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Mister_xD

Mister_xD

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Mister_xD
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  • currently queue times for both sides are very high.

    the devs did confirm there is an issue with the matchmaking system, so i guess it has something to do with that.

    it should get hotfixed soon

  • why not use both?

    for the extra amount of salt xD


    though if i had to choose, id pick bamboozle. cruel limits requires a gen to be done to activate, which is exactly what ou dont want to happen. also bamboozle has unlimited uses and gives a faster vaulting speed.

  • nah, fam.

    you are underestimating legions power here.


    they are way too low imo, you need to change that asap.

  • i used to only use the perk on killers that really benefit from the aura reading, like billy.

    lately however i am running it on everyone, simply because i'd much rather take 60k BP than 30k.

    the aura reading is nice too, but i really only use it for BPs.


    i think im still not running it on wraith atm, as i believe he is better off with other perks - anti loop perks to be exact. wraiths main strength lies in finding survivors, so BBQ is not really needed.

  • @Kabu said:

    Tutu and ballerina shoes Demogorgon when? I want to see some pirouettes

    i want both of them xD

    no, i NEED both of them!

  • @MathiaStef said:

    https://forum.deadbydaylight.com/en/discussion/comment/693327#Comment_693327

    Wendigos used to be human that's the problem the lore of the game said the Entity only took people who were once human or still are

    and yet there is a demogorgon...

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/693316#Comment_693316

    "especially when you look at other killers 10$ skins that completely change the way they look, and then this one just adds 5 chains to the base skin :/"

    I mean, the cosmetics are limited for Demogorgon, he is licensed and there is not much room I guess.

    I would not pay 10 Euros or Dollar or whatever for this Skin. Just look at all the amazing Skins the original Killers got.

    i know they dont have much room, i wasnt complaining about the look of the skin, rather about the price.

    10$ for 5 chains is just not worth it imo.

    i'd understand a 5$ or 7$ price, but 10$ is a lot...

  • i think Wendigos (like the ones from Until Dawn) could be really cool...

    i would also not mind a Xenomorph killer, though that one is unlikely to happen. i dont see the DbD devs go to the license holders and request for Xenomorphs to join the DbD killer gang, though if the license holders were to come at them, i doubt they'd say no.

  • @doitagain_ said:

    Yup it's definitely one of the most mediocre $10 outfits available. I won't be buying it and rather wear the default or bloody outfit.

    The cheaper way to go is to just buy the body piece for $4 since most of the chains are on there.

    yeah, thats one of the main problems ive had with it:

    the body piece has all the chains on it, the arms and head have almost nothing attached to them. (the head has literally just an iron ring around the neck...)

    with other words, its not worth purchasing the whole thing for 10$, if i can already get all the good stuff for 5$...

    it just doesnt really feel like a jutified price to me...

    especially when you look at other killers 10$ skins that completely change the way they look, and then this one just adds 5 chains to the base skin :/

  • just give all your students an A and start playing Kappa

  • @Snapshot said:

    https://forum.deadbydaylight.com/en/discussion/comment/693226#Comment_693226

    Have to admit, they should really just made DS an anti-tunnel perk and promote slugging. The thing is DS should protect survivors if killer tunnels, but sadly the survivor with DS is now actively seeking the killer's attention!

    i agree.

    i hate that part of the perk aswell - it just gives them the freedom to do whatever they please without being puished for it for the next 60 seconds.

    they usually just do the most reckless plays, since they know they will get away with it!


    the day before yesterday i've had a DS user charge at me and hookfarm his friend right after i hooked him (i was literally standing next to the hook, as ive had no time at all to even leave), even though i literally ignored him after being unhooked and downed the rescuer instead. now he started unhooking, i pressed M1 --> grab --> DS --> both escaped. those scenarios are just BS imo.

  • the only thing i HATE about the new DS is the timer.

    due to that, the surviors have nothing to fear for the next 60 seconds and do whatever they want.

    the most annoying part is, when one of them rescues another one and then both the rescuer and the rescued have DS - its a lose lose situation for the killer, especially if the one you chase immediately jumps into a locker .-.

    imo there should be a set requirement for the perk to be active. why not this?

    "the perk is active, as long as you are the last person to be rescued from a hook". bam. timer gone, killers only get punished for tunneling, the killer cant slug to wait out the timer, imo its just much much better.

  • i wouldnt even mind if they were to immediately sit on a gen though...

    if they just run in a corner to selfcare... well... dont expect to survivor that game any other way than through the hatch, my friend xD

  • "Hello there!"

