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Mister_xD

Mister_xD

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Mister_xD
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  • pig.

    i HATE RNG and sadly thats all her RBTs are.


    i died to a trap cause the key was in the 4th box on a huge map while the killer happened to be around there? clearly i just gotta get better at the game. i get my trap off first try and piggy loses her momentum immediately? clearly she just needs to get better at the game.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1601005#Comment_1601005

    1) you probably already got that I'm talking about a camping doc right?

    2) every other killer except Bubba can be outplayed with BT for the hook exchange. Unfortunately, they tried to cap that by revving tantrum, but reenabled it by giving him more chainsaw speed, so the third swing gives the second hit... If the BT thing works out, you could even get out with all 4 if you can manage to exchange after every 50 seconds (I know, most likely only possible with SWF, but possible). But doc can simply block you from even attempt the unhook. Sooo there is no legendary play possible.

    i assumed so.

    thats why i includes the second point, which covered said scenario.


    also those "legendary plays" you mention end up with the camper winning the game in 9 out of 10 cases. and even if fyou just hook exchange, you lose precious gen time AND give the killer tons of bonus points.

    please just do gens.

    some killers simply arent ment to allow hookfarms to happen, Doc is one of those. dont try it, do gens instead.

  • never.


    well, unless i am feeling insecure about the killer i picked and they bring 3+ toolboxes - i wont improve at a killer when the game lasts a whopping 3 and a half minutes.

    other than that i only dodge certain names of people i know are super toxic and generally very unfun to play with.

    both of these are extremely rare though, i pretty much play 95%+ of the lobbies i entered.

  • try one of these:

    1) dont unhook mid chase

    2) do gens if he wont leave the hook (like you should with any camping killer)

  • i did buy the Pyramid Head outfit sets, because i think they look really nice (and its not like he had or is going to get any other options anyway)


    i'm not interested in the linked sets for original characters that have other options available though

  • @NekoGamerX said:

    what new Demogorgon skin? also there already one with chains.

    please note that this discussion is from September 2019.

    so thats exactly the skin this discussion is about.


    ngl i have no idea how or why this popped back up again... but here we are.

  • easily the Executioners.

    i love the calm note it has to it and i feel like i could unironically listen to it outside of DbD for a bit, which i cant necessarily say about any of the others.


    other strong contenders were:

    Legion, Demogorgon, Doctor, Billy and Oni, though none of them could make the cut when compared to PHs theme imo

  • they look like they are trying to draw a pentagram to summon something...

  • @KingFrost said:

    Pretty sure trees were on maps before Ghostface ever came around.

    nah they were part of the MrBeast chapter where they planted 20 million trees in the entitys realm.

    happened to drop around the same time Ghostface did, which leads to the common misconception that he brought them into the entitys realm.

  • nah, id have to sacrifice two perk slost for a single perk now, and even then there is a 50% chance that the totem they cleanse was actually Hex: Undying, which will deactivate it.

  • you were literally AFK.

    why would they even be afraid of NOED?

  • i actually agree.

    faking his power is ridiculously easy and can end up cheesing him every chase. its unfun and requires literally no skill - though i would like to add that you shouldnt just call for a nerf now, rather a change.

    yes, we should remove his cheap ability of faking his power, but we also need to give him something in return.

    some suggestions i came up with:

    • give him better steering while drawing his trenches
    • remove the marker that shows the area he attacks with his punishment of the damned
    • let his power recharge when standing still inside a trench / moving inside a trench
    • make his punishment of the damned spawn a trench trail in the area it was applied to
  • when the EntityPleased and EntityDispleased codes cam out i immediately tried BrutalKiller aswell... didnt work :/

  • you get a rift tier ~every 12th trial.

    its super grindy and i really hope the devs have a LOT of challenges that give 5 rift fragments in the next level.

  • i am so surprised you find Deathslingers tbh.

    i rarely ever see one, all the DS experience i really have is me playing AS him...


    but hey therefore i see a pig pretty much every second game.

  • i generally like all killers that have a unique chase ability.

    so my vote is gonna be eigther Trapper, Deathslinger or Pyramidhead.


    hard to say, but id say PH is the most fun to play? its really satisfying when you hit a great snipe on someone through a wall.

  • thats why i do it.

    and honsetly, its not like its taking a lot of time to do so, i started leveling my Pig a couple of weeks ago and she is already Prestige 3 with 4 pages of perks available.

    guess im gonna get her maxed out in two to three weeks, then im gonna go and get my Blight to 50, then everyone of my currently maxed out killers gets his perks and then i start leveling the next killer - gonna be a tough choice between Nurse, Hag and Blight...


    i feel like this game would be boring without having something to grind for tbh.

