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Mozic

Mozic

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Mozic
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  • 1) Nope, random

    2) Yes

    3) Yes

    4) Yes(?)

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/3002096#Comment_3002096

    Hello Laluzi, here at Amazon we value our customers and their safety. If you’re dissatisfied with our product, we would be happy to refund it fully and send a replacement your way.

    Any chance you have a summer position open for an amalgamation of dark thoughts that just recently graduated from the PTB?

  • @Coordi said:

    Offering my local killer mains some hydration and snacks during their sweaty sessions! 💧

    Where would you say is the premier watering hole to refresh in the Fog after a long day of sweating it out in service to the Entity?


    Before you say the Saloon - I just don't care for the atmosphere. It's pretty dead in there and I'm not sure if you can call the live music "live" music.

  • The only way to ensure that the survivors truly cherish their cosmetics for years to come is to make 'em work for it. 😄

  • Also a good time to advertise that Plague (and to a lesser extent, Pinhead) both get to enjoy the value of accumulated Play With Your Food stacks without losing tokens when they M2!

    For plague, this is limited to green vomit only - but you can get 3 tokens and then chase around whoever you'd like with as much barfing as you'd like. Once you use corrupt purges, it'll cost tokens again.

    For pinhead, this is disabled if you use the engineer's fang - as announced in the latest patch notes.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3002044#Comment_3002044

    Ok, why have I not been running DD more than? That sounds legit awesome

    You know, that's a good question. The real answer is that the activation condition (must m1 the obsession) and duration are overall a little limiting, and to get real value out of it you have to then disengage from the obsession and find someone else to ambush - but it sure does confuse the heck out of survivors

  • The only downside is that furtive chase also reduces your terror radius - which while normally handy, in this case would give your static blasts less coverage. It'd be offset by the addons and perks you're bringing, but still!


    While I'm at it:

    Global Terror Radius Doctor | Distressing + Agitation + Monitor & Abuse + Starstruck + "Calm" - Carter's Notes + "Calm" - Class II (Not sure if they stack, but why not find out?)

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3002023#Comment_3002023

    Ah, got it, I believe I have all of them but nemesis actually, got any other suggestions?

    Also, if I static blast when someone was hit with dark devotion, does it effect everyone around that survivor or just the 32 meters around me?

    If you were to sub Nemesis out I'd recommend something that interacts with your terror radius to either expand it further or give it more oomph: Starstruck, Overwhelming Presence, Septic Touch, Dissolution, or Agitation - but keep in mind you're trading control for flourish here and it's already very meme and not so much in terms of being actually all that valuable.


    And yes! If you static blast under the effect of dark devotion, the source of the blast will be your obsession, not you - ditto for every other terror radius-affected perk!

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3001979#Comment_3001979

    Can you do one for doc? Ik he's trash so he might not need anything extra, but if you could, much appreciated, lol

    Doc's already got the famous impossible skill check builds with stuff like Merciless Storm + Unnerving Presence + Hex: Huntress Lullaby + Distressing / Overcharge

    Stacking both Doctor iridescents is a great way to make everything super manic thanks to all of the stacking passives.


    But something truly unique and absurd for the doc? Try this:

    Doctor | Dark Devotion, Distressing, Nemesis, Infectious Fright + Order - Carter's Notes & Calm - Carter's Notes

    Infectious Fright, Distressing, and Doctor's Static Blast affects those in your terror radius. Dark Devotion lets your terror radius take a little field trip. Hit the obsession, let them run off, and boom! Nemesis to help give you a little control over who your obsession is, so you can find some value out of this kit without having to track down a specific survivor.

  • Oh now this is a movement I can get behind.

    Here's what I'll bring to the table:

    Trapper | Padded Jaws + Bloody Coil (Traps are harmless if stepped on, harmful if disarmed)

    Pyramid Head (Or any killer, I just prefer Pyramid Head) | Endurance, Spirit Fury, Rancor, Nemesis (Those who bonk, die)

    Deathslinger | Bayshore's Cigar + Chewing Tobacco (Stunning from a broken chain becomes a shorter cooldown than performing an m1)


    I'll get concocting on more bizarre stuff to bring to the table!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3001530#Comment_3001530

    But I don’t want to do that lol. I already have the perks now. Why should I have to prestige a character I don’t like and never have any intention of playing to get something I already have?

