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KingFrost

KingFrost

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KingFrost
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  • I'd swap out Adrenaline and Self-Care. Adrenaline isn't doing anything for you until the end game. And unless you're in chase and injured, OR on the hook when the last gen pops, it's not doing much for you. Self-Care is a time-wasting perk. You should be looking for your teammates to heal you up.

    Some perks I'd recommend if you have em':

    Iron Will - Makes it easier to evade the killer while injured.

    Kindred - Lets you know what the killer is doing when they hook someone. Also lets you find teammates to heal you up. And to heal them up.

    Detective's Hunch - Good for finding Totems, which lead to Lightbringer Points.

    Bond or Empathy - Good for finding survivors to heal you. Also finding survivors to heal, which provide benevolent points.

  • Tunneling is often on both sides. It's up to the survivor doing the unhooking to take attention off the survivor they unhooked.

    Camping, though? Not really. I've found that killers who camp don't leave the area to chase survivors who show up to be overly altruistic. They'll stay in one area so they can deny the unhook.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1298273#Comment_1298273

    It's arguably the most useful aspect of Kindred - knowing if the killer is camping.

    It really isn't. The most useful aspect of Kindred is knowing whether your teammates are going for the save or not. One person going for the save instead of two or three people going for the save, are more people on generators wasting less time. The second most useful aspect of Kindred is knowing the general direction the killer is headed. That's a HUGE advance warning that not even Spine Chill can tell you faster. It also lets you know which side of the map is safer, and which is more dangerous.

    Knowing if the killer is camping or not only really matters if the answer is YES, they are camping. All the other information gathered by kindred is useful even against killers who leave the hook. (Not to mention if they start booking it, you can tell they probably have Devour Hope)

  • @MrCookie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1298091#Comment_1298091

    Yep, let's just give free kindred just because some people can't do gens or don't have BT. Surely nothing wrong with that.

    https://forum.deadbydaylight.com/en/discussion/comment/1298251#Comment_1298251

    That's why doing gens is the answer. Though unless you are bubba you can't really prevent BT if the team commits to that.

    It's an extremely nerfed Kindred, where you can't see the killer's aura or the other survivors aura. It's ridiculous that anyone would have a problem with this solution.

  • Solution for campers:

    Survivors on the hook can now SCREAM. They do this by pushing the active button. Screaming will signify to teammates that the killer is STILL IN THE AREA and not to come for them. Screaming gives survivors an audio notification. This does nothing to the killer.

  • Dead by Daylight: Phantom Thief Chapter

    Killer: Pancakes

    Survivor: Joker

    Dead By Daylight: Doki Doki Chapter

    Killer: THE SPOILER

    Survivor: Natsuki

    Dead By Daylight:

    Dead By Daylight: Timelord Chapter

    Killer: The Dalek

    Survivor: The Doctor

    Dead by Daylight: Mario Edition

    Killer: Bowser

    Survivor: Peach

    Dead by Daylight: Fatal Frame Chapter

    Killer: Ouse Kurosawa

    Survivor: Yuri Kozukata

  • I just downed survivors, took them to a locker, and hit the locker a few times. Eventually a survivor understood what I wanted and hopped in for me. I grabbed them, then let them go as thanks.

  • Limiting it to just 3 won't be easy...


    1. On the survivor side, after you've died, be sure to spectate your teammates. See what works for them and what doesn't.
    2. On the killer side, learn when to abandon a chase.
    3. On both sides, learn to lose with grace. No, it's not fun being face camped or gen rushed. But you will lose a lot of games on either side. And that's okay. Learn to accept losing. You can't win every game. Not unless you're the 1972 Dolphins. But even they lost in 1973. Even though they were better!
  • Some tweaks to some of my previous Suggestions:


