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LordRegal

LordRegal

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LordRegal
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  • Whatever it is has to be something that's useful to get even years later, otherwise people with P3 chars prior to the new thing will feel jipped, and rightfully so. Personally I'm hoping for some sort of BP multiplier with that character. Like, P1 gets 25% more BP, P2 gets 50% more, P3 75%, and P3-50 100% more. Make it a good anti-grinding strat to grind out the P3.

  • If the map is Haddonfield, whether I'm killing or surviving, I am going to come away with minimal points and having been not really an asset to the team/the game if killing. I don't know what it is about that map that brings out the potato in me, but it does. Every. Time.

  • Nerfs:

    Survivor: Instant BNP. Nothing felt worse than being, quite literally, five seconds into a match and four gens get popped. Felt terrible and was absolutely broken.

    Killer: Iri Head losing most of the hatchets. I'm not usually one to cry OP, but it was too much reward for no risk for taking it, to the point the game felt lost the moment you saw the Huntress had it. I'm fine with strong add ons, I love the Iri King on Doctor, always have, but I don't miss old Iri Head looking back.

    Buffs:

    Survivor: Kindred. No question. It was a core perk for me before the buff, and it's so much better now. Cannot stress how much I love it.

    Killer: It sounds so minor, but kicking gens. I got to play for a few months in the world before Doctor and kicking gens became a thing, where you couldn't do ######### about gen progress after it had been made. There's multiple gen regression perks in the game now, which I very much like, but it's all because of the first change allowing it to happen in the first place. (Also the whole noodle leg glitch that happened in the first weeks of gen kicking will live on in my heart for eternity)

  • @tippy2k2 said:

    I have found it's not lag, it's timing.

    For hitting someone as they slide, people don't seem to realize a killer can reach across a pallet or a window (stand on the other side hugging the pallet/window without vaulting, a killer still can hit you).

    For the slamming of the pallet, a survivor can slam the pallet when getting hit so usually it's the survivor mistiming a slam and doing it just a fuzz too late.

    There are certainly times when it is lag but I have found way more often than not that it's just a survivor underestimating their speed/distance or mistiming their play.

    It's something killers can work around too...if you do a half lunge at a pallet and let go just before you think the survivor will drop it, but your weapon is where they get stuck in the animation, you can sometimes force the trade of hit to stun. If you're in a full lunge it won't happen since you're relying on the system to do it for you, and it'll stop when it registers the pallet, but if you shorten it a lot of times you can force the trade.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329627#Comment_1329627

    You are playing poorly because you shouldn't just pick them up like a bot. Jesus ######### Christ, slug the guy if he was hooked less than 60 seconds ago. Is it that hard?

    I made a thread about this a bit ago - if surv A saves Surv B while Surv C is hooked and D is Dead, I down A and hook them, B saves C, and then B saves A while I’m chasing them, all within 60 seconds...now I’m completely screwed. Can’t pick up B because DS hasn’t worn off, can’t go for A because probable BT, and C has officially vanished because I was trying not to tunnel them. Slug B and do a full chase with A, but then slug A top because they likely have DS since I actually am tunneling them? Now I’m slugging and drawing things out, giving them a chance to recover from what should have been a done game. There’s no “right” answer here.

  • Unfortunately, up/down 8 gives you the ability to play against red ranks now at rank 8, so it's "reasonable" matchmaking. I say this with as much sarcasm as I'm able to over text, but yeah.

    Fortunately, as Theetis said, not all red ranks are what people think of when they think of "top level survivors." I'm in low red ranks as killer right now, got on a 3-4 game losing streak with actual red ranks, then came back a few hours later and merciless killer popped up for three more games against red ranks. Rank at this point really does mean very little, just as people have said for ages.

  • It's the reverse scenario to how grabs work.

    Killer: Hey server, I'm grabbing!

    Server: Cool, survivor, you're going t-

    Survivor: I've let go and am over here now

    Server: Ah, nevermind then, killer, no grab for you!

    Except in this case replace it with hooking verse wiggling free. Honestly I think both of these are generally ok as long as there's minimal to no latency. A survivor would feel extremely jipped that they let go in time but got grabbed anyway from a ways away, and a killer would be livid that they SAW the hook animation start but no hook for them. Frustrating for the other side when it goes wrong? Of course, but less so than the alternative.

