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Nos37

Nos37

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Nos37
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  • @TapeKnot said:

    You were too far away from the injured survivor to be awarded a protection score event, This is not a bug.

    #########??? Do I have to be hiding up the injured survivor's ass to get a stack???

    ----

    If they don't fix this then they need to nerf BBQ to make this ######### balanced. The killer should have a chance of not gaining a stack of BBQ when hooking a survivor for the first time. This is pathetic garbage.

  • @Crowman said:

    Because it's consistent with how all perks that directly affect the other side.

    Then why no perk icon shown when the killer kicks a gen with Oppression elsewhere and the survivors get a skill check?

  • Then I guess I should only use meta perks and keep the game stale

  • @CoalTower said:

    Did someone negate your power struggle by dropping the pallet too early? That's ######### hilarious, and I'm doing it next time I'm in a SWF 😂

    Forum Rules: "Please do not encourage negative behavior (e.g. encouraging DCs and griefing, etc.)"

  • Oh, look. It just happened again.

    Another survivor wasted a pallet to save their own skin.

    I wonder how many more times this will happen before I ever encounter your hypothetical situation of a counter-argument.

  • Why bother imagining your edge case scenario after having just experienced the #########-show that comes from other survivors not knowing I had Power Struggle equipped.

    All 3 survivors were swarming me trying to drop the pallet when I got picked up. They were not stealthy about it. They got the killer riled up. They looped the killer around the pallet and now had to use it to save their own ass.

    If they had known I had Power Struggle equipped as soon as I was in the dying state and got near the pallet then they would have stayed on gens and/or healed up.

  • On the other side of the coin, not playing to win and then complaining about losing afterwards is a little backwards too.

    (I am guilty of this, as I only solo queue and I don't run meta builds or bring any items or addons beyond the occasional brown/yellow.)

    This is why I think certain perks should be shown on the HUD. They aren't meta or expected or well-known or often used, but I have no way to tell my teammates I'm using them, which adds to why they aren't used as often (outside of SWF).

  • Hide and seek. If you're caught you're dead.

    ----

    Nowadays, killers have more and more ways to find survivors, the emblem system promotes chases over stealth, and your teammates will rat you out in an instant if you so much as think about crouching to hide somewhere.

    Meanwhile, if you're caught you're injured, and if you're injured you're Superman and able to loop the killer for another 3 gens before being downed.

  • Another edit:

    • Power Struggle (shown to all survivors while in the dying state and within 8m of a standing pallet)
  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/250894/looking-for-thoughts-on-a-legion-buff-idea

    This would be extremely overpowered.

    The thing legion needs is for the power to not be useless. There are 2 problems with it.

    By nature, they are still an M1 killer, just basically that the survivors are perma-injured effectively.

    The other problem is, once a survivor hears your terror radius if they just hold w, you don't run fast enough to catch up to them. Survivors splitting up is too strong. I would do a few things:

    • Make the killer instinct global like the addon base kit.
    • Increase movement speed while in power so you can actually get to the end of the map in one use of the power (maybe even each hit increases your movement speed more)
    • Basically, make it so if survivors split up on opposite ends of the map, you can still use your power somewhat.
    • Every time you hit a survivor with your power, reduce the cooldown by 1 second. So if you hit 4 survivors, the cooldown on the last one becomes 1 second. You should be rewarded for using your power more.
    • "Make the killer instinct global like the addon base kit."

    ----

    This is 1000x worse than Doctor. The survivors would need some way to counter Killer Instinct

  • Killers: What's the problem with slugging? (Doing it to grief lasts up to 4 mins and negatively affects up to 4 people.)

    Also Killers: Can we force survivors to leave who stick around until the last second of Endgame Countdown just to teabag? (Endgame Countdown lasts 2 minutes and only negatively affects 1 person.)

  • @SkeletalElite said:

    for off the record to be good they either need to up the duation to like 100 or 120 seconds or they need to give it the lucky break treatment and let it hide scratches.

