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LapisInfernalis

LapisInfernalis

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LapisInfernalis
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  • @BrodieDBD said:

    Yeah imagine an in-game workshop where we can download custom perk packs, old animations, old character models, old map lightings etc all for free - that would be great.

    I don't think they would do old animations or lighting since that can bug out and would need to get fixed additionally to all the bugs that exist.

    Icons can be implemented pretty easily though. It would also make it possible to change UI character icons during the match.

  • 20210719202558_1.jpg 20210719202739_1.jpg

    Me and my friends didn't know about it and just tried to get on the rock after someone managed to get on it.

  • Fix:

    1. Keep all tokens when you kill the Obsession (like STBFL)
    2. All Survivors get the debuff
    3. Reduce the healing/unhooking buff to 20 %. The Obsession's main objective should be unhooking or healing, but if they stay on gens they should be punished for it. Maybe even buff the slowdown on gens for the obsession.
  • @LapisInfernalis said:

    Since Myers is one of the 2 remaining Killers, who don't conform with the add-on rules (the other being Huntress), I thought of how I would do a little add-on rework for our Stalky Boi. This also includes some buffs to him as well since he's a bit outdated/ powercreeped. I tried to keep the original idea of the add-ons in mind while making them a bit more interesting.

    These are just examples. Please give me constructive criticism and don't kill me, ok?

    BUFFS

    Evil Within I:

    • Grants the Undetectable Status Effect
    • Grants Detection Immunity <- The same as before the addition of the Undetectable Effect. To hinder Spine Chill, Object & Premonition to give any information on Myers. Makes early stalking somewhat easier.
    • Slightly decreased Movement speed (110 %). <- (was 105%) To give him some extra mobility at the beginning and to get Stalk a bit easier
    • Slightly decreased Lunge range (open time: 0.4 s). <- (was 0.2 s) I don't know the exact value Boyfriend's Memo adds, but I thought of this. i.e. Gives room for another add-on with Scratched Mirror.
    • Regular Vaulting speed (1.7 seconds)

    Why? Myers' EWI is more a hindrance than anything else. Good Survivors or a ######### map (looking at you Coldwind Farm!) can starve you of stalk, making it extremely hard to get to EWII. The slow MS and no bloodlust make it even harder. Therefore the MS buff to 110%. Detection Perks are quite problematic in EWI as well. Even if the Survivors can't hear you (except they hear your Darth Vader like breathing), they still get notified by Spine Chill, a very commonly used perk, even in red ranks. That survivor is GONE, before you have the chance to stalk. Same goes for Premonition or Object. Object still lights up, when you are looking at the killer, giving you a direction where he is.

    But wouldn't that be too strong? No. You want this game to be a bit scarier, don't you? I loved the dread at the beginning of the match when you didn't know what killer it was. I was always on the lookout for a Myers sneaking around. I would like to have that back. By chosing a good positioning, you can make it really hard to grab you from the gen.

    Evil Within II:

    No changes.

    Evil Within III:

    • Regular Terror Radius (32 metres).
    • Regular Movement speed (115 %).
    • Slightly increased Lunge range (open time: 0.6 s).
    • Moderately reduced Pallet (and Breakable Wall) breaking time (15%) <- Make him more dangerous. Like a litte Brutal Strength.
    • Moderately increasing Pallet stun recovery (25%) <- Same as above. Like a little Enduring.
    • Moderately increased Vaulting speed (1.275 seconds).
    • When triggered, all Survivors suffer from the Exposed Status Effect.
    • Evil Within III lasts for 60 seconds, after which it regresses to Evil Within II.

    Why? Myers has little in-build ways of shortening the chase and he needs to build up his insta down every time. Oni i.e. can do this by hitting survivors during a chase and gets a lot of mobility during his Dash. I thought of making Myers a bit more dangerous, so that everyone should watch out and don't let him get his stalk! And for myself, nothing was more scary than Myers with BS, Spirit Fury & Enduring a long time ago. But now with the gen speeds and his insanely slow early game he needs gen regression or slow down perks like Pop or Sloppy. This is why I decided to buff EWIII with these effects. I'm not sure if they should stack with the perks or not though.

