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LordGlint

LordGlint

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LordGlint
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  • Last few games I feel like all Im playing against is newbies...Purple ranked newbies... If the stomping is TOO severe, I might let one or 2 leave. Had a game last night where i had 2 kills before the first gen popped, with the other 2 being hooked at least once each already. I was playing Piggy, so no OP stuff on my end... I let em finish the gens and walk out with some loot from the chests. The next game, same deal... Figured out one of em wasnt trying to be toxic with OoO, but rather was just trying desperately to not die while getting Laurie's adapt... That guy and one of his teammates both got out after the first 2 died b4 1 gen popped...

  • @I_am_Negan said:

     I also hope they don't mess up the likeness of Nancy and Jonathan from Stranger Things like they did Quen.

    You mean Nancy and Steve

    Nope, this guy is getting the secret 3rd survivor, Johnathon. You gotta input the konami code for it.

  • I have video proof that Leatherface is OP and MUST BE STOPPED!!!

    https://www.youtube.com/watch?v=yeInSY1Khnw

    @GrootDude figured youd like this...

  • @Glory said:

    https://forum.deadbydaylight.com/en/discussion/comment/640304#Comment_640304

    Yeah, because a Netflix adaptation would get a budget on par with a blockbuster release /S

    The original Texas chainsaw massacre was FAR from a Blockbuster, only having a budget of 80-140k. That was back in the 70s and weve gotten alot better with the VFXs we can do pretty cheaply. They could hook someone up to a harness and add the hook going through them all on the computer. If you need to have an extended shot of the survivor with the hook, could do it similar to the pipe in final destination 2 where they pretty much just glued it on.

  • @HatCreature said:

    I'm sure the bundle will have 1 Survivor and the Killer, the other Survivor will probably come too but by them-self. Whenever a Chapter comes they give us the option to buy each one solo if we don't want both, I'm assuming they're doing that with this.

    I learned my lesson from the Plague chapter when I bought the bundle, I am not buying the Survivors unless I know their perks are good, I was very dissatisfied with Jane; unless they don't take away the Sprint Burst combo then it wasn't a waste.

    Pretty sure the Sprint burst thing is just a bug thatll go away.

  • @ItsYourBoyGuzma said:

    https://forum.deadbydaylight.com/en/discussion/82161/2-new-survivors-in-one-chapter-are-they-gonna-legion-this

    Yup, i expect it to be another legion experience.

    If we dont have to pay for the other character who isnt included in the chapter THEN we'll most likely be able to swap to them through the cosmetics.

    Both characters are listed, theyve been confirmed to be seperate characters.

  • -killer gets 4 iridescent emblems-

    LeArN 2 PlAy KiLlEr!!

    I dont really see how letting ppl see your emblems would fix anything though since the guy on the hook already had a clear view of EVERYTHING and still makes these comments. Ive had a guy tell me that SURELY I didnt KNOW that he was there, after making clear eye contact with him right before hooking a 2nd survivor in the basement. Yup...Im just gonna rush away from the side of the map that has at least 3 confirmed survivors...

  • Havent tried it myself, but heard about it from a youtube video.

  • @Locker_Monster said:

    I'm hoping the Upside-Down just appears at random.

    Like, as you running through the map, you will step through a portal you cannot see into the Upside-Down, which changes how the map looks to you (making it darker or something) until you exit again.

    Like, you cannot SEE these portals. The map looks normal until you step on a tile, then the entire map looks different until you step back off.

    While in the Upside-Down tiles, the Demogorgon has improved powers as opposed too if he's on a normal Entity tile.

    This power idea could be similar to Freddy's traps, where he places them down ahead of time.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/638418#Comment_638418

    The demogorgon actually killed quite a lot of people in season 1. It killed Barb, all of the soldiers from Hawthorne labs who were under the command of Dr. Brennan, some random townsfolk and in season 3 a demogorgon also kills a Russian prisoner during what looks to be a test. The only real issue is that the Demogorgon doesn't have any special powers. It's at its core just an animal in a vague human shape. The Mind Flayer on the other hand could control people's minds and spy on enemies through a flayed person's eyes and ears. It could also convert people into biomass that fuses together to make a physical form.