    SURVIVOR PERKS

    • This is Not Happening - When healthy, receive a 2/4/6% boost to repairing and a 3/6/9% boost to healing, and totem cleansing speed. You are permanently oblivious.
    • Up The Ante - 1/2/3% luck increase. Great Skill Check zones are 20/25/30% bigger
    • Slippery Meat - Increase chance of escape by 2/4/6%
    • Deja Vu - See the Aura of all Generators. Bloodpoint gains from working on gens increased by 50/75/100%
    • Babysitter - Unhooked survivor also sees the killer's aura
    • Lucky Break - Activates every time you are injured. Leave no blood trails for 30/45/60 seconds
    • No One Left Behind - Activates as soon as the gens are completed, instead of the exit gate being opened
    • Solidarity - Med-kits count.
    • Camaraderie - Works even when not in the struggle phase.
    • Open Handed - If someone sees your aura, you can also see theirs
    • Small Game - Add a Totem counter
    • Autodidact - 25% more likely to receive skill check while healing survivors
    • Off the Record - Killer does not receive a sound notification when you are saved from the hook.
    • Buckle Up - Heal survivors from the dying state 20/25/30% faster
    • Poised - 8/10/12 seconds
    • Boil Over - Increase hook aura range to 16/18/20 meters
    • Red Herring - Works on lockers instead of Generators.
    • Diversion - Only takes 30 seconds to activate.
    • Fixated - No healthy requirement
    • Distortion - Cleansing a totem will give you one token
    • Flip-Flop - See the aura of hooks within 20 meters of where you are when in dying state.

    KILLER PERKS

    • Monstrous Shrine - While in the basement, survivors suffer from obliviousness. Obliviousness persists for 5/10/15 seconds after leaving the basement.
    • Mindbreaker - Works on all gens, not just those with less than 50% completion. Timer increased from 3 seconds to 10 seconds.
    • Overwhelming Presence - Survivors in your terror radius also suffer a repair penalty of 2/4/6%
    • Furtive Chase - While active, with at least one token, you also lose your red light while in chase
    • Territorial Imperative - Also applies to the Killer Shack.
    • Unrelenting - Cooldown of missed basic attacks by 40/45/50%
    • Predator - You're able to tell which direction the scratchmarks are going. Scratchmarks stay 1/2/3 seconds longer.
    • Hangman's Trick - 6/8/10 meters
    • Bloodhound - See the aura of bloodspots within a 2/4/6 meter radius
    • Coulrophobia - Also applies to totem cleansing speed
    • Beast of Prey - Bloodlust activates faster
    • Cruel Limits - Map Wide
    • Unnerving Presence - Also removes Great Skill Check area entirely
    • Gearhead - No Skill Check requirement. Just reveals any gens being worked on during the time its active
    • Third Seal - Also applies oblivious status effect
    • Dead Man's Switch - Generator also regresses 12% if let go and blocked and continues regressing at the normal regression rate until worked on again.
    • Dying Light - Obsession's healing speed is reduced to 20% instead of 33%
    • Huntress Lullaby - Start with 1 token.
    • Spies from the Shadows - Instead, you see the aura of the survivor who disturbed the crows for 2 seconds.
    • Overcharge - Whenever a survivor begins to work on a generator that has been kicked, they will be given a tremendously difficult skill check. Missing this skill check will cause the generator to regress 3/4/5%. All skill checks on this generator will be this type of skill check until the generator progresses to the point in which the generator started regressing.
    • Surge - 40 meters instead of 32
    • Tinkerer - Reduced to 75%


  • Trapper + Hag - Would YOU feel safe walking around that map?

    Legion + Doctor - Inflict Madness on everyone, then give them deep wound. This would keep them VERY busy

    Ghostface or Myers + Pig - Pig gives them slowdown. Myers stalks the boxes or Ghostface marks them for later.

    Doctor + Pig - Pig puts a trap on. Doctor follows them around and doesn't let them take it off by zapping them as soon as they start to get it off.

    Really Pig + Anyone would make a good team, because her power is good slowdown.

    Wraith + Leatherface - Wraith Bodyblocks survivors. Then Leatherface downs them with the chainsaw.

  • Up the Ante.

    Time to play the lotto!