    Stalking:

    • The default Stalk Point requirement for each Tier is 5 Stalk Points. <- (was 6) easier to calculate :)
      • Stalk Points are obtained by stalking Survivors.
    • Each Trial features a reservoir of 40.4 Stalk Points distributed evenly amongst all four Survivors for 10.1 Stalk Points each.
    • When a Survivor disconnects, the remaining Stalk Points of that Survivor are distributed equally to the other remaining survivors. <- So that a DC doesn't screw you over when needing a lot of Stalk (i.e. when doing the Evil Incarnate Achievement).
    • Default Stalk range is 40 metres from The Shape. <- (was 2.5m to 39.85m) same as Ghost Face
      • The Stalk efficiency decreases slightly with distance, ranging from 1 SP/s (100 % efficiency) to 0.33 SP/s) (33 % efficiency). <- (was 0.8333 SP/s at 100% and 0.08333 at 10%) It would be a bit hard to get "99ed" from 40m away in 5s so I thought buffing the numers would do something at least.
        • This means that the Stalk Time requirement for one Tier of Evil Within ranges from 5 seconds (100 % efficiency) to 15 seconds) (33 % efficiency). <- (was 6s up to 60s) lessens the pain of stalking someone in the distance, without making it too strong.
    • Once The Shape reaches Evil Within II, he has no means to return back to Evil Within I.
    • The colour of a Survivor's outline while being stalked determines how many Stalk Points or evil is left in them, ranging from white (Evil available) to red (Evil depleted).
    • Use the Active Ability Button (CTRL) to unleash EWIII. <- You will never accidentally use EWIII again while trying to 99 it. No need to stalk the last bit. [Edit: This needs some audio cue (like that from Oni). I thought of that eerie tone that indicated him staking you when he came out in 2016. In the Wiki it's the tune which is listed at the Evil Within I section of Myers' page]

    Why? His salking mechanic is outdated and inferior to that of GF. I can understand that it would be too strong to give him the same stalk speed at 40m like right in front of him. By tweaking the numbers, I think that his stalking will be better but not OP.

    ADD-ON REWORK

    Judith's Tombstone (Ultra Rare)

    A large and heavy granite tombstone stolen from Mt. Sinclair cemetery, belonging to Judith Myers.

    • Kill healthy or injured Survivors with Evil Within III.
    • Kill the last remaining Survior in a Locker with Evil Within III. <- No more locker hopping to deny the Evil Incarnate Achievement. At least for the last survivor. Maybe make this standard with a new nice Mori animation where Myers pins the Survivor to the locker. Like in the movie.
    • Disables the ability to Stalk with Evil Within III.
    • Tremendously increases the amount of Evil required to reach Evil Within III for the first time.
    • Slightly decreases (110% ms) The Shape's Movement speed in Evil Within II and III. <- (was -9% = 95% in EWI and 105% in EWII&III) Nothing is worse than being a slug in EWI with this. Still slower than normal, but better around large loops. PWYF would be nice to have but not a necessity. If this would be too strong with PWYF, make it 105% in EWII&III but not EWI.

    "Here lies our beloved daughter."

    Lock of Hair (Very Rare)

    A cut lock of blond hair bunched with a black elastic.

    • Tremendously increases (+40s) Evil Within III duration.
    • Slightly increases (+2.5 SP) the amount of Evil required to reach Evil Within III for the first time. <- (was +5) Makes this add-on more viable. The Hair Bow was just better, because it added 30s for +2.5 SP.

    Scratched Mirror (Very Rare)

    A standing portable vanity mirror which has been violently scratched with a sharp metallic object.

    • When Stalking, Evil Within I reveals the Aura of Survivors within 32 metres.
    • Evil Within cannot progress past Evil Within I.
    • Slightly reduces (105%) The Shape's Movement Speed. <- (was 105%) Yes, this is not a nerf or a buff, but since i buffed EWI MS to 110% I needed to adjust this. 110% with a 32m wallhack would be too much. Pretty much old Jumpscare Myers before the introduction of Undetectable without M&A being a necessity.
    • Each Hit Score Event grants 100 % Bonus Bloodpoints in the Brutality Category and additional 200 % Bonus Bloodpoints in the Deviousness Category.

    Mirror Shard (Very Rare) <- (was Rare)

    A large and sharp piece of a broken mirror.

    • Stalking a Survivor for 1 second in Evil Within II reveals the Aura of other Survivors within 16 metres around you for 4 seconds. <- Maybe a bit too strong, but hey: I changed the rarity.

    Vanity Mirror (Rare) <- (was Very Rare) Is still not as strong as Scratched Mirror.

    A standing portable vanity mirror in perfect condition except for a fine layer of dust and face powder covering it.

    • When Stalking, Evil Within II reveals the Aura of Survivors within 16 metres.
    • Evil Within cannot progress past Evil Within II.
    • Moderately reduces (8m) the Terror Radius. <- Makes Dead Rabbit or M&A a nice to have, but not a necessity. I would say it should stack. You will still be vulnerable to Object etc though (no Undetectable!).
    • Each Hit Score Event grants 100 % Bonus Bloodpoints in the Brutality Category and additional 150 % Bonus Bloodpoints in the Deviousness Category.
    • Slightly decreases (110% ) The Shape's Movement speed in Evil Within II. <- (was -6% = 97% in EWI and 107% in EWII) This was a worse Scratched Mirror with only a little MS bonus.

    Reflective Fragment (Rare) <- (was Uncommon)

    A tiny piece of a highly reflective material most probably from a broken mirror.