    I would hope that demogorgon is at least immune to flashlights as it doesn't have eyes. It hunts by scent and sound and doesn't have skin that is photosensitive either.

    While it might not have powers, that hasnt stopped the devs from giving OTHER killers interesting abilities.None of our licensed killers so far have supernatural abilities except Freddy. They could maybe have it get on all fours to do a charge attack or something.

  • You always have the option of buying the characters separately if you dont feel like buying all 3 together.

  • Ive had the last person in the match accuse me of tunneling them. I was like...hold on...youve lasted THE LONGEST of all your teammates, and you think I was acting to end your game early? You died literally trying to open the exit gate.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/638364#Comment_638364

    I wish I wasn’t a newbie when old tinkerer was around. Would’ve been fun.

    ikr. They also nerfed the addons so Flower babushka went from 20% to 12% and Mana braid went from 12% to 8%. I think if they were already gonna change tinkerer, they didnt need to touch the addons...or simply make them not stack.

  • That would make alot of sense since the Demogorgon got like 1 kill in season 1. If abunch of kids can get away, I think our survivors will be just fine.

  • Both sides have had perks adjusted to make them healthier for the game.

    Heres an example of "the machine gun build" on Trapper before unrelenting and STBFL was reworked. Pay attention to the hit cooldown.

    https://www.youtube.com/watch?v=ouFi-lI1Rbs

    Heres an example of "machinegun hatchets" before the charge speed addons were nerfed as well as Tinkerer completely changed

    https://www.youtube.com/watch?v=9Pp6o6T0PL4


  • @anarchy753 said:

    They really need to address the chaser emblem.

    By all means, don't include perks if you don't want to reward noed or anything like that, but power-based one-hit downs, and downs against someone who is adamantly not cleansing all match should count for 1.5x-2x points towards chaser, and/or malicious.

    It's ridiculous that killers are actively punished for using their powers, as the only "rank approved" method is M1ing all game.

    Youd be lumping NOED in with other exposed perks, like make your choice and haunted ground to say they ALL shouldnt be rewarded.

  • Nope, which is why those things generally hurt your emblem score. The game counts each hit as ending a chase. In a normal scenario, a chase where you hit the survivor twice to down them is winning 2 chases. If you instadown them however, you only won 1 chase. Different killers abilities definitely hinder the chaser emblem, this is an example of which.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/637101#Comment_637101

    Program in a small random chance to fail the mindgame.

    I dont forsee this happening. I remember for example Overwatch's AI. Sure, the bots get more and more dangerous with their shooting the more you amp up their difficulty, but none of them ever practice any sort of formation EVER. You would just get similar instances here where things like hiding in corn wouldnt work against the AI.

  • I doubt they would be able to program bots to behave anything like players. How can you program a bot to "mindgame" with you and not ALWAYS win? An AI controlled nurse for example would steamroll, while tricks on the killer side like moonwalking would NEVER work.


    On another note, would be funny watching an AI controlled Bubba try to behave like a person and insidious camp you.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/637052#Comment_637052

    Dude it's there on purpose to give you a fair chance to hit the skill check if you get interrupted by anything. I was just giving an example of something that could interrupt you.

    And you scream each time you tier up, which can happen by just being inside the Doc's TR. So no it's not just tier 3.

    Then why isnt this a thing for every other skillcheck in the game?

  • @Salty_Pearl said:

    Head should have a longer stun since it's an exhaustion, 3 seconds does nothing.

    How ya figure? Thats 3 seconds in which your moving at 100% speed and the killer isnt moving at all. Compare that to the distance youd be able to achieve using any other exhaustion perk instead.

  • I know its not the purpose, I just thought it funny imagining this.

    Survivors- STOP TUNNELING RIGHT OFF HOOK, GO FOR THE UNHOOKER!!!

    also Survivors- -treats rescuee as meat shield-

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/636903#Comment_636903

    Screaming interrupts you on the gen, it doesn't matter what tier it is. If he shocks you that stops you on the gen.