    Lucky break treatment would probably be the better of the options and it's not a stupid perk unlike lucky break which causes you to just lose chases part way through, It's okay to have a high time because it prevents chases from starting in the first place. Which is not as bad for the killer's pressure.

    and since it would be from coming off the hook, not during chase

  • HUD info overhaul for survivors (solo buffs)

    @Nos37 said:

    Bloodpoint changes: (Compensation for choosing to play the harder version(s) of the game)

    • 10% more Bloodpoints awarded post-trial for each survivor in a party of 3 (-10% for performing an unsafe unhook).
    • 20% more Bloodpoints awarded post-trial for both survivors in a party of 2 (-10% for each unsafe unhook).
    • 50% more Bloodpoints awarded post-trial for solo survivors (-10% for each unsafe unhook).

    ----

    HUD changes:

    • While being chased, the survivor portrait will show their face looking behind them with their mouth open (optional red exclamation mark).
    • While a survivor is hooked, gear icons will be shown next to portraits of survivors whom are repairing generators and medical red cross icons will be shown next to portraits of survivors whom are healing.
    • The number of remaining totems will be shown (removed from Small Game).
    • If you are put into the dying state within 10 seconds of attempting to cleanse a hex totem, a totem icon will appear next to your portrait (only visible to other survivors) until you are hooked.
    • While within 16m of an exit gate, an exit icon will appear next to your portrait (only visible to other survivors).
    • While within 16m of the hatch, a hatch icon will appear next to your portrait (only visible to other survivors).
    • When there is 1 generator remaining, survivors with Adrenaline equipped will have the perk icon appear next to their portrait.
    • A new perk indicator will be added to the HUD for Crucial Perks (see below).

    ----

    Crucial Perks: (New HUD element similar to Shared Perks, but with a new indicator color)

    These are perks that others should be aware of but are hard to convey to others of their existence (without comms):

    • Ace in the Hole & Plunderer's Instinct & Pharmacy (shown to survivors within 8m while within 8m of an unopened chest)
    • Camaraderie (shown to all survivors while hooked and in the struggle phase)
    • Inner Strength (shown to other survivors whom are cleansing totems)
    • For the People (shown to injured, dying, or hooked survivors within 8m while healthy)
    • Mettle of Man & We're Gonna Live Forever (shown to injured survivors within 8m)
    • Power Struggle (shown to survivors within 8m while within 8m of a standing pallet)
    • Repressed Alliance (shown to survivors within 4m while repairing a generator)
    • Resilience (shown to survivors within 8m while injured)
    • Soul Guard (shown to survivors within 16m while in the dying state)
    • Unbreakable (shown to all survivors while in the dying state)
    • Wake Up! (shown to survivors within 8m while within 8m of an exit gate switch)

    ----

    OR (Instead of the Cruical Perk indicator):

    Show survivors' loadouts during the lobby screen (and hope that survivors have good memory).

    (I would prefer the perk indicator.)

    ----

    "This is too strong! What about the killers??"

    These are (most of) the benefits that SWF teams get. You know why you, as killer, are not properly equipped to deal with SWF better? It's because if you were, solo survivors would be destroyed. Solo survivors' weakness is holding you back. Let all the survivors have the same teamwork capabilities! Then the killer's power won't be stuck balancing in the middle...


  • It feels like forever because the killer role is always busy. You've been Go! Go! Go! all match, but when it's over you have to do nothing for 2 minutes.

    Meanwhile, survivors don't get as many points as the killer and they have to spend longer (on average) waiting for a new lobby, so it feels valuable for them to get a few extra points at the end instead of simply moving on to the next match.

    (This is why I'm dreading the Struggle points being added back in to the new struggle mechanic; being denied hatch by a teammate who has no chance at being rescued and screwing us both over so they can get 600 more points.)

  • The killer can take advantage of the new Thompson House map by bodblocking stairs? Disabled after less than a week.

    The survivors can take advantage of the Haddonfield infinites? Stays active for 4 years.

  • @SOMENINJANAME said:

    https://forum.deadbydaylight.com/en/discussion/comment/2195795#Comment_2195795

    I've had success doing this. I know as killer I don't expect them to have more than one EP so it can be effective. I don't run it often though lol.

    Plus, it means I can always Lithe if I don't have anywhere to fall from; Dead Hard if I don't have anywhere to fall or vault from; or Head On if I'm healthy and exposed and cannot make use of Dead Hard.