  • The idea behind dailies is to get people to play both sides. Having an OR option negates this effect. Honestly, I think it'd be better if dailies trended more toward the side you play least often. If it were possible.

  • This doesn't just apply to survivors, but killers as well. Sometimes the survivors are just better.

  • I haven't watched many, but of the ones I have seen I'd say Otz. But that's an incredibly limited list of streamers I've watched. As far as skill goes, he's good at a variety of killers. Yeah, you'll see him get stomped once in a while. But you'll also see him absolutely stomp sometimes. He's also the best in terms of fairness for the most part. Sometimes he gets tilted at stupid stuff, but who doesn't? Usually you'll see him playing fair, and considering things from both sides. (Sometimes he doesn't, but I think that's partly because you can't see the survivor's perspective.)

  • So you got mad at one group of survivors, and decided to take it out on a totally different group of survivors? Or am I misreading it here.

  • Make a list of perks you've got as teachables.

    Then erase all the perks you have at tier 3.

    The remaining perks are the ones that should be showing up. Doesn't require any math.

    I do this for the characters I main. Meg now has every perk except the ones unavailable to me due to Nightmare not being available on Switch. Pig only lacks:

    1 levels of Beast of prey

    2 levels of Blood Echo

    2 Levels of Coulrophobia

    3 levels of Cruel Limits

    2 levels of Gearhead

    2 levels of Monstrous Shrine

    2 levels of Overwhelming Presence

    3 levels of Predator

    1 level of Stridor

    2 levels of Territorial Imperative

    1 level of Unnerving Presence

    As you can imagine, I'm in no hurry to get any of these.

    (Oh and Discordance level 2 and 3, but no interest in leveling that one up ever)

  • @Vampirox said:

    Not gonna lie all night yesterday i was using an Ebony Mori every game, got so many of them and i just wanted to finish my killer tome challenges (survivor main) got damn Iron Maiden challenge is the stupidest this ever. who da fuk is going to get in a locker when they know that perk is up.

    I found a survivor who I showed a locker to, and he jumped in for me and let me grab him. I let him go as thanks.

  • Keys counter Mori's? That's news to me. I didn't realize having a key can prevent you from being Mori'd. Oh wait, they can't. So they don't counter Mori's at all. Nevermind then.

  • Actually it's better to do well hidden totems, and leave the exposed ones for the end game. I did this last game. Did a hidden totem, but left an exposed totem undone. When the last gen popped, I went back to look at the totem. Sure enough, it was lit. I busted it for 1500 BP. Felt a little bad because the killer was only a rank 16 against Red and Purple Ranks. But saving a totem or two and checking them when the last gen pops is a time-saving strategy.

  • New killer is from Doki Doki Literature Club. Dead by DayLIT

  • I like this idea. Maybe put it in the basement, make the basement actually useful.

  • I have no issue with changing keys. I've run into scenarios where I've three gen'd survivors, and three of them escape through the hatch. Its no fun. But survivors have plenty of purple and iri items to go through, which helps limit keys. Killers could seriously use the same thing on their side to reduce the number of ebony mori's. They should definitely be useful Iri items. But having a few things not quite as strong as an ebony mori would be good for the game, I think.

  • @mydogmax19 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1290225#Comment_1290225

    Wait a minute, you forced a survivor to farm with you when they didnt want to? That's against the rules if that's what you did. 😡

    How did I force anyone to do anything?

  • Survivor: Kindred. Provides a ton of information. Only useless in scenarios where it doesn't matter what perks you took anyway.

    Killer: Save the Best for Last. Saves SOOOOO much time.

  • Are you in the US? East Coast? Feel free to add me if you are: SW-4320-9521-0638

  • I'd be okay with it. Maybe a tad disappointed because it's what we expected. But if he had been announced out of nowhere, I'd probably be like "Oh, Cool."

  • Favorite: The Saloon. Not too big, not too small, feels just right.

    Least favorite: Ugh... major tie.