    It was done because not having a chance to do the skill check if you walk away is BS.

    The shock is meant to disrupt all actions. As far as RANDOM screaming though, that only happens during madness 3, which makes it impossible to even START working on gens. A survivor not hitting an Overcharge skillcheck due to a shock would be the same as them not hitting any other skillcheck from a shock.

  • Head on probably has exhaustion because it allows the survivor to gain distance from the killer like all other exhaustion perks do, just in a different way.

  • @thesuicidefox said:

    It's so you don't get screwed if you were to scream or something that would interrupt the repair action.

    IMO all skill checks should work this way. It's complete BS that one comes up the instant you move away from a gen and it automatically fails.

    You mean screaming from doctor's madness 3? Because you wouldnt be able to do the gen AT ALL in madness 3.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/635934#Comment_635934

    Hey, I am not saying it is a valid reason for to call it a 100% counter. I am just saying the logic behind their reasoning :)

    Think this mightve been an oversight since its litterally the only exception in the game where skillchecks dont autofail?

  • I feel like alot of ppl get into character so to speak. I had a game earlier where the killer only had 1 hook the entire game, right at the end. He ended the game by smacking the guy repeatedly on the hook for 2 minutes... We shrugged it off and just left, leaving joking remarks in the endgame chat of "who hurt you?" and "do you need to talk about it?" to which the killer just started laughing about how the guy in our party is SO MAD (he was laughing hysterically at our comments). I can understand securing a kill at the end, but this guy went the extra mile in an attempt to make someone mad so HE didnt feel so ######### about his bad game (im assuming).

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/635927#Comment_635927

    I mean theoretically if that survivor is ######### at small skill checks running and hitting one is difficult. However, I do it just fine against 3-Gen Unnerving Doctor all the time.

    Thats assuming the survivors who work on the gen are bad at skillchecks though, and not that this has something to do with tapping. I could understand if Overcharge skillchecks autofailed like EVERY other skillcheck in the game if you stop working when the skillcheck pops up...but it doesnt. So why does it keep getting brought up as a counter against tapping?

  • How does Overcharge counter this AT ALL? The skillcheck still pops up and lets them hit it as they're running away.

    @HatCreature said:

    I remember there was a HUUUGGEEE thread about this a little bit ago and thought this was a re-post.

    Yes, I agree, they need to add just 1 second to stop regression, 1 second of an animation.

    But do know that Gen tapping was officially given a counter with Overcharge so there is that. The true power of Overcharge comes in when you get Gen tappers but you don't always get them. Just like you don't always get body blockers and waste a perk slot on Mad Grit or don't always get people going into lockers when you get Iron Maiden because the perk is #########.

    I don't think they'll address this but I still think they should, Overcharge will still be relevant but will probably not be as strong since Survivors will have to focus during that 1 second. I might be wrong though, never know until they try y'all.


  • Side note...

    Ever think its weird that killers lose their addons no matter how well they did? I get you dont want a killer to be using their iri heads and such EVERYGAME, but why are survivor items not treated the same way? Not trying to start an arguement and this isnt meant to be a loaded question. I get that using really strong killer addons would boost the chances of you doing well, which would then boost your chance of keeping the addons if they stayed when you "win". What I dont understand though is why its not both ways when the same can be said about someone cranking out gens with the same stocked up toolbox each game.

  • Pretty sure it's due to the fact that the activation is when each generator is finished, rather than when the gates are powered. NOED, adrenaline and hope are all activated from the gates being powered, which is why they kick in from closing the hatch. This WASNT an oversight, this was on purpose.

  • things like Locker grabs or hatchet hits wont proc Franklins.

  • I use to run an identical build, but eventually I realized that having a HUGE terror radius doesnt really help all that much. Its good for getting more benefit out of unnerving but eventually I realized I was using 2 perk slots to get benefit from something that good survivors will work through anyway (they can STILL hit the skillchecks...). Your build is good for noob stomping, but I recommend swapping out those 2 perks for maybe some more slowdown perks later ranks. Try to get ppl tiered up to t2 and use your doc illusions to keep track of em all game.