  • it has been confirmed that the releasing Blight is going to be a much more polished version of what we saw on the PTB.

    we dont know what exactly it was, but there were said to be certain Bugfixes that went into the character.


    i guess he is going to play a lot smoother now, no longer bumping into random objects you couldnt even see on your screen properly.

  • i made a post about this some time ago, but i would really like a system that allows me to, depending on my prestige level, select certain Add Ons / Items that will then be guaranteed to appear at least once in the next Bloodweb on this character.


    the system could work like this:

    with each prestige level you unlock a new equipment slot in the equipment / Bloodweb menu of that character (whereever you prefer it, the placement doesnt really matter)

    Killer:

    P1: allows you to select one Add On of common rarity

    P2: allows you to select a second Add On of uncommon (or below) rarity

    P3: allows you to select a third Add On of rare (or below) rarity


    Survivor:

    P1: allows you to select one Add On of uncommon (or below) rarity

    P2: allows you to select a second Add On of rare (or below) rarity

    P3: allows you to select an Item of rare (or below) rarity


    the selected Add Ons / Item will be guaranteed to spawn somewhere in the next Bloodweb. You will also be able to select the same Add On multiple times, which will end up guaranteeing said Add On to appear at least as many times as you selected it.

    This way it would be a nice bonus for those who prestige, but due to the restrictions in rarity i feel like it wont give them that much of an advantage over those who chose not to prestige (and even if, lets not forget that prestiging is completely free and costs you nothing but additional leveling time. i wouldnt mind giving determined players who play a lot a little bonus for being as active as they are). i feel like this could also help out killers who are highly Add On dependend (e.g. Trapper) by giving them Add Ons they need at least once each Bloodweb, allowing you to keep playing them without having to take breaks in which you gotta level them until you randomly find those Add Ons you need.

    i decided to also exclude any Add Ons / Items of Very Rare rarity or higher, due to their nature of being rather strong, therefore they shouldnt be guaranteed every Bloodweb to keep this as balanced as possible. this isnt ment to be incredibly gamechanging, this is ment to be a little bonus. furthermore i decided to exclude Offerings, simply due to you being able to select double BP offerings / Moris every single Bloodweb otherwise, which would make for a huge advantage over those who didnt prestige.

    I dont want to make the Bloodweb predictable (so only 3 things to choose, plus the positioning of them will be random), but it would be nice to get a little something for devoting so much time into it, fully prestiging a character.

  • yeah, i guess some just have too much money at hand...

    must be nice being as rich and cool as them.

    im sure they are the the most popular kids at school.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1591311#Comment_1591311

    uhm..I'm sure it worked fine for me last week because after I finished the challenges in the 3rd level I went back and did one with Kate from the previous tome

    But yeah it seems broken for you

    you can still access all the challenges, you just cant access the stories and cutscenes.

    like i said, sometimes it works for whatever reason, so you can consider yourself lucky i guess xD

  • i mean, some people pay 20$ just to cheat and get permabanned after a day.

  • @Lycidas said:

    You need to click on the COMPENDIUM tab at the top of the screen, there you will be able to select past tomes to view the memories and the challenges

    no its bugged right now.

    you cant actually go there and check the old ones.


    tome bug.png

    its been like this ever since tome 4 dropped.


    EDIT:

    okay forgot to mention this: there is actually a way to get there, but i think you can only access them when you try it the first time you open the tome section since you started the game, otherwise you will get the bug. so maybe restarting DbD can help.

  • bring decisive.

    act surprised when the killer approaches your gen with tinkerer.

    now you just gotta escape before anyone else can D-Strike him.

  • while that would certainly be nice, it would probaply end up being cheesable by eigther the survivors or the killer.


    i wouldnt mind if it were to be added to Camaraderie though...

    imagine the perk pausing the sacrificial process by 10 seconds (or slowing it down by 10% overall) when the killer is within 10m to the hook for 10 seconds while also inreasing the action speed of everyone else by 10% for 10 seconds (camaraderie cant be stopped by the killer stepping out of the radius once activated - and much like Diversion we could let it keep the process towards it, so that the killer cant reset it at once by leaving the hook for a second before returning, but it shouldnt be a cooldown short enough to punish killers who are not camping) - (ALL NUMBERS ARE PLACEHOLDERS, i randomly picked the number 10).


    i just feel like it would be too cheesable as a base feature, but as a perk that would benefit survivors that would also not end up being there every single game (so the killer cant plan around it) i would be totally for it.

