MarbleThrone
MarbleThrone
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- MarbleThrone
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The search bar is there, just hidden under the initial pop-up window that shows what charms you have equipped. By clicking on the icon again, it goes away.
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@upsideinsanity said:
They arent even trying at this point because they are focused on the QoL updates - you know, those things they announced then didnt even release this patch - and FNAF because they really cannot mess that chapter up.
Guess you didn't bother to read the patch notes, then.
Also, those QoL updates were never meant to be added in a single patch. They are going to be added in phses throughout the entire year. -
This is a massive W!
Just one of undoubtly many examples of charm setups you can make now. Locker charm on Dredge = mandatory.
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"and I'm saying that being a killer main."
Riiiiight. -
As part of the ongoing QoL updates, ragequitting on hooks will incur you a DC penalty and the loss of a full grade at some point.
That update is not in the game right now, however. -
The perk's name, description and flavour text all make no sense anymore. They really need to change them.
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Yup, same here!
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@CountOfTheFog said:
The Weekly Gift π for this week, April 1, is 250,000 Bloodpoints!
Ah, gonna save that one for tomorrow!
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@SodaRMT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902845#Comment_3902845
I made a forum account just for this.
I don't have the time to watch 60-80 minute live streams for information that should just be in a blog post. This is also just going to make knowing changes even harder than it already is.
Is this some sort of April Fools joke??
There will still be patch notes for the live releaase, which you can compare with the patch notes for its PTB.
The Developer Update is basically just an additonal piece of information in-between patch notes that highlight the most impactful changes made, but certainly not all of them. That's what the actual patchnotes are for, those are the full list of things that come with the patch itself. -
Languid Touch and Genetic Limits are two perks you can run to inflict Exhausted and thus deny survivors their Lithe. Some killers have add-ons that pair really well with either of these perks.
The popularity of Lithe and exhaustion perks in general already made me create a sort of counter build on Artist π. -
I wonder who has been downvoting every single post so far π.
Come on, don't be scared. Show yourself! -
First main: Claudette
Current main(s): Artist, Claudette, Jonah
Favourite map: Nostromo
Favourite perk: No perk in particular, I just use whatever I fancy
Favourite item: Med-Kit
Favourite chapter: Portrait of a Murder
How many P100s?: Three, see 'Current main(s)'
Hours: approaching 3600
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This could have something to do with it.
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@[Deleted User] said:
Masks are great but nobody even wears them during the actual event anymore.
Nobody? Well, I guess I'm nobody, then.
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Claudette is the only one of my 3 mains who still doesn't have a mask, so I am hoping that this year will finally be the year she receives one βΊοΈ.
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I can't imagine they won't change the name at some point. Even the description still refers to "your attacks" which is not at all what the perk does anymore.
Either make it an attack-based effect again or change the perk name and description. But don't keep it as it is since that makes zero sense. -
Not a bug.
This perk is one of the 9 perks from the Stranger Things characters. Back when the license was removed in November 2021, all perks from Nancy, Steve and Demogorgon were made universal. This meant you could acquire them from and level them up in the Bloodweb without owning or having prestiged the corresponding characters.
Ever since the return of the license to DBD in 2023, these perks are locked as teachables again. You can still use and equip them if you already have them on your characters, but in order to level them up further you have to prestige the corresponding characters at least once. In this case, that would be Nancy Wheeler since the perk shown is one of hers. -
Currently I am running a build on Artist that can best be described as "I Have Seen Too Many Lithes And Now I'm Mad". The obvious downside is that if nobody runs an Exhaustion perk, or if they run Sprint Burst (which is by far the hardest of the bunch to counter this way) you're playing with 3 perks and 1 add-on.
But I found that this build can work surprisingly well. And that is because of the synergy between Genetic Limits and the add-on O Grief, O Lover. A swarmed Survivor will be exhausted for as long as the swarm is up, and any action they do will reset the repel timer. So if they vault, drop a pallet or anything like that, they stay exhausted. Then, when they take damage, Genetic Limits kicks in and keeps the exhaustion active, only this time it's on a timer (and can be walked off, so be careful).
