    They let switch from survivor to killer to allow the host to set the rules as the group see fit and play the role he desires, imagine you want to play with 4 friends, one has to be the killer, you create the lobby, invite your 4 friends and one says he wants to play killer, you switch roles and thats it, no need to create a new lobby from scratch.

    The Public match mode puts you in a queue with other Surviors (if you are survivor) or in a queue to find spot for Killer, if you were to switch role the game has to kick you of the queue and put you in your new queue, its probably easier for them to make you quit the queue and join the other one to avoid weird stuff on the matchmaking.

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