  • 15- steal the item out of the chest they opened by standing behind it.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/81636/for-christs-sake-please-fix-the-hags-blinding-area-of-affect

    Or you could just learn to time flashlight saves for hag. Tbh I think blinding hit boxes might diffrent to normal hitboxes but that's just a suspicion.

    If your having that much trouble is recommend looking up survivor videos where flashlights are used against smaller killers like hag. Legion, freddy etc

    Requesting that the aim be more inline with whats expected of every other killer (aiming at the EYES to BLIND them) is a pretty reasonable request. While you COULD get a feel for learning where the Hag's misplaced hitbox is in the meantime, theres no real reason why youd have to aim the flashlight at any spot OTHER than the eyes.

  • I dont use Franklins much, but when I do and someone uses a white ward...Thats the best feeling, lol.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/632661#Comment_632661

    Ok: So tell me the difference for this:

    Killer is camping the survivor: What do you do? Unless you can do a combat BT save. You do gens while the survivor is on the hook. Since they will just die and be tunneled to the ground anyway.

    Killer has a mori: The killer is sitting awfully close to make sure he can tunnel the survivor to the ground and swiftly tunnel them out of the match. Let's save him!

    Do you not see that this is the same tactic just in a different way? Nah man suicide on hook like most people do when they are camped. There is a reason that there is a 2 minute lifespan timer. Then if you happen to get off the hook. Realize you are dead next down and play stealthy. They have counter play.

    I never said anything about ANY of that, just that I think its funny when ppl make plays around the idea that theres a mori that doesnt exist.

  • @BlueFang said:

    https://forum.deadbydaylight.com/en/discussion/comment/621086#Comment_621086

    To be entirely honest Object in solo play isn't too much of a problem it's in SWF where it becomes broken. Even then it's just an addition to their com system, they'd still be able to keep tabs on you 24/7

    Really the perk I dislike going against as a stealth killer is Spine-Chill. As there's no counter to it, has unlimited use without a cooldown unlike premonition, and no down-sides at all. Which is especially grievous due to the sheer amount of information it gaves the player. That said I still run it at all times when I play survivor because of those reasons. Personally I wouldn't mind it at all as long as I had some type of warning that someone or multiple people are running it so I can adjust my strategy accordingly. As currently you have no way of knowing until the game ends

    You can counter spinechill by not staring at the gen with survivors on it as you approach.

  • @Jdsgames said:

    Gen Rush: Better Base Regression or a Kick bonus should be added. I have proven mathematically it is almost never a good idea to kick a gen.

    Spirit this is not a counter you are hoping the spirits hit box misses. Not even actually losing them. This is also luck not reliant on skill. She still should have a vault animation.

    Mori depends how the killer plays. It is genuinely better to try and wait until the killer goes past your generator before working on it.

    Then you want to leave people hang on hook until their stages are about up. This gives more time on generators. Instant saving leads to instant tunnel and mori out. One less survivor on your team. If the survivor is being tunneled out stay on generators the almost 2 minute hook phases timer should make it more feasible to do generators. As the killer will want to proxy camp their mori.

    Billy Is decently countable and shouldn't be complained about.

    The idea of leaving someone on a hook for ALMOST 2 minutes to combat a mori, while the killer used a shroud offering...is funny.

  • Side note, what do you guys think about scrapping the 3rd effect adrenaline has that ONLY affects Freddy? Seems kinda odd that a meta perk has an addition effect that JUST screws over 1 killer. Ppl have made the argument that it makes sense with what a shot of adrenaline would do irl, but this is a videogame and Im already having to suspend some believe for things to make sense. I get that while a shot of adrenaline irl will wake you up, it definitely will NOT heal up a chainsaw wound.