    • When putting a Survivor into the Dying State, reveal the Aura of Survivors within 8 metres.

    J. Myers Memorial (Rare)

    A glossy page ripped from the 1965 Haddonfield High School yearbook, one dedicated to the memory of Judith Myers.

    • Moderately increases (20%) Evil Gain rate when Stalking. <- (was 25%) A slight nerf since stalking is overall easier.

    Glass Fragment (Uncommon)

    A tiny piece of tinted glass, probably from a broken object. It is impossible to determine its origin.

    • Stalking a Survivor for 1 second reveals their Aura for 3 Seconds. <- (was only usable in EWI) i made it usable in all tiers.

    Judith's Journal (Uncommon) <- (was Rare)

    A journal identified as owned by Judith M. Myers. Most of the pages are defaced with frightening and disturbing drawings.

    • You become obsessed with one Survivor.
    • Considerably increases (40%) the amount of Evil gained when Stalking your Obsession. <- (was 65%) A slight nerf, because stalking is easier. I think the Obsession requirement makes it less strong without Nemesis and DS or For The People is not allways triggered, so is will be Uncommon instead of Rare.

    You can only be obsessed with one Survivor at a time.

    Memorial Flower (Common) <- (was Uncommon)

    A partially faded and dried pink larkspur picked up from a gravestone.

    • Slightly increases (10%) Evil Gain rate when Stalking. <- (was 15%) A slight nerf since stalking is overall easier.

    Boyfriend's Memo (Common)

    A "romantic", if slightly sleazy, note left around to draw the attention of a female lover.

    • Outlines a Survivor when you are able to gain Evil. <- I thought of something like Feddy's outlining of a sleeping Survivor (from his POV). This is mostly to help newer players to understand when you can stalk and when an onject hinders you to do it. Sometimes you think you can stalk through that piece of junk but you can't. This is meant to help with that by adding some visual effect.

    "The note is signed: D."

    [Edit: Memorial Flower & J. Myers Memorial could both be changed to "Slightly/Moderately increases (+1.25/+2.5 SP) available Stalk Points per Survivor." If the increased stalking rate is too strong. This would give you 1 or 2 extra Evil Within III and would make stalking for some add-ons (i.e. Tombstone) easier if one survivor decides to hide all the time.]

    Sorry for the long post.

    Edit: I corrected the math with the stalking points. Hopfully.....

    This is what I think. It's a bit older but the most things are still true now.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362982#Comment_2362982

    This challenge can be done with any killer. Just slowly hook that amount, but kill everyone in basement is close to impossible with anyone else than Hag.

    Even trapper, because almost noone tried to save against Trapper basement, but they don't respect Hag that much, so it is way easier.

    I just don't see the fun in using a basement build just to get ######### by either the map and/or the survivors (even with offering). else you just might get one basement hook per match and I don't like it when challenges, that give you only 30k need a ton of matches (same goes for survivor). If it was 100k or iff all the challenges were active at the same time (you would need to buff them a bit though) I would be fine with it.

  • @BubbaDredge said:

    Lets just hope it works this time, that challenge was broken and left unfixed for months on several earlier tomes.

    True. I usually leave it for last so I think it was fixed when I did it.

  • @Dino7281 said:

    This one is fine. The challenge in first tome, where you have to kill everyone in basement is way more hard to do.

    But it is not that hard, if you play Hag with Agitation

    I'm not good enough with both Trapper and Hag on red ranks, nor do I have the necessary perks on them to do it. I did it with my strongest killers but it took ages.

    @RakNieborakYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361706#Comment_2361706

    Or a bit frustrating also might be the challenge for the plague to hit 2 survivors with one corrupt twice (I know, not the basement topic but generally the challenges)

    I farmed for that. That one was completely insane

  • @Laluzi said:

    Nothing wrong with this challenge. You can get it over the course of many games and just put people in the basement whenever it's nearby. Killer challenges are generally easier and faster to complete than survivor challenges and I never minded having some long haul gradual progress ones as a result.

    The one that wants you to sacrifice all 4 survivors in the basement in one game, on the other hand - that one's a problem.

    I don't know... maybe I was just unlucky with my opponents.

    But I think regardless of that, that this challenge can be very frustrating to deal with.

    Now imagine this challenge being at a bad spot in the web. Maybe close to the beginning and you can't go around. This would be the worst time to play survivor.

    The other challenge you mentioned, yeah, that one also was a problem.

  • @BenihimeWrath said:

    To be honest, I got so many messages from survivors while trying to do this challenge because I was camping basement and forcing hook trades. Most of them were understanding when I told them it was for this challenge though.

    I'm always sorry as well, although it can be very frustrating if Survivors just get off your shoulder 1m in front of the hook.

    And some Killers are just... Let's say they only care about their fun.