It's a silly build but I have a lot of fun with it. -
@Jtflorencio said:
https://forums.bhvr.com/dead-by-daylight/discussion/440228/perk-review-brutal-strength
Brutal Streght deserves 25%
Fire Up start with 1 tokenβ¦ 5%β/10/15/20/25/30%Fire Up can only have 5 tokens, but its recent buff made it so it increases action speeds by 6% (was 5).
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@MarbleThrone said:
I remain of the opinion that the whole identity of the perk is now gone and the name makes no more sense. It should stay an attack-based perk, whether that is for M1 only or can count M2s as well (as it dit originally).
The most problematic part of Knock Out is the fact that Survivors cannot see the aura of a slug outside of 16 meters. So, why not just
a) remove this part entirely, and make slugs visible like normal but keep the rest of the perk as is;
b) make it so the slugs can be seen from a greater distance, i.e. 64/48/32 meters instead of the current 32/24/16, and keep the rest of the perk as is.Additionally, they could make it so that the aura of the slug is only hidden temporarily, following the same timer as the other effects: 15 seconds. And keep the rest of the perk as is.
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That depends entirely on what you are looking to get out of a match.
Points? A challenge? A daily ritual? Are you grinding for something? Do you want to win or does it not matter how a match goes? Do you want to play with silly perks? A serious build?
Fun is what you make of it, so you have to find something that resonates with you. Nobody but yourself can do anything about that. -
https://youtu.be/M6DfSiMAg04?feature=shared&t=145 https://youtu.be/-u1UuWsiLFc?feature=shared&t=6
Two hilarious examples of Slate running into the 'Zombie Tube' glitch as Killer.
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Even without map offerings it is a very rare map to see, in my experience.
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The only nerf I would like to see on Nurse, is that she's unable to see auras while charging/holding a blink. That's it.
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If you have nothing nice to say, then just don't say anything.
Also I recently decided to just close the in-game chat window entirely and immediately click Continue after a match when the option becomes available, without so much as casting a glance at my opponent's builds (whether they are the Survivors or the Killer). Out of sight, out of mind. Doesn't matter how the match went, whether I got absolutely destroyed or did the destroying, or anything in between.
For me the match ends there and I will just focus on the next one. -
Here is another example, involving Skull Merchant's perk 'Leverage'.
Its original effect applied upon hooking a Survivor, and would grant the perk one token up to a maximum of 10 tokens. For 30 seconds after the hook action, Survivors would suffer from a 5% debuff to healing per token, up to a maximum of 50%.
Its current effect, however, no longer applies to hooks but to unhooks, and only debuffs the Survivor who performed the unhooking action with a flat 50% for 30 seconds. -
Cope, iCoerce, FreshPearspective and Slate are 4 streamers I can recommend!
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I remain of the opinion that the whole identity of the perk is now gone and the name makes no more sense. It should stay an attack-based perk, whether that is for M1 only or can count M2s as well (as it dit originally).
The most problematic part of Knock Out is the fact that Survivors cannot see the aura of a slug outside of 16 meters. So, why not just
a) remove this part entirely, and make slugs visible like normal but keep the rest of the perk as is;
b) make it so the slugs can be seen from a greater distance, i.e. 64/48/32 meters instead of the current 32/24/16, and keep the rest of the perk as is. -
@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892532#Comment_3892532
I always swear by Coup de Grace. Solid chase perk and keeps with the superpowered punches theme
Good one, I am writing that down. I'm compiling a list of possible replacements and am going to try them all out π.
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@Aven_Fallen said:
Yeah, this is a big positive. The Perk had no business staying in the game like this. And aside from people who were just using it for griefing purposes, there will not really be people who will miss the Perk. Glad that it will receive changes.
The Perk also does not look that bad, certainly a Perk which helps a bit against predropping.
To be fair I am going to miss it even though I didn't use it for griefing purposes. I run Knock Out on Nemesis alongside Brutal Strength, Enduring and Pop just to get that 'hulking brute with a strong punch' vibe going.