  • @Flatskull said:

    Slug claud 1 and nea. It sucks for nea but not your fault she got cocky with her DS. Leave them both for a sec and hunt for the final claud. It's not fun for the survivors to be in that position but it's all down to that claud not respecting the killer by unhooking straight up in your face. There is a reason safe unhooking is an actual thing in terms of BP and game points. Because of her decision the last of her team would basically be out of action as a final claud is left hiding, hoping you don't find her.

    It's really rare for them to have unbreakable. If you can't find the final claud or she gets away and you want to give up chase. Return to them. DS is normally gone by then and the nea who was off first will probably have crawled off entirely to the corner of the map where she will most likely be healed by the other claud eventually.

    That would be my solution. It's not a perfect solution. I personally always thought DS should be an actual visible weapon item. Like a knife or glass shard but they changed it to this perk instead. I don't have issue with it because as a rule I always persue multiple downs or injuries then hook.

    @csandman1977 said:

    Devs have stated DS is not considered an anti tunnel perk. Which in my opinion makes it worse. They basically gave survivors an abusable FU perk.

    I've played the game long enough to remember the original DS (albeit post duration nerf), which effectively turned the game into "hey, you know how you need to down people up to 12 times to win? Try 16!" The nerfs and reworks to it have turned it into a perk, that, whether the devs meant to do it or not, discourages tunneling. That being said, if it's not intended to be an anti-tunnel then I strongly question why they're ok having a "survivor can do no wrong for a minute after being unhooked" perk. I'd love a "killer can do no wrong once a match for a minute after hooking a survivor" perk...but as is, it's just one more reason why I don't put DS in my own builds...too much potential for abuse.

  • @Blueberry said:

    That's entirely the point of why DS is still busted and not an anti-tunnel perk. It punishes you for playing well even when you didn't tunnel. It's a 60 second abusable invulnerability perk.

    Why we haven't changed DS to deactivate once you do any action other than running/vaulting/pallet dropping etc the world will never know. The survivor should be having to decide if he thinks he's safe enough and not being tunneled to start working on the objective or making a save.

    Honestly I'd change it to "lasts 60 seconds or when someone else is hooked after you are unhooked, whichever happens first." If it's truly supposed to be an anti-tunnel perk, then turn it off when it's clear the killer isn't tunneling. As is, it's like, here I am being as nice as I'm capable of being as a murderer and the game has decided it's not nice enough! It's not my fault that Nea went down quickly (well, seeing as I have MYC it kind of was but I digress), but here I am actively letting Claud 2 get a moment off the hook and it bites me in the ass.

    Admittedly I have used DS in maybe 3 games ever in my countless survivor games, so I'm definitely of the opinion it's not a "must have" perk, but even so - if it could be in play I do my damndest to be nice and not tunnel - hell, even if there's no obsession I STILL try to not tunnel because I know when I'm surviving it's not fun getting tunneled. But here I am doing everything but letting them make a full recovery, not slugging, etc...and the game's just decided I was too mean of a killer, five second time out. Just gets frustrating when it's clear to anyone that looks I'm not doing what the perk is intended to counter. If I do tunnel someone by accident, sure, I get it, DS me and let's go. When I'm making the nicest options available...

  • As funny as it would be, I think that’s exactly why it wouldn’t happen - it would be funny. At the very least the devs have tried to kee the horror theme in the game, so I doubt they’d change that now.

  • @Snow_Lep said:

    I could be wrong. But unless it has been patched or changed, I do believe each of the 4 standard traps is tied to the 4 boxes. The 4 standard traps (meaning without addon for more traps) are rng, but follow a specific rule. The rule I (and many of my friends) have observed is that each trap is tied to a specific box. Meaning the first trap she uses will go to one specific jigsaw box. The second will go to a different box but CANNOT be the same as the first box.

    Think of it like this. Trap 1 goes to Box A, Trap 2 to Box B, 3 to C and 4 to D. The box that gets labeled as A, B, C, and D are randomized so they aren't predictable, but you can use this to your advantage.

    If you see someone get their trap off at a box, then you can know that it is NOT your box (there are exceptions but I don't know exactly, only speculation on the way the addons add rules).