    Obi Wan Kenobi; Star Wars II Attack of the Clones


    https://www.youtube.com/watch?v=rEq1Z0bjdwc

    where would we be without this gem?

  • idk why, but i really suck at motivating myself to keep playing after a match or two...

    its not like i wouldnt have fun or anything, its just that i drift off to do other things and then suddenly its gotten really late and i go to bed...


    i am also very bad at recovering from a bad start in a match. like, i when i am calm and collected, i usually do very well in the trial - if i am not though... oh boi xD

  • hmm...

    i would personally say dont spend 5$ on 1 piece if you can get 3 pieces for 10$, but thats up to you to decide...


    for those pictures, i'd say go for the upper one. idk, it looks better than the lower one imo... i like the jacket more i guess xD

  • no.

    t h i n k - r e w a r d s - n o t - p u n i s h m e n t

  • here is a little example to why i still think this perk needs changes:

    yesterday i hooked a survivor in my basement.

    they got rescued, though i exposed the rescuer with ghostface.

    i literally ignored the injured survivor and let them go, to down the healthy dude and hook him.

    after hooking him, i see jake (healthy) and the previously unhooked survivor charge at me.

    the injured guy immediately hookfarmed their friend, i interrupted them (grab) and got D-striked.

    now jake bodyblocked and all escaped through the opened door.


    DS should NOT give the survivor literal godmode for 60 seconds after being unhooked! that is just BS and needs to be changed, so scenarios like this, where the killer gets punished for doing nothing wrong can be prevented.

  • i think the devs are planning to have DCing survivors to leave an empty husk players can interact with.

    this would prevent survivors from DCing to deny killers BBQ stacks, hook points or mori, but it would also prevent them from leaving to give their friends the hatch, as the husk needs to die first.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/689088#Comment_689088

    I think that hatchets going through bodies are just bad throws, or maybe a bug, or lag, It can't be otherwise.

    "Main" Huntresses should really get good (I'm saying seriously) and learn to throw hatchets better. So there won't be bullshit shots from kilometres anymore, that hit you not cause of your lack of skill, but because the killers knows how to mindgame. Btw all survivors have the same hitbox

    he literally just explained to you why that is not working...

    the current survivor hitbox and the "fixed" hatchet hitbox caused huge problems, that would make it almost impossible to hit survivors, as he has even demonstrated with a picture.

    as long as the survivors arms and legs are not included on their hitbox, you can not bring back the "fixed" hatchet hitboxes.

    oh and btw, if you throw a hatchet at a survivors hand, it still wont connect, as the hatchet hitbox isnt large enough to touch the survivors hitbox.


    you basically demand for any hatchet that doesnt upright hit your front or back to be ignored and count as a miss.

    if that had gone through back then, huntress would be dead now.

    so yeah, i'll side with @Sairek here.

  • @thedevalex said:

    https://forum.deadbydaylight.com/en/discussion/comment/688718#Comment_688718

    No.. totems are not the reason to run it. It was originally designed PURELY to counter trappers traps. Then totems were added later.

    that is true.

    the perk icon itself shows someone jumping over a beartrap.

    in fact, the very first version would reveal the auras of Traps in a small radius around you.

    though, that is horribly outdated. like i said before, almost no killers ever use traps, so that aspect of the perk has become rather useless.

    the second effect they added, the totem reveal, is what kept the perk alive, so i think it would be best to buff that part of the perk.

    and lets be honest, Trapper really doesnt need such a hardcounter...

  • @thedevalex said:

    https://forum.deadbydaylight.com/en/discussion/comment/688698#Comment_688698

    So you want to nerf an already niche perk into making it so absolutely no one runs it...

    no one runs the perk, because they want to avoid traps.

    there are only 3 out of 17 killers that use traps (idk if demigorgon portals count, if so, its 4 out of 17), so the chances to run at a trap killer are rather slim.


    people run the perk to find hex totems faster / to prevent noed from spawning, which is the aspect i would be buffing with my idea. the totem counter would be immensily helpful to solo survivors, as they would know how many potential noed totems there are left and if their team cleansed totems or not.

    the trap part of the perk is just a small bonus that majority of the time will do nothing for you - yet it screws over those killers that really dont need to be screwed over like that, e.g. Trapper.

    Trapper is nowhere strong enough to have a direct counter perk to him.

  • tbf, it does have a cooldown and a maximum range, so during a chase its not very usefull...

    outside of chases, yeah it is a pretty nice counter to him.


    i am still voting for small game to no longer reveal traps, but be totems only and have a totem counter.