  • I would rework Legion, but not now; when ai husks are a thing.

    ----

    I would actually make Legion feel like a group. Think Hag traps + Doctor illusions + The Twins.

    • The Legion can Tag a section of edge wall with spray paint.
      • Up to 3 tags can be placed at a time before they are recycled.
      • Tags can be removed by the survivor(s) without items and take 20 seconds.
    • The Legion can later summon other (AI) Legion Members with Feral Frenzy that hop over the walls from outside of the map at each of these tags.
      • The Legion will be slowed to 110% movespeed with a 24m terror radius for the duration of Feral Frenzy.
      • Legion Members (also 110% movespeed and 24m terror radius) will patrol from their tag toward the opposite wall of the map (opposite, as in an equal number of edge wall tiles to the left and right from their origin Tag).
      • They will look for visible survivors or scratch marks and attempt to chase and injure them (injuring healthy survivors and deeply wounding injured survivors).
    • Any Legion Member within The Legion's terror radius will behave differently.
      • They will slow down, become non-lethal, and will not attack (though they can still physically block survivors who do not have collision immunity from taking damage).
      • They instead reveal, via killer instinct, any survivor(s) within their own terror radius, leaving them for The Legion (the player) to deal with.
    • All Legion Members will disengage and exit the map via the nearest edge wall as soon as any survivor is downed, a Legion Member has reached their exit destination, or Feral Frenzy's 60 second duration has expired.

    ----

    [Bad Word], I forgot that not all maps have edge wall tiles... 😒

  • If Hex: No One Escapes Death exposed survivors when the last gen finished instead of when a survivor is first hit by it, the survivors would have one less reason to stand at the threshold and take a test hit.

    ----

    Meanwhile, make their t-bagging less about you and more about them.

    Think to yourself "they t-bag because they know they are safe," not "they t-bag because they think I am bad at the game."

    They are celebrating their escape, not insulting your loss. This makes it much easier to subject yourself to while you boot them out the door.

  • ⬜️ Yes

    The killer sees me Lithe? They won't expect the Balanced Landing later on, nor the Dead Hard, nor the Head On.

    vlcsnap-2021-05-17.png


  • Too lazy to learn Nurse? Just play Spirit.

  • Hag traps the hook so she can camp from a distance, but the survivors still unhook and got away? Poor killer... must be frustrating

    Spirit walks away from the hook so she can reserve her power for warping back to it, but the survivors still got away? Poor killer...

    I have no sympathy for such killers

  • I destress while gaining some Bloodpoints and Irridescent Shards by playing like a bot and keeping my breathing and blood pressure calm.

    1. Play a 115% movespeed killer (I prefer Pyramid Head because of how he lazily drags his weapon. It fits the mood)
    2. Equip BBQ, Lightborn, Iron Grasp, and Fired Up
      • BBQ for Bloodpoints
      • Lightborn so I don't have to worry about dodging flashlight lobbies
      • Iron Grasp so I don't have to drunkenly stumble to the hook
      • Fired Up because of how I chase
    3. Patrol from gen to gen around the map
      • If the gens noisy and there are no scratch marks then kick, spend 3 seconds looking, and move on
      • If the gens noisy and there are scratches, immediately follow the scratches for a chase
    • Chase survivors with very minimal mindgames
      • Vault the windows unless there is a very short alternate path
      • Disrespect pallets and try to swing through them to get an unexpected hit
      • If another survivor cuts in to take aggro switch to them
      • When closing in, angle the camera down and track their feet instead of their upper body
      • Wait 2-4 seconds before swinging when close enough to hit to see what the survivor will do first
    1. Continue to patrol gens immediately after hooking, following any tracks along the way for the next chase
    2. If not in a chase when the exits are powered, patrol both gates
      • Chase any survivor that doesn't leave
      • Smack any survivor that camps the threshold
  • "This will also make SWF teams stronger."

    ----

    Yes, this will slightly help SWF; they can use their eyes instead of their mouths to share information.

    However, this will tremendously help solos. They will have the tools to better coordinate teamwork.

    Heck, the devs might not even need to add any Bloodpoint bonuses for solo survivors.