    The addon rule addition speculation.

    If there is an addon to add an extra jigsaw box, it just adds a random element of rng to the search. Where Traps 1, 2, 3, and 4 could be tied to boxes A, B, C, D, or E now. As far as observed, it still follows that if someone else gets a trap off, then that box CANNOT hold your key.

    If there is an extra trap addon (with NO extra box), it adds a Trap 5 that then gets tied to whatever box it would like. This is the least clear one, as it is hard to test and get info on since most Pigs do not get all 5 on different people. I am unsure if it follows in that traps 1-4 are tied to A-D and then the 5th is where it can be whatever box, or if it picks another number trap to double up the box on.

    If there is an extra trap addon WITH the extra box, it doesn't cause all 5 Traps to be tied to each specific box. It uses the extra box rule, and then the random aspect of the extra trap rule combined, making it the worst of all to figure out exact details for the way it creates and uses rules.

    I have 100% been against a no add on Pig where I waited my turn for the box that was guaranteed to have my key and the person working the box got their trap off as well. So I don't believe that's the case all the time at the very, very least.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328792#Comment_1328792

    Just to satisfy my curiosity, which of the 3 perks I mentioned for the last 2 slots are you running?

    We'll Make It and UB. I generally don't run Spine Chill, though I do swap WMI sometimes, may give it a try.

    (For reference, I don't use teachables on survivors because I hate that they're skins if you do. Which is why that build is what I run)

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328657#Comment_1328657

    That Dwight build is better than most killers can do to be honest. And, a lot of the other free Survivors can do that too.

    Bill with BT, Kindred, then 2 of We'll make It/Spine Chill/Unbreakable is pretty solid.

    Nea can make a fairly sensible build out of Balanced, Street Wise, Plunderers, and Spine Chill.

    Jake can get a decent build out of Spine Chill, Resilience, Iron Will, and Kindred/Calm Spirit/something.

    Claudette's build of Kindred, Botany Knowledge, Spine Chill, and Empathy/Self Care also is not a bad starting build.

    That Bill build is what I'm running in red ranks right now, can confirm it's really solid.

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328527#Comment_1328527

    I know that your opinion is 100% against the current grind and believe me I understand. However the way that most people, including yourself, who have complained about the grind is looking at it as a means to no end.

    This is exactly what I’m talking about: “tell that to the brand-new player who immediately starts getting matched with and against red ranks”-Perks will not teach skill. In fact, this in my opinion is a poor example of why the grind should be reduced.

    You expect too much for someone who just picks up the game. If everyone had access to meta perks or the perks they want, they would not learn the game as it’s meant to be learned which the less competitive perks allow them to do in the first place.

    I joined early enough to not have THAT much catching up to do (just after Hag released) but even with that, it was extremely discouraging when my very first game everyone had red and purple perks while I was running literally nothing (since that's how it worked at the time). If I was just getting into the game now, knowing that people with a thousand hours aren't necessarily running everything they want? No way in hell would I have gotten into the game, and that's a shame since it really is an enjoyable game.

    I feel like the argument "it's ok to have this much grind because it's part of the learning experience" is a poor equivalency...having the perks doesn't mean you'll use them effectively, or know what's good inherently. I remember loving unrelenting early on and that's a terrible perk. But giving new players a means to get caught up without spending a ton of hours to get even a good number of options, *even if they're not all the meta options* would be helpful in encouraging people to keep trying.

  • Take a step away from the game until you don't feel tilted anymore. It's amazing how much people will gate themselves with things like "I'm not stopping until I have a good game because that one sucked!" That just sets you up to be further disappointed and frustrated. Stepping back even for a half hour gives you the space to cool down and get your mindset back to normal to get playing again.

  • Naming and shaming isn't allowed here, you'll want to edit the post there.

  • For me, the FNAF lineup works because they're based around jumpscares. FNAF in general relies on the atmosphere to prep you for the jumpscare, and then the jumpscare. DbD doesn't have that atmosphere, so I just really feel like they'd be out of place. And if I see an animatronic strolling around at 4.6 m/s, then it's not like I can be jumpscared by it at that point...

  • @Dead_by_Gadfly said:

    What if there were two different blood webs, one for perks and one for items. Maybe simple as that 🤷‍♂️

    I'd be all for that since I don't bring items almost ever and add ons are a rare treat.