    -Yamaoka Estate (Too Dark, hard to find anyone. And as survivor you cannot find totems for anything)

    -Disturbed Ward (Gens too spaced out)

    -Macmillan Estate (Too many Jungle Gyms, and Groaning Storehouse is oddly shaped)

    -Azarov's Resting Place. (Also oddly shaped)

  • @Tiersis said:

    Well, they can't make a better punishment for camping, as... and I'm gonna say this slowly....

    IT

    IS

    NOT

    AGAINST

    THE

    RULES

    I'm going to say this slowly...

    THE

    IDEA

    IS

    THAT

    CAMPING

    IS

    MEANT

    TO

    BE

    A

    BAD

    STRATEGY

    THAT

    DOES

    NOT

    REWARD

    THE

    KILLER

  • They should just cut bloodpoint costs.

    White Items - From 3000 BP to 2000 BP

    Yellow Items - From 4000 BP to 3000 BP

    Green Items - From 5000 BP to 4000 BP

    Purple Items - From 6000 BP to 5000 BP

    Iri Items - From 7000 BP to 6000 BP

    That would cut BP requirements by about a quarter. Which with as many perks as there are, seems like it'd be pretty fair.

  • No, most people don't like them. It's not particularly fun to play against because there's not much counterplay. Plus the people who use them tend to be really scummy. I've seen an Iri head Huntress with an ebony mori, NoED, the add on that gives her three hatchets instead of 1, and then proceeded to camp and tunnel the entire game (what little there was). (And of course they tunnel and then mori). I just don't find that enjoyable any more than I'd find it enjoyable to get gen rushed.

  • A lot of survivors have empathy.

    I was trying to get the Iron Maiden challenge. So I went up to survivors and showed them lockers. Eventually, a Jeff hopped in for me and let me grab him. He didn't have to do that, but I'm guessing he understood what I was trying to do.

    Went for the Huntress Challenge with hatchets, and one survivor let me hit them multiple times at the exit after seeing I was having trouble.

    I farmed with a couple of survivors, and they all let me sacrifice them at the end instead of going through the exit gate. One survivor wasn't too happy about the farming and DC'ed. But the others were appreciative.

    Not all of them, and its a bit harder to show empathy as a survivor than as a killer.

  • I never notice keys. But if it's a secret killer offering, I basically go into "Just Do Gens" mode. Survivors in the last match had a key, but they didn't use it. But we also farmed most of the match. Might've been carried over from a previous match.

  • A lot of Survivors have no idea how to play against different killers. I always shake my head when people do gens with RBT's on their head without Rule Set 2, or Wait Myers out at a pallet (thanks for the easy stalk) Doctor seems to give a lot of people a lot of trouble.

  • I mean that's pretty clearly honey dripping on the skull, which also is a clear reference to Candyman's legend.

  • Do you also not play Survivor without a Key?

  • Most Excited to Least Excited:

    1. Jason Vorhees
    2. Pyramid Head
    3. Pennywise
    4. Xenomorph
    5. Candyman

    Vorhees would be the Ultimate Addition to Dead by Daylight. He's THE most iconic horror film character. Camp Crystal Lake would make for a fun map, and the chances of him ever being in it are so low at this point that him being added would just be Mindblowing.

    Pyramid Head is another unlikely one. Silent Hill would make an incredible map, and it'd pave the way for future horror game characters making an appearance.

    Pennywise would be pretty good. I wonder if hey'd have creepy red balloons around the map.

    Never really watched Alien, but seems like an okay addition.

    Candyman would be fine, too, though. Just least excited of all of these. He's not really iconic. And while his addition wouldn't be a bad thing, it's basically what's expected at this point. I'd say its like adding DQ Hero to Smash. "Cool, but yeah we figured this."

  • I think that'd unite Killer Mains and Survivor Mains as their least favorite thing about the game. I'd probably quit. Also try to get a refund for any remaining Auric cells.

  • Wraith's invisibility. Almost EVERYONE uses it to camp.

  • That's not a great perk combo, if I'm being honest.

    NoED doesn't do that much for you. It doesn't activate until the end of the game, at which point survivors just have to get out. And as soon as they see you have it, they're going to skedaddle.