Guess I have to find something to replace KO now, like Fire Up or Iron Grasp or something along those lines. -
It needs a new name now, because nothing in the new effect has anything to do with being 'knocked out' π€.
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@WolfePhD said:
2v8 is slowly coming to an end.
Health and bug fixes are on the way. The DBD news cycle has slowed down.
How is your relationship with Dead by Daylight at the moment?
Still as strong as ever.
I am going to miss the 400% incentive though π. It has tremendously helped me with prestige goals and getting my favourite characters further ahead.
My Survivor-Killer playtime ratio has been extremely distorted because of it so I'm eager to get back into the Killer flow again. -
https://youtu.be/D_NsxV89DRg
I had this happen yesterday as well.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889776#Comment_3889776
I mean in both cases its clearly meant for balance purposes, in the case of the stun how ever I guess its the thing like the bigger they are the harder they fall? Idk, it just makes me feel more like Nemesis. That being said he is by NO means slow, and I hate that they didn't add some form of speed to his kit or even his animations to showcase this.
https://youtu.be/jzkvoCDi8Ik?si=VYLS5BCvDGNkHnp_
This video PERFECTLY showcases basically everything in his kit, and its why so many people aren't satisfied with current Nemesis.
EDIT: Also heres a side by side of the 2 (DbD Nemesis and RE3)
That's why playing Nemesis during the Halloween event is so much fun, you can use the Blight Serum for super speed and the captured Haunts as an alternative to the rocket launcher xD.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889404#Comment_3889404
Id actually argue against Enduring since in the games when you stun him he is staggered for quite some time.
I prefer using Dark Arrogance + Superior Anatomy. It somewhat covers his jumping capabilities from RE3make, but also the stun. Just makes it a bit closer to the source material imo.
Interesting π€. Well, maybe Nemesis got powered up a bit in the Entity's realm and is now more resilient to stuns?
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My Nemesis build is also designed to be accurate to the character rather than efficient for gameplay.
Brutal Strength: yes, Nemesis can easily destroy pallets and walls with his tentacle. It''s still useful while in Tier 1 though, and goes well with other perks in this build.
Enduring: pallets should only be minor inconveniences. Get stunned, shrug it off, destroy it, resume chase.
Knock Out: now before you go and get the torches and pitchforks, allow me to explain. I do not use Knock Out in this build for the purpose most use it for, which is (malicious) slugging. I use it because a punch from a hulking brute like Nemesis is sure to inflict that kind of damage.
Pop Goes The Weasel: similar to Nemmie's punches, I can imagine that his kicks do a lot of damage too. Hence why Pop comes into play. Plus it's a nice regression perk too.
Alternatives you can use:
Fire Up: pairs perfectly with Brutal Strength and makes Nemesis an even more unstoppable force.
Ultimate Weapon: just the name of the perk alone should make this a good pick.
Any of Nemmie's own perks: Lethal Pursuer comes to mind, can be paired with other aura reading (for example the Jill's Sandwich add-on). -
@MarbleThrone said:
Some other things I hope are on their radar:
β The tutorial. It's extremely outdated and covers less than the basics. It needs an overhaul to be brought up to 2025 standards.
β The thumbs up system. Giving people a thumbs up at the end of a match doesn't do anything, but we know this is being tracked because of earlier stat posts. Give people who accumulate thumbs up-s a bonus in the form of Bloodpoints or Shards. Like, for every 10 or every 20 thumbs up you get an x amount of each.To further add to this:
I think it would make a lot of sense to have the Thumbs Up rewards be treated similarly to grades. Like, every month you gain increased bonuses based on the amount of Thumbs Up you received, and then it resets back to 0 at the same time as grade reset.
The multiplier can work as follows:
For each Thumbs Up received, you gain an additional 1% (stackable) Bloodpoint bonus across all categories post-match. So, with 10 Thumbs Up you gain a permanent 10% increase to Bloodpoints per match. And with each consecutive Thumbs Up, that bonus increases. Is 1% not enough? Then maybe they can make it so it's 5% per Thumbs Up, or 10% per Thumbs Up, or whatever percentage makes it worthwile.