  • Solo survivors being allowed 5 unsafe unhooks before being fully penalized is 3 too many.

    Bloodpoint Changes:

    • 50% more Bloodpoints awarded post-trial for solo survivors (-25% for each unsafe unhook).


  • I'm at 6,523 hours (1,400 on Steam; the rest on Xbox), and I have yet to reach Rank 1 as survivor (I only solo queue). I think the closest I got was Rank 4, once.

    Buff solo... 😫

    @Nos37 said:

    Bloodpoint changes: (Compensation for choosing to play the harder version(s) of the game)

    • 10% more Bloodpoints awarded post-trial for each survivor in a party of 3 (-10% for performing an unsafe unhook).
    • 20% more Bloodpoints awarded post-trial for both survivors in a party of 2 (-10% for each unsafe unhook).
    • 50% more Bloodpoints awarded post-trial for solo survivors (-10% for each unsafe unhook).

    ----

    HUD changes:

    • While being chased, the survivor portrait will show their face looking behind them with their mouth open (optional red exclamation mark).
    • While a survivor is hooked, gear icons will be shown next to portraits of survivors whom are repairing generators and medical red cross icons will be shown next to portraits of survivors whom are healing.
    • The number of remaining totems will be shown (removed from Small Game).
    • If you are put into the dying state within 10 seconds of attempting to cleanse a hex totem, a totem icon will appear next to your portrait (only visible to other survivors) until you are hooked.
    • While within 16m of an exit gate, an exit icon will appear next to your portrait (only visible to other survivors).
    • While within 16m of the hatch, a hatch icon will appear next to your portrait (only visible to other survivors).
    • When there is 1 generator remaining, survivors with Adrenaline equipped will have the perk icon appear next to their portrait.
    • A new perk indicator will be added to the HUD for Crucial Perks (see below).

    ----

    Crucial Perks: (New HUD element similar to Shared Perks, but with a new indicator color)

    These are perks that others should be aware of but are hard to convey to others of their existence (without comms):

    • Ace in the Hole & Plunderer's Instinct & Pharmacy (shown to survivors within 8m while within 8m of an unopened chest)
    • Camaraderie (shown to all survivors while hooked and in the struggle phase)
    • Inner Strength (shown to other survivors whom are cleansing totems)
    • For the People (shown to injured, dying, or hooked survivors within 8m while healthy)
    • Mettle of Man & We're Gonna Live Forever (shown to injured survivors within 8m)
    • Power Struggle (shown to survivors within 8m while within 8m of a standing pallet)
    • Repressed Alliance (shown to survivors within 4m while repairing a generator)
    • Resilience (shown to survivors within 8m while injured)
    • Soul Guard (shown to survivors within 16m while in the dying state)
    • Unbreakable (shown to all survivors while in the dying state)
    • Wake Up! (shown to survivors within 8m while within 8m of an exit gate switch)

    ----

    OR (Instead of the Cruical Perk indicator):

    Show survivors' loadouts during the lobby screen (and hope that survivors have good memory).

    (I would prefer the perk indicator.)

    ----

    "This is too strong! What about the killers??"

    These are (most of) the benefits that SWF teams get. You know why you, as killer, are not properly equipped to deal with SWF better? It's because if you were, solo survivors would be destroyed. Solo survivors' weakness is holding you back. Let all the survivors have the same teamwork capabilities! Then the killer's power won't be stuck balancing in the middle...


  • Sure, but keep the screaming. That [Bad Word] must sting like crazy

  • First Aid Spray with the new Resident Evil chapter.

    Instant, one-time use while injured. Makes the survivor scream. After 20 seconds the survivor will heal from injured to healthy.

  • Until they buff The Pig and make subsequent gen pops remove chunks of time from RBT's, I will finish my gen if others have finished theirs before me and activated your timer already.

  • What if Predator assigned each survivor their own shade or color so that tracks of multiple survivors can be distinguished.

    I've had an injured survivor escape because, while I didn't have line-of-sight, a healthy survivor was nearby to take the aggro and I mistook their tracks for my target's.

  • I suggested a change to Predator's scratch mark behavior back in Feb 2020 that changes the tracks from a rectangle to a cone so that tracks can be spotted from afar and used to pinpoint survivor movement.