    @Marcavecunc said:

    It's one of those challenges that require you to play differently. It's not that hard to do.. as long as you go out of your way to go for the basement with each down. (agitation + iron grasp help a lot for that)

    Not as painful to do as the one that required you to sacrifice all 4 in the basement in one match though. But if you get a bad map and didn't really bring a basement/carrying build.. yeah it can be a pain, if you down people away from it, or if once they figure you go for basement hooks each time, they run you away from it to make it harder on you.

    I used Agitation, Iron Grasp and Mad Grit (if I had it) and tried multiple killers and maps. Usually I do it with Trapper, but I presiged him a while ago and basically don't have any of the necessary perks (only Agitation on Lv 1). I'm bad with Hag, so, nope. I used both of my mains (Myers and Freddy) to do it but I got bad maps and literally every time the survivor wiggled free 1m in front of the hook. I tried it with smaller maps like The Game with Spirit: nope.

    I somehow got it on Midwich, but it was still not a fun game.

    I think I needed 7 or 8 matches to get it. And I was so frustrated in the end that I almost dc'ed in one of the later matches.

  • @RakNieborakYT said:

    I made this challenge. You need to run certain build just for basement. I recommend trapper in dead dawn saloon cuz you either need few traps for the main building or standard trap in the killer's shack. I made 7 basement hooks from that. If you get killer's shack basement, DO NOT BREAK WALL! And remember the basement perks. In the main building there is only one way which must certainly leads to the dead zone.

    I know that you can do it with a basement build. I usually did it on Trapper although I'm not good enough with him to get this done like that at red ranks. I also don't have any basement perks on Trapper right now except Agitation on Lv1. And I don't play Bubba.

  • True. Happened to me as well.

    20210630213618_1.jpg


  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357706#Comment_2357706

    Well just specifically Claire and Chris i think are different from Cheryl. I wouldn't mind seeing it myself but im just saying it makes more sense with the Resident Evil characters because like you said they have their own UI icon, Voice, they just share perks cuz personally i wanted Claire over Jill.

    I haven't tested it because I don' t own legendary skins for Cheryl, but doesn't she have her own icons for Lisa etc as well?


    Nevertheless having a universal prestige layer for all characters would be so great. Same goes for the anniversary crowns. I would like to use them on cosmetics I like.

  • @SasukeKun said:

    Just me? I think they should both have it, considering they are both separate characters

    I would support this since they also have their own UI icon during the match.

    Same goes for all the other legendary skins.

    Although I think a simpler solution would be to make the prestige blood just an added layer so you can use it on other cosmetics.

  • Depends on which Tombstone you are talking about. The pink one is ok imo, since you have a massive MS debuff (95% for EWI and 105% during EWII & III), need to combine it with Tuft of Hair AND you have to stalk a lot more. With the other pink add-on it's 30s stalk in close range to get from EWI to EWIII. It also pretty much requres you to use PWYF to do anything really.

    If you are talking about the purple addon, you are kinda right since it's only 7.5s more stalk you need instead of 20s. And it also doesn't have any debuffs except that you can't kill all people with it and your stalk resets after the mori, if you don't time it perfectly. PWYF is also insane with this. So I guess, since Myers is the only Killer left who has the wrong number of addons, they will change it. I just hope they won't change his tombstone (the pink one) but I'm completely fine if they nerf the purple one.

    I think of maybe adding the condition that ther person you want to tombstone has to be hooked at least once, so you can't kill people directly without hooking them. This should be fine, concidering, you don't have a MS debuff on the purple one. And maybe limit the kills with this to one person and after that it's just normal EWIII without any additional stalk debuffs.

    I wouldn't go so far to require 2 hooks for this, because then people will just automatically hop into a locker every time Myers is EWIII and if they are on death hook. To combat this, I would add a unique animation with the tombstone if the person is in the locker. basically the cupbord-kill from the first movie if a survivor is in a locker. This should be implemented for both addons, but at least for the pink one, since locker hoppers are a nightmare if you want to do Evil Incarnate....


    Edit:

    I'm completely ok with nerfing Tombstone Piece if they also nerf Keyes and give Myers a buff, since he's pretty weak now. He has the worst early game (even worse than Trapper/Hag), his EWI is outdated and is more trouble than any good, since they removed his detection immunity during EWI when they gave him Undetectable (which is so stupid....) and his stalking is depending on distance to the survivor which could also be buffed.

  • It's just odd, that after 5 days of the Event, we didn't get the 500k crowns? There were 100k players during one day on Steam alone, so these people would just need to get 5 crowns each.

  • @SilentPill said:

    I don’t want to play survivor until they put the DC penalty back on. Right now left behind key is my go-to since 90% of my survivor games don’t get to endgame. I’m at rank 8 as survivor and will get multiple brown rank lobbies back to back and it’s like why am I even playing this without a SWF?