    You don't! Losing perks/addons when prestiging is going away too, so if you just wait until the prestige change happens then you'll get to keep your stuff & also benefit from the basekit teachables.

  • Ugh, no. Paying for progression makes me feel filthy and I've dropped games for less. The industry as a whole is unmitigably worse off for how extreme this sort of thing has gotten.

    Cosmetics & content - yes

    Paying money to make a bar go up faster - god no

  • @R1ch4rd_N1x0n said:

    The only Nemesis change I want is for Nemesis to be renamed to Rival so it no longer causes confusion with the Killer called The Nemesis.

    Its a bit of a shame that Nemesis (killer) gets so little value out of Nemesis (perk) given Nemesis (killer) has such an easy time dealing with palettes that Nemesis (perk) ends up being dependent on survivors bringing stunning or blinding perks/equipment.


    Though I guess Nemesis (perk) could be used in those cases for some slick m2's, plus Nemesis (killer) still gets palette stunned from time to time. Maybe I'll try some Nemesis (perk) Nemesis (killer) sometime. 🤔

  • You're describing one of the most powerful parts of Rancor! There are very few info perks that "reveal the location of the survivor" as opposed to "reveal the aura of the survivor" - and the two key differences this makes are that Rancor will reveal survivors who are in lockers, as well as circumvent things like blindness and distortion.

    Happy hunting!

  • The upcoming prestige change has nudged me into actually making use of the huge hoard of unused cakes and addons I've got on my killers and it's been a pretty welcome experience. I'm generating a real fondness for some killers who I've previously liked but had consistently disappointing results on (due to a general refusal to bring addons on addon-dependent killers) and also actually getting to benefit from the hefty amount of unearned bp those cakes & party streamers have to offer has made getting the killers I want to rush through the prestige system ahead of this anniversary pretty doable.

    Overall I anticipate I'll be comfortable using addons way more often going forward, and not hoard all of my stuff quite so much.

  • I agree that it should be against the rules, but rather than relying on moderation to solve problems like this, the solution would probably be better served by the inclusion of a more sophisticated collection of metrics by the game to sniff out when someone is significantly more skilled than they try to appear - this is the reason why "calibration matches" exist for so many competitive multiplayer games. Simple things like tracking the number of successful flash saves, palette saves, duration of chases, % of 'won' chases would all help build an image of a survivor who contrasts very sharply with their peers and should be catapulted up in the MMR ladder instead of incrementally over so many painfully easy matches.

  • I know from a mentality standpoint the absence of depipping would probably be better for the community - I'd even be happier if an additional tier of grades were added to compensate (The idea being that there's now an "Auric" grade above iridescent to climb through 4 tiers of to make up for the inability to lose pips).

    That said I almost never think about pips personally and my grades climb just from playing the game. I don't believe that depips really cause that much trouble (other than mentally, for folks who fixate on it) since you can't regress in grade anymore, either.

  • Based on what BHVR has told us, it works like this:

    The MMR system treats the survivors like they are in 1 game and the killer like they are in 4 games (1 game per survivor).

    The MMR system ignores DCs - they treat it like that encounter did not happen - so in a game with 1 dc the killer's mmr only gets adjusted based on the outcomes of the remaining 3 survivors.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3001266#Comment_3001266

    The doctors I face are always complete villains. People underestimate how insanely annoying he can be when he camps, as he can make unhooking literally impossible.

    https://forum.deadbydaylight.com/en/discussion/comment/3001076#Comment_3001076

    I'm not a Doc main, but I play him a fair amount (less than I used to, admittedly, since Artist and Dredge were released) and tend to do decently with him, even against strong teams.

    I generally run:

    Discordance - amazing on him, as you'll frequently know where at least 2 people are.

    Pain Resonance - he needs all the time he can get to down people.

    Agitation - see above. Plus, synergy with:

    Starstruck - his blast allows you to locate people really fast after a hook.

    He also works well with Discordance, PR, DMS, Devour. Iron Maiden is decent on him too, as people often instinctively get into lockers to dodge blasts.

    The Pain Resonance point is an interesting one to consider - I guess in the realm of killers he's definitely further on the 'offensive' side where his power is featured around finding chases and harassing in chase, and not so much suited for area denial and zoning. Expose effects make a lot of sense, too.

    Thanks for the advice!