  • cant really decide between Ormond and Haddonfield tbh.

    both are so extremely unfair towards the killer, its not even funny at this point.


    Haddonfield is almost 4 years old now - and it still hasnt been balanced. just... let that sink in.

  • as long as you dont feel the need to shove it in my face that you got those two perks equipped, i dont really care.


    its a different story when you end up being this guy taking a hit for his rescuer with BT, just to then flex your DS + Unbreakable combo on me.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1586030#Comment_1586030

    Only medkits with charge addons and multiple bnps are game changing for survivors. BNP is a shell of its former self I'd only one is brought.

    Survivor items hardly have an impact unless used optimally and in groups even then they still barely have power the addons have been gutted and we are still waiting for that iri head nerf.

    Yeah they can be brought multiple times but that doesn't mean make them straight up weak. It's a waste of bp and makes survivor bloodweb polluted even more than they actually are. On top of that low bp gains the devs dont seem to care about and earning survival points being way too tedious.

    i really dont know how this turned into a "are items op or not" debate tbh...


    i feel like you dont give most items the credit they deserve.

    Keys are obvious; maps can be really good, especially when they have the ability to track multiple things and are eigther used in a SWF or with the Crystal Bead Add On; Flashlights are really strong tools when used correctly and so are Medkits. Sabotage Toolboxes can be very good, though they can also backfire and Repair Toolboxes, especially with BNPs are still really solide items to bring.

    yeah they are not AS good as they once were, but (since you brought it up let me continue with this example) BNPs back in the day were ridiculous, no matter how you view it. that applies to most of these changed Items / Add Ons btw.

    Imstablind Flashlights where you could literally turn around mid chase and blind the killer before they could even react to it or Instaheal Medkits where you could bring the freshly downed survivor back to full health before the killer was even done wiping off their weapon.

    the nerfs and reworks were more than justified.

    so if you just compare the current version to the old one, no matter what they do (unless they break the game once again) your opinion will always stay "oh wow thats trash".

    look at them from a balancing standpoint, most are a lot better than you think.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1585961#Comment_1585961

    Survivor items have been nerfed majorly cant even have faster blinds! I have over 50 odd bulbs and like 100 plus hesl and halogens. They do nothing.

    items still hold quite a bit of power, especially with certain Add Ons used.

    you might be right that CERTAIN Add Ons or Items are quite bad, borderline useless, but, lets say, a green medkit with additional charges and speed add ons is really good for getting back in the game after the killer tried spreading the damage, or a BNP toolbox can make it super hard for the killer to build good gen pressure, especially when brought more than once. and we dont need to start talking about keys, do we?


    survivor items still have quite an impact over the game. granted they are nothing when compared to killer Add Ons, but thats due to their ability to be brought multiple times in the trial.

  • i dont think there is any killer that needs an actual "rework".

    id say smaller changes on their basekits should be more than enough in most cases, though some could do with an Add On overhaul (e.g. Demo).

    the only killers that would actually need more significant changes would be the Trapper (not a rework, but quite a few buffs. his basekit has just too many problems in its current state), the Pig (more specifically her RBTs should have the RNG aspect of them removed) and potentially the Nurse (her power is literally gamebreaking, yet super unfun. they eigther gotte tweak it a little to make it more fun to use or she actually needs a rework - she is the only one where i could actually get behind such a power rework, though i dont think its necessary)


    also just a quick comment on your list there:

    you are aware that "complete rework" and "power rework" is essentially the same, right? you are basically asking for 7 of the current 21 killers (a THIRD of the entire killer variety) to get deleted and replaced with something entirely new.

    that is definitely not going to happen.

    i can see tweaks, but i cant see full reworks.

    besides that, one of the killers you suggest a full rework for has not even released yet.

  • thats not even a hot take, thats common knowledge at this point.

    people that rely on their SWF to boost them are bad at the game but dont want to admit it, cause "they got their 2 to 3 man escape", forgetting it was against a Wraith after they send him to Ormond, stuffed themselves with meta perks and brought strong Items. honestly at that point it would be an embarassment to not get at LEAST two out. and even that just proves they barely were able to make it even with all their crutches.


    that however doesnt imply that everyone who is playing SWF was bad at the game, sometimes we just want to have fun with friends - there is absolutely nothing wrong with that.

    i am exclusively talking about those SWF groups that tryhard like their life depends on winning this game.

  • i like to run charms that i feel like work together well with the killer im using.

    for example my Doctor has two reagents on his hooks or my Deathslinger has a lot of scrap metal (such as the Cube from Tome 3 or the Mac Millain danger sign), as he is quite the tinkerer.


    for Survivor im really just showing off my 3 Tier 70 charms...