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328267#Comment_1328267

    Edit: for some reason the forums posted my response before it was complete.

    Yes although that maybe true, if the grind is really that much of an issue, start with the perks you care about most and reach those specific survivors to the perks unlockable level. Pnce you make them teachables, apply them to the survivors you’re more inclined to play as. Remember you don’t have to max out all your survivors as they are just reskins.

    For killers, I started with the ones I thought were more useful, grinded them to the level of unlcokables I wanted and taught them to the killers I was more likely to use.

    If you want to continue putting bloodpoints into those characters than you’re free to do so, but you must realize there are more efficient ways to get what you need from the grind.

    See the comment below yours for why I disagree with that logic.

    @JustCats said:

    As a new player I can say that the perk grind is the biggest barrier to entry. I'm already behind the curve in terms of game knowledge and mechanics, but then I also have to play so many different characters with base perks. And while they might be viable, they certainly aren't optimized. This wouldn't be a huge deal except that I don't see any kind of end in sight to where I get to play the game on the same playing field as most people.

    Obviously, this is more of an issue with the more perk-dependent killer role, which I unfortunately prefer. I rarely feel underpowered or uncompetitive as a survivor even playing raw at level one.

    I'm not new to games and don't mind a grind, but at least as killer it feels like without quicker access to "teachables" it's an incredibly uphill battle just to be competitive at all in a phase where I am also supposed to be learning how to play.

    I wholeheartedly agree with this. I started the game shortly after Hag came out and was met with people with all perks when I was completely new to the game. It felt daunting, and as someone who bought the game initially to play killer, I was in the same boat. I can't even imagine how bad it is for you currently just joining now. All I can really say is it does get better - and the upside to it is playing without the meta perks helps you to not rely on them, which actually does make you a better player, even if you get curbstomped a good few times getting there.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1327957#Comment_1327957

    Is it me or "after" dh gets cleansed it looks like you can still get stacks? It doesn't do anything but the icon still thinks it's up.

    The icon won't light up when you're 32 meters from a hook, but your existing stacks don't disappear despite them being gone, which is confusing, I agree.

  • @Speshul_Kitten said:

    The grind is better than it’s ever been. This game is intended to be “grindy.” In fact, every year Call of Duty has a “grindier” game than this one is. The point is that people are expecting to get everything they want without the willingness to commit the extensive time to it.

    Also, you have access to the shrine which allows a select amount of perks that can be purchased (up to 4 every week). I remember before I had everything maxed out I would save my shards for the perks I really wanted, I believe it was even more difficult to get them before the shrine rework.

    That being said, if you want to P3 max out every survivor, that’s a different story. However, that is even optional and not needed.

    The problem is it at this point takes objectively more BP to get all perks at P0 than it does to get a P1-50, and probably isn't too far behind P2-50 (I'm not mathing that out like I did the perk grind though as that'd have too many rarity-based points of variability). Seeing as the 50 bloodwebs are the largest, and it takes 76.5 level 50 webs for killers and 88.5 level 50 webs for survivors to get all perks T3, 100 non-level 50 webs would ultimately be cheaper than doing that (though at some point you'd need to grind the almost 100 webs to get the rest of the perks)

  • Every new chapter adds roughly 5-7 levels of level 50 bloodweb (assuming you rush two perks every 50 web anyway) depending on what order you're given the perks (aka if you get level 3 of two perks before level 1 of the last you're going to need more webs to get the perks.) There's 72 killer perks as of Pyramid Head, and 80 survivor perks. That's 213 perk levels (216 - the three you get for free as your "unique" perks level 1) for killers and 237 for survivors.

    You get one perk per level until level 40.

    You then can get 2 perks after that.

    That means at level 50 you have 3 + 40 + 20 = 63 perk levels in total by level 50.

    So killers need to grind (216 - 63)/2 = 76.5 level 50 bloodwebs to get all perks at tier 3, and survivors need to grind (240-63)/2 = 88.5 level 50 bloodwebs to get all perks at tier 3.

    As a result, I definitely feel there should be a faster way to get all perks to tier 3, as the current system is getting absurd with how LONG it can take to get all the perks.