  • This is literally how the game is now, not how it was before. Before, that survivor could leave early and wouldn't need to spen extra time getting their other teammates killed. You've made an argument against yourself.

    So before the hatch change you believe it was easier for survivors to abandon each other and that's the preferable state of the game to you?

    I can stream and show anyone interested how toxic the game currently is and how anti-CoOp it has become. Unless by CoOp you mean working together to get other survivors killed. That's fun game I play with my friends.

    Hm.

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/3001083#Comment_3001083

    I mean, why would trapper leave disarmed traps everywhere? It doesn't even make sense

    Trapper can only carry the two he starts with ☹️ the Entity scatters the rest (and, understandably, does not know how to use them)

  • Pyramid Head occasionally lets out a very human exhale as part of its idle gurgling - it's easy to hear if you use insidious for weirdo ambush play like I do.


    Most structures in the game are to some extent haunted, and feature phantom footsteps or other brief sounds associated with how it was used back when it was populated. Also something you'd hear if you use insidious for weirdo ambush plays like I do.


  • @TeabaggingGhostface said:

    Make traps that start on the ground start set

    Really simple solution that stands to give the Trapper some help in the early game when he's weakest - in the form of slowdown with survivors really needing to not just leave armed traps laying around at random, info (where traps are being disarmed), and the occasional easy injury with the potential for a pickup.

    I think it'd help a lot.

  • @WaveyTrey said:

    I actually main Doctor. You really have to learn when to break the chase. Know exactly when someone will reach T3 madness. When to hook or slug. Doctor takes a lot a work, but I find him fun to play with.

    I haven’t learned Dissolution/Bamboozle on him yet (THANK YOU RNG). I believe they both would decently on him, but alas I don’t have the perks to try together. As of now I run a ”Lockdown” doctor build. BBQ. Rancor. No Way Out. Remember Me.

    Forget gen pressure because of the later two perks. Focus on hooking everyone at least once. Try to save Static Blast for when a gets done as Rancor will reveal everyone’s position for proper blasts. BBQ lets you know if they’re too far from any static blasts upon hooking. Bully the obsession for Remember Me tokens, and to lure the altruism out. Once the obsession has been hooked once and you have 4 tokens from them you ignore them until EGC. Try to eliminate at least 1 other before EGC asap. At EGC have 3 players left when NWO activates. Static Blast to find the obsession to Mori, and then T3 slug/hook another before No Way Out ends. You have a whole minute. By the time NWO is over the last the person will hurry for a door, but they’re stuck on doors as they take 36 seconds instead of 20. Find, and finish that person. Against smart survivor it’s hard to pull off, and you have to move quickly. If I get 4 stacks on each perk I’ll often get a 4k this way. At worst with half each around 2 survivors. Since I always get to Mori the obsession 😂.

    I'm curious to dissect a doctor main's perspective - I've personally strayed away from perks like Bamboozle that offer loop denial (and similarly, palette perks like Spirit Fury) because I sorta figured that at least in principle a Doc should be able to circumvent both with the m2. Is that not really the case?

    Like, as StarLost put it - Doctor's m2 can't be leveraged as consistently as other anti-loop tools (otherwise Doctor would probably have a reputation for being able to mindlessly shut down every loop with m2 spam, which is very evidently not the case) but then, like, what's the point?

    In cases where the loop is down to a mindgame it plays out more like how I expect - by which I mean using the m2 through walls to predict where the survivor is and then take advantage of a successful shock when coming around the corner, or to trap them against a palette on a short loop, but I always feel like I'm using it pretty ineffectively and relying almost exclusively on survivor mistakes with only the occasional forced error.

  • I got chastised earlier this week for hooking someone during EGC right next to the exit gate and then hanging around while everyone else was nearby and healthy.

    ...Like, what did they want me to do? Pretend like I'd be able to score two hits on someone else before they ran out, while someone unhooks behind me and everyone gets out for free? It's an actively bad-faith way to engage with the game to try and discourage killers from maximizing their odds of a better outcome in the guise of advocating fair play. In simpler terms, it's hypocritical.

    Every time I get faced with an accusation of playing in a way that is unsporting but is actually just the survivor complaining about me not just outright conceding the game to them makes me less and less sympathetic to the perspective. Anything the killer can do to get the meat on the hooks is as valid as every means survivors have to get out of the trial - barring abusing exploits, obviously.