    It is kinda funny that they reworked all the characters to nerf key swapping and then put Leon into the game. He hides like 90% of the key in his model so it’s really easy to sneak them in. But then again plunders + appraisal and a coin offering basically guarantees a key too.

    Welcome to my world lol.

    20210703124059_1.jpg


  • This and the Stridor/no Iron Will issue. I'm sick of Stridor users to get ez downs as well as the ez evade with Iron Will. Iron Will and Stridor would need to be adjusted of cause. You could change that Spirit can't hear injured sounds while phasing, but normal breathing remains, so there is still a possibility to track someone. So with Iron will you would not be completely silent, but you would just breath normally like when being healthy. Stridor would still affect the normal breathing as well as the injured sounds, but since injured sounds would no longer be audible, it would be more fair imo.

  • what killer FOV truly needs is an adjustment for flashlight blinds, since you can be blinded by a person outside of your FOV because the max blinding angle is larger than the FOV angle.

  • For me it looks normal. maybe it's graphics settings? can you post a screenshot?

  • @STARS_truck said:

    No issues on my end. As for cakes I have 39 on Nemesis not including the ones I've used on each game. I've seen a few bloodwebs that don't have any but it's been rare.

    That's because it's a killer bloodweb. There are only cakes. For survivor there are 4 different otems/offerings you can get. And it also depends if you only do Lv 50 webs or if you level up a character. The latter gives you a lot more stuff for your BP compared to Lv 50

  • YES :D

    I remember back that I was mad about "all the useless firecrackers" back then. I was a quite new player and it felt that they clutted my bloodweb, but now I know how wrong I was. I would give a lot to have bloodweb like these again.

    We only get these items once a year for maybe 2 weeks but now you get only one guaranteed with a chance to get one or two additional items at Lv 50. That is so frustrating if you have multiple characters where you want all of the items.

  • I had this idea as well. But hey....

  • I remember the Winter event from 2018. You had like 10 gift boxes in a Lv 50 web and could get anything out of it + at least 2 winter party starters. The frosty eyes cosmetic were just added to your account. No login stuff. We never saw these firecrackers again btw.

  • I said that the last time as well. Killers just need to find it and can play all like dicks they want. If you are lucky they will be afk and drink a coffee.

    But Survivors need to escape?

    I can understand that there have to be some restrictions so people don't kill themselves on the hook or DC, but why make it a lot easier for one side? Why not having a black pip as a requirement? This is easy and can be done 95% of all times by BOTH parties.

  • @STARS_truck said:

    https://forum.deadbydaylight.com/en/discussion/comment/2321565#Comment_2321565

    inb4 somebody posts Otz or Jund saying the hitboxes are consistent. Yeah, consistently bad and miles off where the survivor should be. If something looks consistently awful it doesn't mean that it's part of the game. A visual medium that gives poor visual feedback? Pretty good.

    True, but usually Otz and Jund play with decent ping. I played vs Otz a couple of times. I notice that he's got higher ping than me, since he connects to the server in Frankfurt from Spain whereas I, as a German, literally live right next to the server. Yes there were some hatchets around a corner, but it was normal latency. I've seen worse against players from eastern Europe but I can live with that.

  • @STARS_truck said:

    Bad netcode and bad hitboxes make for a bad time.

    In this case it has nothing to do with "bad hitboxes" or netcode. I know the difference between a normal match where both parties have good ping and what you see in the video. That should not be possible and the Devs said multiple times that hit validation will prevent hits from connecting if they are too far away. And in this case they are too far away to be plausible.

    I can understand that they have to consider people who live further away from a server so it should not punish players with a ping of f.e. 300ms just because they live somewhere remote. But a ping of 500 or above should not give you hits anymore because it will just be unfair to others and can be abused as well by using VPN.

  • Again? This happened about 6 month ago as well.

  • I did this post a while ago, where I discuss a perk for breakable walls:

    @LapisInfernalis said:

    Right now, breakable walls are solely interactable by the killer. What about a perk that makes it possible to interact with them as a survivor? Some walls are really strong while unbroken (f.e. Groaning Storehouse, Coal Tower), some you wish to break as a survivor to give you another escape route (The Game).

    Here is my idea:

    Rearranging Architecture

    You form your environment to your liking. Press and hold the Active Ability button to recunstruct or destroy a Breakable Wall 1/2/3 times per trial. The action takes 5 seconds and can be interrupted by the Killer. Every Breakable Wall can only be reconstructed ONCE.

    Edit: Added a restriction to the perk so swf can't stack it efficiently.


  • This needs to be fixed since the last 2 years. They fixed the lighthouse totem (ontop of the hill), now they reimplemented it....

    I don't think every map should be like Saloon or Midwich for totems, but they should be well hidden enough.