  • If you're burned out on the game, a break is a healthy thing. I didn't play from the month after Pig came out until shortly before Oni, and then took another break shortly before Deathslinger came out, and both of them proved to be a much needed break. I'm able to enjoy the game much more when I'm not tilting after a single frustrating game. If you're finding yourself completely upset if a single game goes poorly, I can't stress how helpful a break can be.

  • A long time ago it was (generally) agreed that spamming arms meant the killer was camping, and staying still was that things were fine. That got corrupted multiple times, and it's hard to know what anyone does anymore. I have Kindred on all my builds now so I don't need to worry about interpreting the hook hieroglyphics

  • I disagree with the comment after the title, but the title itself...I've stopped burning BP offerings because I swear it seems to turn a light on in my head and the survivors' heads/killer's head that I must underperform extremely hard, and must be the first out of the game if possible. I've come to dread games with a BPS or more as a result.

  • I certainly haven't read anything saying the devs intended the exploit to come back as a "tech" (which, let's be honest, the difference between exploit/glitch/tech is who you ask, there's a reason the speedrun community calls runs "glitchless" and not "techless") and I truly hope they don't as inconsistent rules in games just lead to confusion.

    I will note too, there's a reason DS1 PvP was considered the worst of the trilogy. Outside of tournament level play it was down to who lagstabbed the other better. The fact the glitches around the PvP were removed and the code refined in 2 and 3 shows they weren't considered good by the developers. To use the combos in fighting games example, in that case the devs decided they liked it and incorporated it. Hook 'techs' were removed, so therefore the devs have decided they didn't like it. I don't know what's so difficult to follow about that.

  • I have only ever ran DS when I went for Adept Laurie. I don’t play her at all now and it’s not a teachable I’ve unlocked (because I don’t use teachables on survivors.)

    I agree with OP. 19/20 times if I’m getting tunneled it’s because some idiot decided to be an altruism lemming despite my kindred showing them it was a bad idea, and they didn’t have BT. It’s absolutely astounding to me how survivors can be shown exactly where the killer is via Kindred and still think saving me without BT is a good idea. Most of the time killers take pity on me and I get away anyway, but even if they don’t, I blame the survivor who decided that 1000 points was more important than a teammate doing gens.

    The 20th time it’s the actual camper or tunneler, and in that case my logic of “oh well, I wouldn’t have enjoyed that game anyway” kicks in. They’re just giving me a Survivor-Approved way of getting out of the match sooner so I can be having fun again.

  • The problem with the adept achievements is they’re tied to seeing “Merciless Killer” appear on the screen. Way back in the beginning, this meant “get 20k points in the game, 5k in each category” (points were harder to get back then). Then it was tied to kills, and Merciless meant a 4k, no matter how you did it. Then came the emblem system, where merciless varied depending on your rank and what it meant to double pip.

    Personally I’ve always felt the 4k was the best indicator of whether or not you were good with a killer. And that’s certainly hard enough with the crappy perks you need to use on some of them...

  • It's not like PHead should always be caging anyway...from my experience, if you're caging every time you're giving up map pressure. Caging should be saved when you know where someone else is and want to save the time to hook to react better. If you don't, you're better off hooking since the odds aren't bad that you'll send them to someone else for an easy save. That means BT is a guarantee, and DS is activated for a locker play or whatnot.

    This is of course assuming he gets the torment in the first place, because it's certainly not a guarantee by any means. So I don't get why people are so frustrated that he sometimes is able to sometimes stop BT/DS, when good players will be saving the cages for when it's most crippling to the team.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325490#Comment_1325490

    Wow, that's an interesting reaction to Huntress, imagine if there was an option for you to turn it off, would you play her more? Also, I used to do horribly against stealth killers until I began to run Spine chill lol.

    If I could turn off her humming, or even if she had "song cosmetics" that I could change the song with, I would absolutely play her more, and I'd probably change my answer to Leatherface since I find him really boring to play, and not really rewarding. But just the same thing match after match on the song front gets to me.

  • I've never been great against the stealth killers. I am way, way too likely to look one direction, look away, and look back less than two seconds later and see Ghostface grabbing me off my gen or whatnot. So the stealthies are my hardest matchups to play against probably.