  • @CaptainNapkin said:

    I'm gonna reply to my own discussion

    you absolute madlad

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/688623#Comment_688623

    I don't have it in a bloodweb I don't think but I still have it as an offering. I think the bloody party streamers were changed first so that technically did top it lol

    was that before the LF release?

    cause around that time i had the loss of progress bug, so my oldest items come from that time span...


    if it was, you beat me :c

    *plays the worlds smallest violine*

  • well, at least you can close the hatch now.

    i remember when i did it, that was not a thing xD

    THAT was a pain, cause even when you got it to activate before the gates were open, there was a very good chance the last one would just yeet through the hatch and your effort was for nothing...

  • @CashelP14 said:

    Just saying I still have a blood web with the old common bloody party streamer offering

    just saying i still have some New Moon Bouquets in 2 of my Bloodwebs (nurse and hag)

    i got more... xD.png

    hehe, top that! >:D

  • @Dr_Loomis said:

    Have you updated Claudette since the event?

    I still have some of the Blood Moon event items.

    i havent leveled her since xD

    and she is the only survivor i have thats not lvl 1 xDD



    also,

    i got more... xD.png

    i have some more old stuff in my Bloodwebs xD

  • @Boosted_Dwight said:

    This thread is a locker

    ntfz3x3n7n41.jpg

    i am just hoping no one here has head on...

  • i mean...

    according to the stats, the overall playercount has increased, so...


    i dont think the game is dying...

    like, not at all...

  • @Boosted_Dwight said:

    I still have BBQ invitations on my Nea XD

    oh wow xD


    also, how come only Dwights respond to this post? xD

    is there a locker in here? :thinking:

  • @Dwight_Fairfield said:

    Definitely weird.

    darn...

  • anyone who is not standing in a corner of the map, selfcaring when the killer has sloppy butcher on!


    but i main claudette, since i like to be stealthy and she is the only one i ever leveled xD

  • run ace in the hole and plunderers instinct.

    then use whatever you find in a chest for the match.

    there you go, variety xD

  • the lullaby is not considered to be a Terrorradius, so Terrorradius effects dont apply to it.

    if you use a perk to reduce your Terrorradius, you will only reduce the TR. its the same for Freddies Lullaby.

    this goes for any perk that affects the TR. unnerving presence, overwhelming presence, tinkerer, pebble, borrowed time, etc. none of these trigger with the lullaby.

  • so to answer your question:

    ruin is an exceptionally great perk when you wish to slow down the start of the trial, yet after it has been found, its a useless perk. thats the risk.

    i personally stopped running the perk a while back, as it just gets destroyed too fast the higher you go in ranks.


    now, since you asked which perk you should replace it with, here some ideas (NOTE: none of these perks will allow you to slow the game down as effectively as ruin does):

    • Sloppy Butcher - they eigther spend a lot of time healing or they are oneshot
    • Pop Goes The Weasel - if you can hook players fast
    • Corrupt Intervention - again, will only last for the start of the match
    • Thanatophobia - when you can injure them fast
    • Discordance - so you know where to pressure
    • Overcharge - if they cant hit skillchecks
  • @bomb1720 said:

    https://forum.deadbydaylight.com/en/discussion/comment/688049#Comment_688049

    thanks for your answer too! how do you get chance to be hooked for the 3rd time?

    glad i could help ^^

    so, for each time you get hooked you enter one of the hook stages.

    your first hook will place you in the summoning phase, being rescued and rehooked will put you in the struggle phase and finally, after being hooked a 3rd time, you enter the sacrifice stage.

    so even though you are able to be hooked 3 times, you can only be rescued twice. your 3rd hook will be your last, as the entity will immediately sacrifice you at that point.


    also, another thing i'd like to mention would be that no matter how many times you were hooked, if you are the last survivor in the trial, you will immediately skip to the sacrifice phase, so the game comes to an end.

  • there are 3 hook stages:

    1) the summoning phase: in this phase the entity will be summoned around your hook slowly. you can try to escape the hook during this phase, but this has a very slim chance to work (4%). failing an escape attempt will cut your time in phase 1 by a huge amount, so you end up damaging yourself more than when you just wait. you can attempt to escape up to 3 times before the hook stage will get skipped. when the entity has fully formed, you will enter phase 2. this hook stage lasts 60 seconds. you can be rescued during this phase.