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/187276/survivors-taking-game-hostage-to-exploit-hatch

    How is that taking the game hostage? It's clearly a strategy for Survivors, just like camping, tunneling and slugging are strategies for Killers.

    Taking you two hours to finish a game just means you're bad at Killer, no offense.

    im sorry but what OP described was quite literally a game taken hostage by those remaining two survivors.

    it has nothing to do with him being a "bad killer", if they just crouch around the edges of the map all the time instead of doing anything to progress the game in any way there is not a whole lot he is going to be able to do, unless he randomly runs into one of them or is playing a very specific killer such as The Doctor.


    @TheButcher if that happens to you again, make sure to record the session and report these survivors for taking the game hostage (first ingame, then submit a ticket with your recordings here https://support.deadbydaylight.com/hc/en-us ).

    if they were really just hiding instead of touching gens for a lengthy amount of time, that should be enough to get them banned.

  • @Dsalter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1583774#Comment_1583774

    well i mean the survivor goal is to power gens and exit the gates, what else are they ment to do?

    likewise 2 kills is usually the strived for balance as according to the stats.

    there is a huge difference between getting 2 kills and getting 6 to 10 hooks.

    if you get 2 kills with 4 or 5 overall hooks, you lost - not even the excuse of the "balance goal" (which in itself is BS considering the pipping requirements) is gonna help you there.

  • some people just feel the need to play like an ace hole.

    and then they wonder why everyone else is doing gens and they cant get more than two kills...

  • the only nerf i could get behind was to only activate once the last gen is repaired.

    there isnt really any need for NOED to pop when the hatch is closed, lets be honest.

  • here are mine:

    Doctor:

    • Barbecue & Chili
    • Brutal Strength
    • Enduring
    • Pop Goes The Weasel

    (very creative, i know)


    Triangular Headpiece Humanoid:

    • I'm All Ears
    • Discordance
    • Pop Goes The Weasel
    • Save The Best For Last
  • hookfarming your tormented teammate

    that never goes well.


    though i must agree with you in the regard that survivor mistakes get punished a lot less than killer mistakes do.

    and there is nothing more annoying when you pull off a great mindgame and the survivor just E to outplays you...

  • thanks, now that i know this i probaply wont be able to unsee it ever again.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1567732#Comment_1567732

    Monto liked it, tru3 hated it. The real test is use over time, which monto rarely uses it any more, because it's terrible.

    https://forum.deadbydaylight.com/en/discussion/comment/1567820#Comment_1567820

    No hex is consistent because of the rng, thus it should be stupidly powerful, see devour hope. Ruin does not meet that criteria, hell surge is a better perk, and surge is awful.

    exactly- yet old Ruin wasnt as powerful as most think it was. so they changed it. now it can be, considering you play well.

    regarding the consistency part: yes, no Hex perk is consistent. i never claimed them to be, however WHILE they are active they are. All but old Ruin, which even while it was active was still bound to RNG to ever take effect. Ive repaired whole gens without getting a single skillcheck, which means old Ruin would never have taken effect on me there -> it was inconsistent even while active.

    also, you are correct, Surge is better. thats entirely due to it not being a Hex perk though, Ruin has the by far superior effect, therefore its bound to a totem that can go boom any second.

  • Rock beats Scissors

    Scissors beat Paper

    Paper beats Rock


    obviously you just gotta bring a map next time.

    /s

  • i usually just click back at them.

    with a Redeemer.


    mine hurts a lot more.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1567516#Comment_1567516

    The new ruin can still be destroyed in 10 seconds. No one can hit greats 100% of the time. Streamers like monto used it all the time, so it did work fine at higher levels. The dev's are worse than Congress when it comes to delivering what they promised and have it work properly, so you'll forgive me if I'm not holding my breath for the early game mechanic.

    https://forum.deadbydaylight.com/en/discussion/comment/1567653#Comment_1567653

    That's so not what everyone quotes. What everyone quotes is how those notes talked only of survivor fun, and of course the whole "it's an incredible late game perk", which insulted the intelligence of anyone that's played this game for more than 50 hours.

    yes it can.

    i didnt say it was a consistent perk, i said it was a lot MORE consistent than its previous version, which was bound to skillchecks.

    you are also right that no one can hit greats 100% of the time, but i for myself got pretty damn close to that number. and ive seen people just plow through it without any problems whatsoever, so a hit rate of ~90% is realistic.

    the old version needed to be changed, no matter whether you like it or not. it was unreliable and was way too punishing for new players.