    To play as? Huntress. Not because I dislike her mechanics, as I do actually enjoy them and like playing her. But her song. Her song gets into my head, and actively tanks my mood for hours after I stop playing her. I can't do more than a couple games in a row as her or I start going downhill, I've ran tests to confirm it's her and not wins/losses. It's her. I just can't.

  • DbD has been proven many times to have really weird spaghetti code (when that Spirit nerf hurt Wraith accidentally, Doctor's illusions not sharing his cosmetics for a year and a half and being told it would be impossible to do so, sound breaking every other patch, etc.) That makes finding these "simple" fixes a lot harder. I speak from experience here as a developer for something much more boring. We have a couple pieces of code that are infamously bad to work with due to how hodgepodge they are...even if BHVR had improved their coding practices in the last four years, that leaves a lot of legacy code that doesn't follow good coding practices. As a result it doesn't surprise me too much when something that seemingly is quick to fix like the Legion vault bug takes a lot longer to find and fix.

    To use an example from my work - users wanted to be able to click and drag boxes to reorder things on one specific thing. This structure was made two decades ago and was not designed for that - it would take a completely new program for just this one thing to be able to do this. They weren't happy with that answer, but ultimately gave up on the idea since we weren't going to get approval for that size of a task. Seemingly simple thing to do, but completely impossible given our coding architecture.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325110#Comment_1325110

    I agree with you on Nea, it is so annoying seeing a Nea in game, t bagging at pallets and trying to flashlight save. Then that Nea proves to be such a phony, they go down easily.

    Personally I feel like Feng Min overtook Nea for "most likely to be toxic" a while ago. Most Neas I run into aren't actively being toxic, Feng Min it's a coin flip it feels like.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1323121#Comment_1323121

    Oh gawd. My wife runs Kindred all the time, and she gets so mad at people who just don't use the information at all.

    You're hooked, the killer is clearly standing still, you know the entire team can see it, but you see three teammates all crouching around you just doing nothing.

    "Maybe THIS time if we just wait the killer out, the hook will break and you won't die! Yeah!"

    Or you're hooked, the killer turned and walked away, you know the entire team can see it, but...well, same thing, three teammates all crouching around you, all timidly taking one step toward you every three seconds.

    With the buff to Kindred I feel like we have a definitive answer of "would more information bring solos in line with SWF?"...and that answer is a solid no. So frustrating.

  • I definitely feel like it's a case of a vocal minority. People who are happy or don't care are less likely to speak up than the few that are actively unhappy. I personally can't wait.

  • Killer: Head On being used when there was no tactical advantage to doing so. If it's when I'm actively chasing you, about to check the locker you're in, or to save someone I'm carrying, well done, you outplayed me AND used the perk in the way it was likely intended, no ill will felt!. If I'm just walking past the locker with absolutely no idea you're there and not chasing anyone else, it's clearly just intended to be a dick. No one thing survivors do bothers me quite as much as the random "haha, get ######### killer" head ons.

    Survivor: Other survivors doing anything but gen rushing if I'm getting camped on the hook. Kindred is a standard part of my build, you can see the killer is camping, punish the behavior. If you're hook rushing me or crouching 10 meters away hoping the killer gets bored and leaves, I'm 100% more likely to work to kill myself so that the killer isn't rewarded with another hook for camping. If you're rushing the gens to punish the behavior, I will do all in my power to take 2 minutes and one second to die.

  • We're getting Mexican from the place right by us tonight that I love, can't wait for that...

  • The funny thing is, horror wimp that I am, I never played Silent Hill, and I have no reason to be as excited as I am, outside of copying and using Krazy's Pyramid Head Invader Cosplay in Dark Souls 1. Doesn't mean I'm not extremely excited though, just means I can't really explain why.

  • I main BIll when I'm surviving. Killing I don't have a true main anymore, but I'm currently playing more Wraith and Legion than anything else. Wouldn't consider myself good enough at them to say I main them though.

  • Having attempted both the Dwight and the Kate challenge for this chapter, I officially hate the Kate one more

  • @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321832#Comment_1321832

    Or maybe the killer shouldn't chase the same survivor for the entire match

    I fail to see why blaming the killer for someone actively avoiding them to get gens done is productive. The killer almost certainly depipped as well, but that’s not why OP depipped.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321626#Comment_1321626

    Players will willfully focus on the challenge, to the detriment of other factors in the match. All challenges need to be built around a "What's the worst behavior this could result in?" contingency. The conditions for this one demonstrate some negligence on Behaviour's part in this regard.