    2) the struggle phase: in this phase the entity has fully formed around your hook and will try to sacrifice you. you have to fight back by repeatedly hitting spacebar. failing will skip this phase imediately and you will be sacrificed. this stage lasts 60 seconds. you can be rescued during this phase.

    3) the sacrifice phase: in this stage, the entity has finally overpowered you and you have been sacrificed. during this sacrifice process, the hook will be destroyed. this stage only lasts a few seconds and you can not be rescued once it has started.


    whenever you get rescued from the hook, the stage you have been in will be skipped next time you get hooked, allowing you to be hooked up to 3 times a match.

    when you hit a new stage while on the hook, your possible hooks for that match will decrease by 1, so if you hit the struggle phase you will immediately be sacrificed the next time you have been hooked.


    being the obsession also has no affect on how the hooks work. if one survivor has become the killers obsession, that means there is a special obsession perk in the game on eigther the survivor side or the killer side. those perks have differing effects for the obsession, as they drastically change how your game will play out. being the obsession is usually beneficial to you though, as it means the killers obsession perks will deactivate as soon as you die.

  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/688004#Comment_688004

    I don't think that perk would discourage tunneling as much as it would encourage slugging.

    well, that tunneling part was just the little cherry on top.

    the main function of the perk was to punish hook farmers by exposing them to the killer.

    combined with BT, killers would rather go and take the hook the rescuer offers to them instead of leaving them, risking to lose both hooks.


    basically all the perk did was switching the roles - the rescuer is the injured one and the rescued the healthy one, so i sont really see it encouraging slugging more than any normal hook save does (IF BT or DS is in play, which i assume is the case when someone hookfarms anyway)... its just that its not the one that previously has been on the hook that lies in the dirt this time.

  • the perk affects anything that has skillchecks, including perks.

    DS is one example for that, anotherone would be Overcharge.

    i dont think there is any skillcheck in the game that is unaffected by the perk

  • the Demigorgerous flowerface will be the one!

  • new things to get implemented?

    i'd personally love to see a new killer perk, that injures survivors who go for hook rescues within your TR.

    that would allow you to choose who to kill, as both are one hit down, punish those who just run in and farm the hook, as they will also go down immediately AND combined with BT on the survivors side encourage the killer to not tunnel, as now the rescuer is oneshot while the rescued has 2 health states (with DS even a 3rd).

    idk if that would be balanced or not, i just came up with the idea, but i kinda like the concept of it ^^

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/687375#Comment_687375

    Survivors spread out and do gens equally in most cases(unless Prove Thyself). This results in them doing all of their objectives and getting out. A killer doing all of his objectives would only be the same as 4 survivors doing all of theirs. Survivors are playing optimally. A camping killer isn't.

    please read my comment again, i fear you didnt quite understand my argument.

    i was talking about a killer securing the progress towards his objective and not about a killer playing optimally.

    everyone knows that hard camping is very far from optimal gameplay.


    genrushing survivors only focus on their objective and therefore make the game unfun for the killer.

    hookcamping killers only focus on their objective and therefore make the game unfun for the survivors.

    both are extremes that are rather uncommon, yet both exist - and are both to be placed on the same level, since both are basically doing the exact same with the same impact on the other side.

    also, optimal gameplay persists of more than just pushing the objective.

    optimal survivor gameplay includes being good at chases, being altruistic, being stealthy, pushing the objective and in the end escaping.

    just focussing on the gen part is not optimal gameplay, its just broken game mechanics.

  • @Atrushan88 said:

    @BlueFang I said it makes me want to do it, not that I am. I also said that it was my guess as to WHY gen rushers are a thing. Also I've encountered it for several games in a row since it's rank reset, ya know. The fun time where you're facing the absolute worst of the worst(Well not really, the worst of the worst is brown ranks, but you know what I mean, the scummy people). If I don't play and don't rank up I'll just be stuck right there back with it even more because the lower you go, the worse your survivors are, the less humanity the killer has, etc.

    I also wouldn't count BNP on a toolbox as toxic. I'd say it's more so insurance that the game won't be one of those where an ######### gets a 4k because everyone else are stumbling around trying to save a guy while the killer's camping them.