    @Nos37 said:

    Currently, Predator has the downside of making distant tracks hard to spot; they are kept low to the ground unless a Survivor rubs against a tree or wall. Instead, the tracks a Survivor leave should start out compact and close together, as the current Predator does, but they should spread out and grow to still be visible from a distance. Note that only the tail end will be visible from a distance. (Edit: updated image to include fade effects)

    https://us.v-cdn.net/6030815/uploads/362/HV1BHOO1PGRS.png

    The problem with Predator is there are 10+ ways to hide scratch marks, while there are only 2 ways (No Mither and Lucky Break) to hide blood pools, making Bloodhound better (if the survivor is injured).

  • Silence, Frank! 🤺

    I do not wish to be injured anymore...

    I just want to be healthy 😌

  • @HaunterofShadows said:

    https://forum.deadbydaylight.com/en/discussion/comment/2189306#Comment_2189306

    matchmakings just bad. its supposed to be rank based but then you have rank 20's going against rank 1's.

    That's a separate issue.

    Matchmaking could be perfect, but at the end of the day SWF get an extra information advantage with comms that solos do not.

    What difference does it make if two rank 1 solos get paired together but one of them is unaware that the other has For the People and immediately runs away from the hook without getting healed by it?

    SWF doesn't have this issue. "Hold still when I unhook you so I can heal you with For the People."

  • Better matchmaking helps, but for the wrong reason.

    The longer a survivor can 1v1 the killer, the better their team fares. This shouldn't be the case in a 4v1 game.

  • Right...

    I unhook a survivor and they immediately book it and don't know I have For the People because they're just bad and matchmaking [Bad Word] me over.

    I try to open a chest with Plunderer's / Ace in the Hole, or cleanse a totem for Inner Strength, but the other survivor beats me to it? Bad matchmaking, not poor communication.

    I commit to a nearly-completed gen as the killer approaches because I have Repressed Alliance and want to block the gen, but the other survivor is also commiting and won't let me use it? Bad matchmaking paired me with an inexperienced survivor; it wasn't the lack of info.

    Survivors don't know which perks I have or how to activate them / let them do their thing because of matchmaking... 😁 /s

  • It would take a lot of things to get solo survivors (almost) to the point of SWF's teamwork capabilities.

    Too many things to list here, so I posted them here:

    @Nos37 said:

    Bloodpoint changes: (Compensation for choosing to play the harder version(s) of the game)

    • 10% more Bloodpoints awarded post-trial for each survivor in a party of 3 (-10% for performing an unsafe unhook).
    • 20% more Bloodpoints awarded post-trial for both survivors in a party of 2 (-10% for each unsafe unhook).
    • 50% more Bloodpoints awarded post-trial for solo survivors (-10% for each unsafe unhook).

    ----

    HUD changes:

    • While being chased, the survivor portrait will show their face looking behind them with their mouth open (optional red exclamation mark).
    • While a survivor is hooked, gear icons will be shown next to portraits of survivors whom are repairing generators and medical red cross icons will be shown next to portraits of survivors whom are healing.
    • The number of remaining totems will be shown (removed from Small Game).
    • If you are put into the dying state within 10 seconds of attempting to cleanse a hex totem, a totem icon will appear next to your portrait (only visible to other survivors) until you are hooked.
    • While within 16m of an exit gate, an exit icon will appear next to your portrait (only visible to other survivors).
    • While within 16m of the hatch, a hatch icon will appear next to your portrait (only visible to other survivors).
    • When there is 1 generator remaining, survivors with Adrenaline equipped will have the perk icon appear next to their portrait.
    • A new perk indicator will be added to the HUD for Crucial Perks (see below).