    The real nasty tech I enjoy is intentionally hard tunneling the injured survivor off hook in plain sight of healthy survivors just to see if any of them will intercept with a bodyblock. Like, I'll happily change course and chase someone else, but they do have to make themselves a more tantalizing target. Expecting me to swap off of an injured survivor in a deadzone a few seconds away from me over to a healthy survivor staring at me from a jungle gym is outright delusional.

  • I forget if each locker teleport is a scoring event but if so, teleport times during nightfall are nearly instantaneous - so chew up those charges!

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000152#Comment_3000152

    Yeah since Oni wanted to kill the fake samurai it feels fitting for his POV theme to be war like and almost heroic in a sense. His normal one feels more threatening and monstrous which suits the survivors POV better

    Exaaaaaaaaaactly. That and I think its also a good idea for the killer chase themes to be overall a little less intense than the survivor's version - the killer listens to their chase theme for a VERY long time compared to survivors, and auditory fatigue can be real with some of the more intense & repetitive tracks in the game.

  • I think a large part of the issue is that most maps have pseudo-random layouts, which are hard to fine-tune. Player's opinions about maps are largely subjective, which leads them to consult survival metrics to determine whether a map is fair even if it includes some very strong looping potential.

    Like for example, I love the new Haddonfield - ESPECIALLY by comparison to the old one. I'd love to see a carbon copy of Hawkins return, but with a theme swap to the No Kill chapter - even though Hawkins was generally reviled up until the moment it was announced to be going away. I also think Sanctum of Wrath and Temple of Purgation are my favorite maps to play as killer.

    The journey to ultimate fairness by map layout seems to be this ephemeral, undefinable thing.


    I do agree that breakable walls being an always good / always bad thing is kind of rough. Thematically, they're fun. In practice, it's X number of additional palettes to kick but they're down as soon as the match starts.

  • This is a fun idea and I like it - I think on the downside some players might use that info to inform whether they want to dodge a lobby, or it could introduce a somewhat toxic expectation of conformity ("Bro we all showed our BPS and you bring a mori???") but on the flipside, the opportunities to encourage 5 murky reagents or other sillier things sounds like a lot of fun!

  • I'm trying to sell the idea of a perk design fallacy where the perk is only experienced by the other side - I don't want to run perks that make the survivor's skill checks more difficult. I don't see them happen, and I want some nice feedback that my perks are generating value. Seeing/hearing a gen spark whenever I push someone off it while ruin is active is good feedback, and the audible rate that the gen loses progress is good feedback, too.

    Robbing survivors of efficiency for doing skill checks correctly is just not very exciting to me.

  • @RavenBirb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000166#Comment_3000166

    I'll type my input until maybe they change it so it's not "redundant" to me, but what is redundant is definitely the people who know it's overpowered and then still use it and and defend it, which is also in the threads you speak of.

    I mean, it's in the game and not an exploit, so it's fair game so far as I'm concerned. Even them announcing they plan to change it doesn't really place some kind of immoral standard on using what's available - even in a coordinated manner.

    Sometimes using what's available in the more egregious way possible is the catalyst to see it changed quickly (see boon effects stacking, boil over leading to unwinnable scenarios for the killer, etc)

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000172#Comment_3000172

    First Aid Kit A standard First Aid Kit with all the necessary equipment for treating common to more serious injuries.

    • Unlocks the Self-Heal action.
    • Increased the Altruistic Healing speed of +35 %.

    The First Aid Kit has a Capacity of 24 Charges.

    You're really going to argue that "First Aid Kits" aren't med-kits? Or did you forget that they exist?

    image.png

    😫 I forgot they exist lmao

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000156#Comment_3000156

    Right, but they've had years of the "input". Whatever they're doing, they're gonna do it; if it's a bad change then by all means, keep complaining on the forums, but right now just saying "DH bad" is kinda pointless.

    Also it's not undetermined, we have their goal for when they want it to be out if it's all ready.

    Yeah like, I don't see what change the feedback could motivate at this point. Ditto for all the NOED/camp/tunnel/slug/bp grind/prestige chatter. Not to say that the feelings are invalid but until we see (and spend a week or two playing with) the changes aimed at shaking up the meta and whatever base game changes they're introducing aimed at further pushing us away from reforming the same meta we have now, it seems weird to me to spend much energy assembling to discuss these things in any way other than speculating on what the changes will be.