  • @Luciferr_2nd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2235262#Comment_2235262

    I personally dislike the RNG with her pig traps

    I think the traps should be numbered, 1, 2, 3, or 4. The number means how many jigsaw boxes has to be searched for the trap to get off. This is so one trap will take one search, one trap will take 2 searches, and so on. (not in that order though, which trap is used is still random, so survivors wont know how many searches they have to do)

    Last will addon could count as another 2 searches trap.

    That won't work, when using add-ons to increase the amount of traps or boxes. I would like to try the system they implemented for Trapper's traps.

    Right now the box with the key is randomly pre-selected, which means one box can have multiple keys. For example: Trap 1 = Box 4, Trap 2 = Box 1, Trap 3 = Box 4, Trap 4 = Box 2.

    If you'd apply Trapper's system to this, the Boxes would not be pre-selected anymore, but each box search would make it more likely you'd find the key.

  • @Luciferr_2nd said:

    Would be nice since people can dc when dead on hook and carrying to hook and it will not count :(

    @DawnMad said:

    Sure, when a killer DCs it counts it as an escape so this would make sense.

    As well as PHs Cage rescues should count for these "unhooking challenges". I don't know if caging counts towards killer challenges, but it should as well.

    They included Breakable Walls to the "break x gens/pallets" stuff at lest.....

  • I would just make a quick play button where it put you in the queue and selects the role that is needed most. Since killer is locked during Matchmaking, quick play would choose the killer you have selected in the main menu.

  • @Freddo said:

    Do funny tunnel? Can't help.

    And even IF I would tunnel, I could not be sure they have DS. Since the nerf I've seen less and less matches with DS.

    I really don't care since I got all the perks but players who don't own any of these or have GF or Oni have to use an unfun strategy they might not even like and hope the Survivors have a certain perk. It's just stupid.

    I would not say anything if one of these were in the shrine, but they aren't.

  • Not only this, but they also made a challenge which is impossible unless you have one of 2 perks (of which neither is in the shrine) or requires the survivors to use certain perks.

    @LapisInfernalis said:

    There is this challenge in the new level:

    https://us.v-cdn.net/6030815/uploads/13P8D6KD936K/20210603013927-1.jpg

    This challenge is NOT possible without any Obsession changing Perk of which there are only 2 for Killers: Nemesis and Furtive Chase.

    Yes there are Survivor perks which also change the obsession (DS and For The People), but you can't rely on these being used.

    Please consider at least putting either killer perk in the Shrine, since this challenge might not be possible for players who don't own Ghost Face or Oni and neither of these are the Tome's focus.


  • Welcome back to 2016 where Trapper needed ages to set traps and windows were never blocked and fast-vaultable from every direction/distance.

  • This is a new one. Although this hasn't been the first time recently.

    This is my old post but this had another cause I think.

    @LapisInfernalis said:

    Issue:

    https://us.v-cdn.net/6030815/uploads/F6DBXSICRKOM/20210209175902-1.jpg

    https://us.v-cdn.net/6030815/uploads/U7YOTMYEJJF1/20210209175910-1.jpg

    1. All the Emblems are at another place.
    2. I got golden Unbroken, when I died.
    3. I depipped at a black pip.

    Just play a match and black pip. I don't know what happens if I pip or if it's the same while playing killer. I'll inform you.

    Edit: It seems to be completely chaotic. Unbroken was always either gold or black.

    https://us.v-cdn.net/6030815/uploads/7EOB5M4853GE/20210209185450-1.jpg

    https://us.v-cdn.net/6030815/uploads/RD0S7XI1C98W/20210209200723-1.jpg

    Edit after [4.5.2]: For all of you who still experience this, please add to your screenshot if you died or not, since there could be a difference. If you are on PC please remember to add you logs as well! There is a guide how to do it here in the Bugs section. Thanks!


  • I said the same a while ago as well. It should be returned if there are no map offerings, else it's a too high risk to use it.

  • @Sluzzy said:

    I've seen these enough and they need serious nerfing. Either that or survivors need major buffs. I got out of a match against a Blight and I've never felt so cheated in games of all my life. First of all, I spawned with a Nea and we almost finished a gen but the Blight was given a "free" beacon that it was almost done so he shows up without any warning whatsoever. After a short tussle with the Nea she goes down away from the gen. Because of crutchy ruin, it lost almost half of our progress. In the meantime, the Blight uses his free aura read to chase another person off a gen and left her on the floor when he got the signal I almost had the first gen completed again so what does he do? With one on a hook, the other on the floor, he sprints across the map to get me off the "first" gen that should have been done a long time ago. I go down and hooked and both gens lost all progress. Because of perks two gens were lost. How is that even remotely fair?

    By the way, the cycle continued and everyone is dead with 5 gens still up. A look at his perks shows BBQ, Ruin, Undying, Tinkerer.

    I am sorry killers, if you win with this combo you didn't win because of skill whatsoever. No matter how good the survivors are and how hard they try to do the objective, you are using 4 crutch perks for a free win. You are carried because of perks. Every rank 1 blight is winning with this combo non-stop and the devs need to stop sleeping and look at this combo and how much killers are winning with it. It has to be astronomical.