    I don't disagree with that logic whatsoever. I've been vocally against challenges like that since Tome 1. I just wanted to say that this one specifically was doable without the sandbagging.

  • It sounds trite, but do bones. Seriously. The game goes quickly enough you have time to do a bone if you see it. If every survivor did one totem on average, that’s four totems gone right there, and only one survivor would need to go the extra mile and do the fifth.

    Currently with all the “do totems” challenges in the archives I’m not running hexes because people are doing bones more than normal by a good amount. I’d be willing to guess NOED kills have been particularly low the last few weeks...

  • @Cancan71 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321621#Comment_1321621

    Why, if I may ask? Do you think it shouldn't be a feature or does it simply annoy you?

    I would love to remove it asap as well. It gives the survivors more info than I'd like, namely "hey, I'm right here!!!" ...if I chose not to uncloak it's for a reason, and I'd rather not have my stealth completely shattered when I let go of the button before the first bell would have gone off normally.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321416#Comment_1321416

    The main problem would be his width, those shoulders go a full human length.

    But in terms of Power, there's Nightmare for example, who can't do lots of things from the movies.

    Nerfing characters from their original product's been done before.

    Heck, there's a lot of Survivor characters who got a buff after joining this game: They all know how to repair Generators. 😉

    Unless I'm missing something from the lore Bill is the only one who actually knew how to repair a generator before getting sucked into the realm, right? Seeing as canonically that was his last action in his title...

  • The trick is to be doing things that help the team even while you're near the killer. Copy pasting the game I got it here:

    "Wound up on Dead Dawg. Went to the Saloon gen, working on it, Nea runs the Leatherface to the pallet right below the overhang. I honestly have no idea WHAT she was doing, but she somehow kept him there for over half my gen before going down.

    I was worried that wasn't enough, so I made sure Leatherface knew I was still on the gen, then snuck into that room that only has a window entrance until the killer knocks the wall down and hid in the locker. He checked both lockers on the outside of the saloon and then ran past the window, but didn't find me.

    Several dumb plays and two hooks later, it's revealed he has DH. Claudette shows me where it is before saving me, as it's right by my hook, inside the saloon. Leatherface, bless his heart, didn't tunnel me, I go to cleanse it as the Claudette goes down, and goes up on the hook I was just on. Leatherface hears me doing his bones, but can't figure out how the hell to get to me, finally breaks the wall next to me right as the totem explodes, but none of that was "in a chase" either. I died knowing if I was EVER going to get the challenge, it'd be that game, and lo and behold, it was."

    So yes, some luck, but also some ability to play around what the cards dealt me. Two things done intentionally, one done by accident (the Nea). It is doable, I promise. And the victory is all the sweeter for how annoying it is.

  • I'm up for a Christmas in July event...

  • For the grab with discord, I went friendly for a game. I could just foresee my blood pressure getting raised by failing it over and over, so I went friendly and got it first match. The Dwight one I got playing almost legitimately, ironically enough, just a minor variation in normal play for me, while the game I played in the "just try to follow the killer" didn't work. There's usually ways around the problematic ones, just need to find them.

    Tome 1, no one escapes the endgame, ran NOED and Blood Warden on Freddy. Downed someone right as the last gen popped (so they didn't know I had NOED yet), and by a gate. Opened it, hooked them for BW, and went for a clean sweep with NOED as everyone was either coming for the save or hiding in the exit. First try, even.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1317828#Comment_1317828

    The thing is, the higher the numbers the harder the crash. We have seen that from br games when they were the most popular games and out of the sudden it took just another similiar game doing a better job and they nearly died out.

    This could happen to dbd at anytime, we simply don't know what is about to get released around a corner to compete against bhvr. What I find worrying is how easy bhvr is taking it. Like, it feels to me as if they don't even consider competitors

    People said for years that Last Year would kill DbD. People thought F13 would kill DbD. If an actual competitor appears, possibly, but so far it's withstood the competition pretty well, I'd say.

  • I personally like using the prestige outfits, and after seeing his P3 I definitely will be getting it.

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