  • A decisive strike should have a decisive skill check 🙂

  • I do like a bit of RNG, though I also know that the way brown, green, and purple medkits work is significantly different - green medkits are designed for one very speedy heal and also boost personal healing, while purple medkits are designed for multiple uses. Also there's no yellow medkit.

    image.png

    Overall I don't think it'd make either perk too powerful on average, since they already have limiting conditions (First chest opened, rummaging) but the mix of constraint (guaranteed item type) with variance added in plus the inclusion of Ace In The Hole for addons, could lead to some really swingy discoveries.

  • I think it's neat, though I also think it'd be a nightmare for killers trying to identify the difference between someone utilizing subtle speed hacks and someone using this perk. Maybe it'd need a deactivation condition like not working while injured, or at least being thrown onto a cooldown while injured?

    I suggest this because I don't think the current programming of status effects would be intelligent enough to recognize "double exhaustion" and deactivate the perk along those lines.

  • It'd certainly be neat! I think the departure from killer chase tracks being different than survivor chase tracks is a bit of a bummer - I really dig situations where the killer perceives things differently from their victims, even in non-diegetic ways.

  • @RavenBirb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000122#Comment_3000122

    I just want it to stop giving every survivor team who runs it a free escape

    Don't you worry - by the end of the Summer we'll all have a new set of perks to resent 😀

  • I was going to say something like "I wouldnt mind if the hatch would at least appear earlier in the trial than when theres only one survivor left, but make it uninteractable until that point" but I remembered that along with the hatch changes came the end of one survivor crouched and waiting on hatch while their teammate dies on hook instead of going for the rescue - and frankly, good riddance.

  • Yeah! They announced that it, along with about 40ish other perks are getting some manner of change during an update sometime "later this summer" - so either midchapter in July or along with the September chapter, I assume.


    Speculation abound about what the new dead hard will be, but personally I think I'm content to lean on some of BHVR's previous statements that suggest a complete reinvention of the perk to move it away from needing to be timed within the window of a killer's lunge.

  • Why not just wait and see what BHVR reveals will be changing about Dead Hard? Like, I agree with your assessment, but they don't need convincing that the perk needs to be changed. They've already announced a change is coming.

  • On paper it seems like a clever way to specialize roles and have survivors who are better suited for support, distraction, and so on - in practice the overwhelming majority of players would default to the survivors who carry the best assortment of personal survival tools (Bill, Meg, Strode)

    Given that we already have a system where any survivor can kit themselves out to cater to any available playstyle (as well as combinations that simply just do not make any sense) - the only thing that seems likely to happen is introducing arbitrary constraints that make playing survivor significantly more limited, and put a LOT of pressure on BHVR to design future survivors with self-themed teachables that aggressively synergize with each other.

  • I've been dumping my supply for over a week now and still have over 250 to go!


    I'll be absolutely showering the Fog with cakes, hope to see you out there!😁

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2998277#Comment_2998277

    Mandy already responded to you, but it deserves another mention. It is such a basic, barebones ask, it should cost BHVR little to nothing to implement because the confirmation that action has been taken can ride the same channels the automatic emails do - and it really needs to happen.

    I tend to get reeeeeally cautious about declaring what is and is not an easy add to a codebase I do not have personal access to.

  • @Mandy said:

    We do care about reports and if a player is reported correctly and we found that they did something wrong in game and there's evidence for this - for example we would need video evidence to show that someone was cheating in the way you described, then they do get punished.

    However, you would not receive notifications of the action taken as it's not our custom to rely user data to 3rd parties - these discussions are kept with the user in question and ourselves.

    It really would help even just from a cathartic standpoint to have some kind of acknowledgement when someone we report gets actioned - I understand why that isn't currently the case, but even a vague "We took action against someone you previously reported, thanks for helping improve the community!" message would do wonders for improving the community's faith in the idea that the system is working as intended.

  • @Canas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2996819#Comment_2996819

    Forced Penance is not the solution, it doesn't down survivors. You really think the one nuisance who decided to bodyblock would care about being broken for 80 seconds? They're already injured anyway. Forced Penance should be buffed to circumvent protection effects against bodyblockers.

    My friend, anyone who is broken is also injured.

  • What do you mean there's no counterplay? Forced Penance is right there.

  • image.png

    (Don't worry my characters that are already P3 will continue to accumulate trinkets)

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