    BBQ and Tinkerer needs to be a one-time use perk like survivor perks. These perks are way too game changing to be used all the time. Put it on a 120 second cooldown. Something to make them fair.

    Three questions:

    How difficult is it to find 2 totems and disable 2 killer perks for the rest of the match? There are only 2 maps where totems are more difficult to find: Midwich and Hawkins.

    How difficult is it to equip Spine Chill which helps with all kind of Undetectable stuff and even with mindgaming?

    How am I able to go against this build only with few problems if the team is not complete potato? I even see Freddy players use this and you can still win.


    No perk build is an automatic win. Same goes for UB, DH etc for survivor.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2195619#Comment_2195619

    They said that a wall can only be reeconstructed once, so god windows only get 1 extra use

    I did the edit due to that comment.

  • @bjorksnas said:

    The problem with a survivor perk that interacts with breakable walls is that it is both highly varied and game winningly strong on 19/35 maps it can be abused for multi use strong god windows, and 11/35 of those maps are on there because they don't have breakable walls meaning on 19/35 maps its really strong, 11/35 maps its worthless, and 5/35 maps its just ok / niche

    on maps with breakable walls that create god windows you get to use that breakable wall up to 13 times groaning storehouse god window, coal tower window, Thompson house windows, suffocation pit window, rancid abattoir windows, torment creek, cowshed, gashaven, wrenched shop, midwich, family residence, Ormond, dead dog, its like adding 3 extra god pallets to 19/35 maps just by bringing a single perk throw coordination or map offerings into the mix and its just downhill from there

    I understand this problem and swf would abuse the hell out of this. The numbers were just an idea. I feared that making the perk single use only would be too weak.

    Maybe adding the restriction that every breakable wall can only be reconstructed once helps. That would at least disable swf stacking.

    The Devs would need to add some more walls on some maps though since there's often only one wall on the map.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2177735#Comment_2177735

    I should have made this more clear but I mean that if you give a basement bubba more than one kill then it was probably your fault. The person on the hook isn't, just unlucky.

    Not every game can be as fun as people would like it to be, this goes for every game. I'm sure there are other valid strategies in other games that people don't like but are not punished. You can't really punish people for playing how they want to.

    I don't think slugging at the start of the game is necessary, but I don't think it should be punished either. This can also easily backfire if the killer goes too far with it and the downed survivor is rescued.

    It may be unfun, but these strategies are sill valid and should not be punished. Even punishing them wouldn't really stop them either unless you start banning people, but at that point it would just be dumb since you are punishing people for playing a certain way.

    At least for me it's not my fault if I'm unlucky to get found first and not immediately thinking that this Bubba will insidious camp me in the basement. Different factors play a role in this as well: were you caught in a dead zone you wanted to cross for the exact same reason? Did you not expect a certain perk/add on? Etc. You can't know and react to everything in the right way at the start. I don't say that some people get caught by Bubba and it's totally not their fault. Most people try really hard, but just fail or are unlucky. But it IS your fault if you walk into an insidious Bubba's basement.

    I don't agree with your "more than 1k is your fault" statement. Most times a basement Bubba comes quite early and unexpected. Maybe you are lucky and all others quickly found a gen. A Gen takes 80s base. Both hook states (if this survivor isn't an #########) are 120s. So theoretically about 4.5 gens (2 people working on Gen 4) could be done until this person dies. But that is very unlikely. You need some time to find a new Gen, maybe someone tries to save (not everyone has Kindred or uses "handsignals" on the hook) etc. On average 3 or 4 gens get done until that person dies. And then it depends on the next victim's looping skill if there'll be 1, 2 or even more kills.

    The outcome of this scenario heavily depends on your team. Easy in a swf, but horror for soloq. Sometimes it's completely out of your control.


    For the rest I kinda agree, but I think that a game should be fun first and foremost and these tactics can be quite the opposite if used by a try hard.

  • @lerohi said:

    Can confirm this, was Rank 1 on Surv and Killer and got reset to Rank 8 0 Pips (Surv) and Rank 9 0 Pips (Killer). Multiple other people I know have this too. Also, it seems liek a few people haven't been reset at all :/

    One of my friends resettled from rank 1 to rank 9 as well and I did not rest at all.

    I tried to restart the game, restart steam, switch lobbies, nothing worked.

  • @Keezo said:

    1. Killer picks up survivor
    2. Find Locker
    3. Press space
    4. Killer hooks survivor
    5. Wait 4s
    6. Continue playing normally

    That or:

    - hide behind gen

    - change directions

    - stand still, then go where you want

  • @OhMissSully said:

    I've had this happen to me in a few games, and it's just like you said, it sounds as if you don't have Iron Will equipped at all when you're injured. It was also noticeably louder than when a killer is running Stridor. However, I don't know if it translates to the killer perspective as well, or if it's solely a survivor-sided bug. I did notice that it wasn't consistent for me the whole game, sometimes it would happen and sometimes it wouldn't. As far as I could remember, it would only happen after an unhook or if I got picked up off the ground. I don't recall it happening to me after going from healthy to injured, but I'm not 100% sure.