    Haunted Grounds just weakens Thrill of the Hunt, which isn't doing that much for you anyway.

    Rancor is a decent survivor-finding perk. But requires gens to get done to activate.

    Generally speaking you want to run: 1 slowdown perk, 1 perk to help you in chases, 1 perk to help find survivors, and 1 perk to cover your weaknesses. If you don't have any teachables, it's a bit harder to build a build. But I'd say replace Rancor with Whispers if you have it yet. And then maybe replace Haunted Grounds with Sloppy Butcher. Those are general perks you don't have to unlock. But generally you want some teachables. Then replace NoED with something like Pop goes The Weasel. Because as far as slowdown goes, NoED doesn't do much. And in fact, the fear of NoED can slow down the game without you actually using the perk.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1275504#Comment_1275504

    Did it exactly like this - Trapper with that Build. Worked in my first game, even tho it was not an enjoyable experience for anyone (including me).

    I managed it with Pig on Haddonfield with that build, minus corrupt intervention (Had STBFL instead). Felt bad playing to get people in the basement.

  • I like BBQ+Chili, Bamboozle, Corrupt Intervention and Monitor and Abuse. Sometimes replace Corrupt with Pop or Discordance.

  • Should be tied to distance like Deathslinger's Iri add-on. I think at this point they're afraid of how many Iri Hatchet games there'll be in the weeks the PTB is active.

  • Not really. Just so many better perks to use than Overcharge. I mean for one thing, it requires survivors to MISS. For another, you can just run Surveillance to find them MORE RELIABLY. Overcharge is a pretty weak perk.

  • Conversely, a survivor is supposed to survive. Its all in the name as well. So don't get mad when they 'genrush' or use DS or all those 'second chance perks'.

  • Not much better on survivor end sometimes. Just had two rank 18's in my group against a Trapper with NoED who camped his first couple kills. Yep, that was fun. Not.

  • @Mooks said:

    Are you sure she didn’t do this on purpose to give you the kill? Or because she didn’t have time left?

    thats what I would do at least.. not every teabag is meant to be toxic

    She opened the exit gate. Not sure how much time she had left on her timer, then again that's mostly her fault since she finished a gen to trigger the timer to begin with (which I know because I went straight for the gen that popped, and there she was) Wasn't running Rule Set 2, either. In fact, I didn't have any add-ons because my loadout was from when I was doing the Deadly Imperative challenge.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/153874/how-do-you-hit-with-huntresss-hatchets

    I feel like huntress is one of the best killers in the game (and Freddy and nurse). Iri heads are OP (you shouldn’t be able to combine them with infantry belt - that seems broken to me). But as far as aiming goes whenever I go up against a huntress and she’s throwing a hatchet at me they are almost impossible to dodge. My question to you is, how do you miss? 😂😂😂 The hitbox seems frustratingly large. Am I wrong? One hit down ranged attacks shouldn’t be this ridiculousY easy to get. I don’t find it very fun that a killer has the capability of ending chases and... quite possibly the game that fast. Hit with hatchet up close then swing (hatchet first means you don’t take a stun and keep moving). Fastest chase ending strategy I know. And you’re giving them up to 3 iris per locker reload? With no limit? Why are survivor add ons consumable but not killer ones? Makes no sense.

    What does Iri head have to do with the topic at hand? The only add-ons I've been using are ones that reduce the time it takes to windup and the one that lets you see lockers. Aim isn't ridiculously easy, either. Especially if you've barely played the killer.

  • I don't think it helped that every time I play Huntress I swear it gives me Yamaoka Estate, where I can't see survivors for anything.

  • Give him 2 traps to start, and can carry two traps as base. Seems like it'd go a long ways toward fixing him.

  • Thanks for all the advice. Finally got it thanks to a survivor who let me hit them a couple times at the exit. Still need to learn to do better, cause I'm guessing we're getting more hatchet challenge in Tier 3 and 4 of the tome. Probably shouldn't play two games in a row as her to avoid frustration, though.

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