  • i try to help people out of there when i notice they got stuck.

    mainly just because i dont want such a cheap win (should they be the last survivor they get hatch, as i feel like that would be unfair and an undeserved kill), however i too have my limits.

    yesterday ive had a trial where 3 people got stuck there.

    first a meg, who i downed picked up and dropped next to it to get healed up, then a jake who i did the same to. in the end, i come back to the hill and see jake AGAIN being stuck in the exact same spot. also meg, who i was currently in a chase with, instantly steered to it and got herself stuck aswell.

    i downed and sacrificed both.

    sorry guys, but i wont help you out more than once. its your fault you got stuck there, its okay when it happens once, maybe they didnt know, but if you get stuck there twice in the same game, i will take advantage of that mistake of yours.

  • played with a streamer yesterday.

    when i went to his channel afterwards and rewatched the game it became very obvious that, in his eyes, i was a "disgusting sweaty tryhard" for not letting him and his 3 man SWF win (which is ridiculous, considering its perfectly fine if they play to win, however when i do it its suddenly a bad thing. Quote (in a sarcastic tone): "on no it would be a shame if he were to lose his rank 1..." implying that i should depip and let them win, for literally no reason at all other than him not enjoying losing)


    the level of entitlement he showed was quite astounding, ngl.


    funnily enough though i legitimately went out of my way to go as easy as i could on them - no camps, no tunneling, wasted tone of time in earlygame with someone i tried my hardest to snipe as PH even though Discordance screamed at me they were doing gens, and yet all i got was salt.

    like, i ignored multiple people who i just had hooked just to not tunnel them - no comment on that.

    i return to an unhook, follow a random scratchmark trail and happen to find the guy i hooked previously - suddenly im a hardcore tunneler who hates fun.


    dunno if that story made much sense, but i feel like it can kinda fit the topic? after all he very openly disrespected my playstyle and got quite, i dont wanna say offended, but annoyed at me for it.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565126#Comment_1565126

    It 100% got nerfed. It went from an incredibly useful early game slowdown to a worthless "late game" perk. I still can't say late game without cracking up laughing.

    The dev's in their infinite wisdom are the ones that magnified this toxicity. The gen rush, tunnel you into the ground meta started after ruin.

    Ruin back in the day was easily the most overrated perk in existance.

    it wasnt nearly as usefull as many like to say, in fact it eigther blew up 10 seconds into the trial or the survivors just powered through it without much of a problem.

    the only people old Ruin actually affected were inexperienced people, players you, at high level gameplay, would have beaten anyway.

    besides that the entirety of Ruin was RNG based, from the totem spawn to the slillcheck mechanic. it was highly inconsistent - and it could also be avoided rather easily by gentapping.

    At least in high level gameplay what you are looking for in your perk builds is consistency. old Ruin did not deliver in that aspect, which is why quite a few players dropped it from their builds and could still do fine, in fact i feel like i did a lot better after i dropped the perk. new Ruin is consistent, which makes it a lot more worth running than the old version. its effects no longer are bound to an easily avoidable RNG based mechanic and it can actively reward the killer for applying good pressure.

    i wont deny that old Ruin was a great earlygame slow down - considering that it worked - while new Ruin isnt, but dont forget the Devs are working on a mechanic that is supposed to slow down earlygame. the data that allowed such a mechanic to exist was gained due to te Ruin rework by the way.

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565099#Comment_1565099

    Right now killers get screwed regularly and survivors get escapes handed to them on a gold plate. Playing survivor takes no skill, pipping as survivors take no skill. It's a survivor sided bloody game and there are only certain people who see this. Clever ones.

    my man, you might want to play some survivor from time to time.

    because what you just said is absolutely untrue.

  • first of all: Ruin didnt get "nerfed", it got reworked.

    the reason for that rework was, that Ruin was a very inconsistent perk overall that was harshly punishing bad and inexperienced players for being inexperienced while not at all affecting high level survivors.


    the new version is a lot more consistent and rewards the killer for pressuring survivors off of gens.

    not only is it not any weaker than the previous version, but due to its now existing consistency its actually become a lot better in my opinion.

  • tbf, with Pyramid Head and Cheryl its due to the license (at least Peanits said so on a stream once).


    however i do dislike them on original characters aswell.

    i wouldnt mind it if they clipped two parts of a cosmetic together in certain cases though (e.g. the new Jane skins dress, it makes sense that i cant just wear half the dress with some jeans), however i'd definitely like them to keep as many possibilities to mix skins with one another as possible - the new Jane hair for example could easily be worn on other bodies aswell without having any clipping issues.

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