    What Killer was it? Nurse and Freddy have some add-ons which give the Stridor effect for a certain time (mostly 60s).

  • @Yords said:

    Without changing the core mechanics of the game, or changing how the game works entirely, you cannot get rid of camping, tunneling, and slugging or punish it. The way the game works just will not allow the outright deletion of any of the three strategies listed above. Punishing these strategies will also not work either, and they shouldn't be.

    And no, adding perks that mitigate them will also not help since they can be abused and create imbalances. Perks like BT should honestly not even exist.

    • You can't implement a system that punishes killers for camping because they already are the killer is de-ranked the more they do it. Even then, they are few and far in between. It doesn't make sense to nerf it or get rid of it because it is generally a very bad strategy. If you die to a hardcore camping killer, it is safe to say that it was probably your fault.
    • You can't implement a system that punishes killers for tunneling because that is just straight up donkey doo doo right there, no offense to your donkey bois Karu. If you punish tunneling, you are literally punishing the killer for doing their job. That is like punishing survivors for constantly focusing on generators ("geN RuShInG"), it is dumb.
    • You can't implement a mechanic such as a free unbreakable for survivors to use if they have been slugged for a minute. It is one of the few strategies that a killer can use to their advantage and nerfing this would nerf all killers, and therefore encourage camping and tunneling more. And in the very rare circumstance that you are being slugged to death, you are only going to wait 4 minutes, it is not that big of a deal. Allowing survivors to get up after a minute would also encourage splitting up more since the survivor could get themself up without any help, therefore making survivors less dependent on other survivors.
    • Sometimes the killer has to resort to camping, tunneling, or slugging as well in some situations. Nerfing any of these strategies makes the killer helpless which should not be the case when you are playing the power role in this game.

    So while I do think that you should never punish hardcore camping or tunneling, I do think that BHVR can encourage strategies that are more fun, as well as a whole bunch of other things.

    They could somehow reward killers for 12 hooking survivors, they could (they need to) buff weaker killers to the point of "A" or "B" tier (and be fun to play as and against), they could also reward survivors more for playing better as well. Survivors could be encouraged to go for all kinds of playstyles such as taking aggro, doing gens, or (maybe, if done right) stealthing.

    I think that survivors should be rewarded with more points. If survivors were awarded with more points for doing well, it would also make survivors feel much better if they died. If you do well all game and die, you still did very well, you just happened to die because the killer was good (probably).

    Thoughts?

    1) Dying to a hardcore basement Bubba is bad luck and not necessary your fault. Ranking and pips are unimportant to these people. They just want to see you suffer.

    2) It's just unfun for the tunneled person. Games are meant to be fun.

    3) 4min of boredom. Slugging early game is just unnecessary and should not be encouraged. End game slugging is OK.


    The general problem is that there will be always be people who play to win. These people will use unfun tactics regardless if you make it unrewarding or not

  • Yo. With that, my Jeff could be Myers once in a while XD

  • Undying (or any other Hexes) trigger a pop-up in the UI. You see this the second you go near a dull totem. Just open your eyes.

    For everything else: You see the killer and they see you. It's only 3s base every 30s and it's NOT controllable. You want to hide and no locker is there (especially if you are the last)? You will get found.

    At least now you can't just stalk after a trapper/Hag and disable their traps....

  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2168076#Comment_2168076

    A J-flick (Japanese flick) is an exploit that allows a Blight player to exceed the intended 90 degree flick and go for 180s and beyond. Having a higher DPI makes J-flicking much more consistent but it is worthy to note that it is possible to J-flick at any DPI. Please keep in mind that ‘flicking’ doesn’t necessarily mean the Killer is J-flicking. 90 degree flicks are completely intended, whereas J-flicks are not. Some have argued that because J-flicks have counterplay and increase the skill cap of the killer that they should stay, whereas others would argue that J-flicks are exploits and should therefore be removed. Regardless of if they have counterplay or not. The devs have all but confirmed that they’re removing J-flicks so you could argue that the debate is rendered pointless now but I’ll leave that up to you to decide. Hope this cleared up any confusion.

    Ah OK. I also found some videos about this. It explains why some Blight can hit you around corners they should not get around.

    Such manual adjustments (as well as macros or stretched res) are cheating for me.

  • Could someone please explain what a jflick is? I am not sure if I know what it is, because I'm not so familiar with these shortenings.

    Nevertheless I think Blight is fine. What you say sounds more like the normal Spirit/Freddy is OP post and not one for Blight.

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