    @Mister_xD If a killer was trying to hyper focus on his objective he'd be chasing all four, not standing by the hook of one guy trying to make sure one guy died. He'd be going for a 4k, not a 1k.

    that is not necessarily corrrect.

    if a killer only focusses on completing their objective, they will secure the kill when they can, so they dont lose their progress again.

    a killer that desperately wants their objective to get done, will not leave it to chance weather he gets a survivor or not. they will only let the hooked survivor go in exchange for a new hook - if possible they want both survivors.

    the very second they leave the hook, they would allow the team to rescue the survivor and escape with him, leaving them with empty hands, which is exactly what those players wish to prevent.

    when they secure a kill, they got 25% of their objective done. when they dont tunnel / camp, they might end up with everyone leaving, therefore them having hooked them all once or twice, yet still having 0% of their objective completed.

    like i said, those would be the extreme cases, but they are still very much a thing.

    just like survivors will ignore healing / saving just to get their gens done in less than 3 minutes. that too is an extreme case.

  • @Galklife said:

    well have you ever had in mind killer isnt tunneling because he is good enough to deal with game without doing that kind of ....??

    or winning is different for every? you dont have to 4k every game or follow pip system(btw playing for current rank system xDDDD )

    i dont get tunneling on purpose, ofc when you see only unhooked person (and other person blended) its ok, but when you see both survs and you still tunnel injured youre just main reason why there is less and less survs playing this game :)

    ah, there it is!

    the typical "if you were a good killer, you wouldnt tunnel" response...

    here, let me give you an answer equal to yours:

    if you were a good survivor, you wouldnt go down in the first place, therefore not being tunneled off the hook.

    also, you dont have to escape every game or follow the pip system!


    see the problem?

    fact is: by killing one person earyl on, the killer gains a huge advantage over the survivors and his map pressure increases massively. so basically, only a bad killer would not tunnel the first person. a bad killer or an overconfident killer.

    only if you kill one early on, you can literally stop further gen progression. hook one and start chasing another. now you have 1 one the hook, 1 in a chase, 1 being alruistic and 1 dead -> no generator progression. without tunneling the first guy you will have 1 on the hook, 1 in a chase, 1 being altruistic and 1 on a generator -> a steady gen progression.


    so yeah, theoretically tunneling killers are doing nothing but playing the game optimal.

  • i met my first ever hacker as Leatherface on the Thompson Buildig.

    it was a jake that would run at 115% mms... i didnt notice at first, since i tried to chainsaw him, but when he started running circles around an object and i was not catching up at all, it became apparent he was hacking.

    i tried to mindgame him, was succesfull with that aswell, but he still escaped .-.

    i was hoping to get some assistance from the other survivors, but they did gens and opened the doors for him. they even hookrescued him once (i tried to prevent it, but hey... BT is a thing and i hoped they'd leave him since he was hacking, so i didnt facecamp with an active chainsaw...). the only thing i got from them was "oh, seems like jake was hacking" in the end chat...

    i reported him and never saw him again though ^^

  • @Atrushan88 said:

    @Mister_xD You say that, but I've seen a LOT of people complaining about survivors with toolboxes and BNPs on the forums, and comparing them to some extremely nasty things, like for example your camping/tunneling comparison. Although I disagree tunneling is a thing, just like I technically disagree gen rush is a thing(I mean yeah, gens get done fast, but that's what happens when you do them). Slowing the game down would possibly make killers too powerful as the game could be flipped on it's head in a matter of seconds. Especially with the way they want to make more pallets that do literally jack now.

    on both sides, there are the players that just need to overdo it.

    for killers that would be the ones standing next to the hook, allowing for no rescues whatsoever.

    for survivors that would be the ones bringing 4 mechanics toolboxes with BNPs, prove thyself, resilience, adrenaline and an exhaustion perk. those guys get the objective done in less than 3 minutes, which is insane.


    and yes, the equivalent of camping killers would be such genrushers. both only focus on doing their objective and by doing so, ruin the fun of the other side.

    that said, survivors doing their objective is nothing bad. and them using the items and perks for doing it more efficiently is also nothing bad, the problem all those threats want to point out is, that the objective time is ridiculously fast and they stood no chance whatsoever against these players.

    against a camping killer, you have a chance to win the game. not the one on the hook, but the 3 others do. with gens being done in 3 minutes (or even less), the killer can not do anything at all. there is counterplay to camping, there is none to genrushing.

    and no, slowing the game down wouldnt make killers "too powerful" at all. if i lose 3 gens, because i placed 3 beartraps that is just ridiculous (true story - happened more than once) and needs changing. the only killers that would be able to get "too strong", since they can turn the tides rather fast in their favor, would be the top 3 killers. the other 14 (already counting the Demigorgon) need this change desperately.

  • so basically the "lets go for unsafe hook rescues whenever we want, since there will literally be no penalities for it" perk?

    horrible idea.

    will only encourage hookfarming, which should be punished instead of rewarded.

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