And if Bloodpoints are not enough, why not do the same with Shards or XP gain. Reward a player who accumulates lots of Thumbs Up with additional Shards or XP points per match. And remember, this will reset back to 0 every 13th anyway.
Naturally, it should not be possible for friends to upvote each other every match. It should be once per player, per month. I'm sure there are ways to implement this so as to not make it abusable. -
@doobiedo said:
Bhvr., after ruining their game for survivors so much that they need to offer 400% blood point bonus just to get them to play the game, decides to announce an "operation health" where the entire first phase is killer sided changes. Good job Bhvr.
You know just as well as everyone that the incentive has nothing to do with 'people not wanting to play the game'.
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Another thing that can be a cause for concern is: what if you 'tactically go next'. Here's what I mean:
We've all been in this situation many times already: two survivors have been sacrificed, the third is on hook and the fourth is somewhere on the map. The hooked survivor intentionally lets go so hatch spawns in quicker, giving the last Survivor standing a chance of escape.
Will the go next prevention mechanic factor this in? I can imagine that it's completely disabled once at least one Survivor has been eliminated.
But how will this affect the 'stick it out for rewards' mechanic? Will it give you less points because you let go on hook, even though you did so in order to help your teammate? -
Some other things I hope are on their radar:
β The tutorial. It's extremely outdated and covers less than the basics. It needs an overhaul to be brought up to 2025 standards.
β The thumbs up system. Giving people a thumbs up at the end of a match doesn't do anything, but we know this is being tracked because of earlier stat posts. Give people who accumulate thumbs up-s a bonus in the form of Bloodpoints or Shards. Like, for every 10 or every 20 thumbs up you get an x amount of each. -
I very much do enjoy Bloodpoint incentives, the higher the better.
There is always something to spend points on. Recently I completed my goal of getting all licensed characters that weren't P6 yet to P6. Now I will focus on my co-mains a bit again. I am in no particular hurry to get another P100, but with so many characters in the game there's always a use for Bloodpoints. -
Artist, Claudette and Jonah <3
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MIght as well remove Executioner then, since you're taking away the one thing that makes him unique.
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NOED is perfectly fine, and can definitely spice up the end game a lot.
Also, there is no such thing as "crutch" perks. Every perk, add-on and item exists solely for one purpose: to help you achieve your goal, whether that is sacrificing all four survivors or escaping the trial.
By definition that makes everything you bring a crutch. You want no crutches or training wheels? Then go perkless, add-onless and itemless into your matches from now on. -
@Devil_hit11 said:
totems heal hook stages. right?
No, the herbs do. But they do spawn in totem spots similar to green glyphs.
Two types of herbs: green ones heal a health state, yellow/gold ones heal a hook state. -
@Memesis said:
Oh yes, that typewriter from the Alan wake rift? On every resident evil character
This is genius and I have decided to follow your example.
Now I have Broken Mill + Typewriter on Jill, Leon, Rebecca and Ada with a different, third charm depending on the character. -
@syxxczr said:
https://us.v-cdn.net/6030815/uploads/YJQYT1QZ1ICI/image.png
This is a game played at 10pm on February 8th, in Canada, the country where beHAVIOUR is based.
Civilization 7 was recently released, we can go play it, no need to waste time here
Here we go again
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- DBD has no "comp". Stop pretending like there is any. Playing around in a sandbox environment with rules that have nothing whatsoever to do with actual DBD is cute, but not "comp". Equally, there is no "pubs". So-called "pubs" is literally just DBD. Like, the only queue there is.
- "Win"streaks know no winners. "Win"streaks are detrimental to the game's health and player retention. They are utterly pointless and prove nothing unless your goal is to show the world how big of an ******* you are. Considering how "win"streaks are typically played, the game is intentionally made miserable for everyone involved (yes, that includes you, the winstreaker, who rages at any point something doesn't work out). Winning ten times in a row is impressive, the rest is excessive.
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@Mr_K said:
That's two teammates that won't give up on you.
Unless it's endgame at which point they'll open gates and leave xD