  • @JawsIsTheNextKiller said:

    Thanks everyone. I suspected that I did have to either look down at the bar or just try to get a feel for it. With Leatherdface I tend to count in my head how many seconds I am holding it for but Hillbilly I often end up looking down and losing the survivor or looking at the survivor and then accidentally go sprinting off into the sunset.

    We need this gif of billy sprinting off into the sunset...

  • @ShyN3ko As far as your comment about only Docs using distressing, it actually got abit of a boost in use with infectious fright. Since infectious fright works off your TR, making the TR larger with distressing can help if your going for a slug build.

  • Im all ears is abit underrated, especially anytime you manage to lose LOS on a survivor after they vault a window. It opens up an opportunity to cut them off since youll be able to tell which way they're going, and when they're about to get around a corner. That being said, I dont see any particular synergy with Clown in particular.

    One might want to use Fire up over Brutal strength if theyre also looking at the vaulting speed benifit, however... If this person wanted to cut down the abuse of a particular window, bamboozle would be more benificial. I do see the benifit of being able to break an overly safe pallet though after slowing a survivor down with a bottle. They'd start running after you start breaking, so the added break speed would cut down on the chance of them reaching another pallet.

    BBQ and discordance are overlapping roles, with discordance tackling tracking at the beginning of the game and BBQ handling it later on once survivors split up more or begin dying out.

    All in all...this person might believe they have something good, but Im not seeing it.

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/631973#Comment_631973

    Because it's better when some add-ons are left unused for years. Is it really that bad if you sell 100 of your ebonies for 70k points to get one level on another character?

    It also would give an ability to clean you radd-on screen, because I have a lot of map offerings on killers, that I NEVER gonna use, but they cover entire page.

    What? You dont wanna punish yourself by using your Haddonfield map offerings? How bout blowing through all the Lery's you have on Huntress, lol.

  • @My_Farewell said:

    I can confirm it's not gonna be a koala either.

    The devs are gonna make it a thing, just because you wanted to be a smart ass.

  • @Glory said:

    This thread. Whooo boy, a lot of people missing the whole conversation part and just shouting their opinion into the void.

    I'm surprised people are calling adrenaline a crutch perk. It's a snowball perk, a "win more" type of effect. Now, for people who don't follow, that doesn't mean it literally makes you win more because of it - a "win more" effect is something that gives you additional advantages specifically while you're already advantaged. This usually means turning a winning position into an even more dominant one, and is a common thing in card games.

    This is not what a "crutch perk" would commonly do. Perks like Dead Hard, Decisive Strike, or the initial iterations on Mettle of Man were frequently labeled "crutches." These perks all had something in common: they delayed or prevented a fail-state (i.e. they prevented you from getting hooked, either by dodging a fatal blow, ignoring it, or by escaping the killer's grasp). They're all conditional, but their various conditions could come about regularly in a trial, without requiring the game state be advanced to an exact, one-time threshold.

    Those perks are effectively the opposite of adrenaline: they're "comeback" perks. While the name is self-explanatory, I'll cover it anyway - comeback perks offer you a chance to come back from a losing position, delaying or entirely preventing what would have otherwise been a fail-state. This is a significant difference from a "win-more" perk, and why they're much more powerful in practice.

    Now, after looking at these two different categories of perks, it should be obvious which category No One Escapes Death falls into. It does nothing for you in the scenarios where you find yourself in a powerful winning position, so it isn't a "win-more" perk. It does, however, possess the ability to turn a catastrophic game around. It can save what would otherwise be a 0-sacrifice trial, since just the knowledge that it's in effect can force otherwise altruistic survivors to leave their friends behind. It's obviously a "comeback" perk, or, and as this community has so lovingly decided to call them, a crutch perk.

    Have fun in the fog

    If I kill 3 survivors, and close the hatch before the 4th guy can get it... wouldnt my NOED activating be considered "winning more"?

  • Tombstone piece is a quick way of getting rid of the obsession without attacking them. You can max out your STBFL tokens, and then tombstone the obsession to keep the 8 tokens and activate dying light. Killing the obsession like this also wont use up any tokens from STBFL OR PWYF, although PWYF will be pretty worthless afterwards.

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