    ----

    Crucial Perks: (New HUD element similar to Shared Perks, but with a new indicator color)

    These are perks that others should be aware of but are hard to convey to others of their existence (without comms):

    • Ace in the Hole & Plunderer's Instinct & Pharmacy (shown to survivors within 8m while within 8m of an unopened chest)
    • Camaraderie (shown to all survivors while hooked and in the struggle phase)
    • Inner Strength (shown to other survivors whom are cleansing totems)
    • For the People (shown to injured, dying, or hooked survivors within 8m while healthy)
    • Mettle of Man & We're Gonna Live Forever (shown to injured survivors within 8m)
    • Power Struggle (shown to survivors within 8m while within 8m of a standing pallet)
    • Repressed Alliance (shown to survivors within 4m while repairing a generator)
    • Resilience (shown to survivors within 8m while injured)
    • Soul Guard (shown to survivors within 16m while in the dying state)
    • Unbreakable (shown to all survivors while in the dying state)
    • Wake Up! (shown to survivors within 8m while within 8m of an exit gate switch)

    ----

    OR (Instead of the Cruical Perk indicator):

    Show survivors' loadouts during the lobby screen (and hope that survivors have good memory).

    (I would prefer the perk indicator.)

    ----

    "This is too strong! What about the killers??"

    These are (most of) the benefits that SWF teams get. You know why you, as killer, are not properly equipped to deal with SWF better? It's because if you were, solo survivors would be destroyed. Solo survivors' weakness is holding you back. Let all the survivors have the same teamwork capabilities! Then the killer's power won't be stuck balancing in the middle...


  • If Undetectable has counterplay then why does it also have activation requirements and cooldowns?

  • My Legacy outfit for Jake didn't carry over to Xbox

  • @TAG said:

    Do you have a source on the thing about Whispers working differently? I've not personally heard anyone say that.

    Yes, from a Q&A stream back in June 2018:

    https://youtu.be/JmyIbKL3kxg?t=1360

    They said they don't want Whispers to be powerful against the last remaining survivor / endgame.

  • I forgot that, while hexed, Soul Guard acts like Unbreakable. It should be shown to all survivors while in the dying state.

    ----

    (To reduce griefing) If there are survivors in the exit when the Endgame Countdown reaches 5 seconds, and if you are within 16m of the hatch, the hatch will open.

    Otherwise, survivors could see that you are near the hatch via the HUD and wait until the last possible second to escape (if not pushed out by the killer), denying you the hatch and causing your sacrifice.

    This has happened to me before. I was not trying to get the extra Bloodpoints. I was injured, unable to heal, unabale to be healed because the killer was between me and the exit where the survivors were, but the killer was not forcing them out. (They did not escape because they were waiting for me to run to the exit gate so they could bodyblock, and didn't know I was at the hatch.)

    With the changes above, they would know I have found the hatch and could escape, but they could also purposefully grief with this knowledge too.

  • Survive With Friends was not implemented to be fair. It was implemented to let "survivors experience the joys of a survival horror together."

    If it were fair, then they would have to remove playing solo as an option from the game because it would be unplayable for them; a joke.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2189255#Comment_2189255

    Yes! Nerf a perk that gives killers an incentive to leave the hook. What could possibly go wrong?!

    I already see the next thread where survivors complain about camping...

    Survivors are already complaining about camping.

    The only "nerf" BBQ needs is a change to its ability to give huge advantages to certain killers and its ability to feed way too much info via aura reading.

    This is what 4 seconds of aura reading allows:

    • Hillbilly, Nurse, Blight, Spirit, Oni, Legion, and Wraith homing in on a moving target with incredible speed
    • Cross-map sniping with a Huntress hatchet (against a moving target)
    • The killer knowing:
      • Which survivor is which by their aura silhouette (unless duplicate characters & cosmetics are used and both have the same health state)
      • Who's injured
      • Who's healing
      • Who's repairing
      • Who's cleansing
      • Who has Urban Evasion equipped

    Using location bubbles instead of aura reading would still give the killer info about where the survivors are (and still allow cross-map sniping against stationary targets), but it won't tell them what the survivors are doing. It won't tell killers which direction survivors are moving (if at all); what their health states are; which perks they might have equipped; it wouldn't chew through the very few Distortion stacks a survivor might have; and it would further discourage camping because survivors cannot hide their location bubbles using lockers to give the killer a false negative.

    ----

    WGLF just needs to encourage safer unhooking. Maybe a stack can be gained from being within 24m of the hook when the survivor is unhooked (this reduces the need to race others to the unhook, and increases the unhooked survivor's chances of being double-healed at the hook instead of simply being farmed with BT and left to fend for themselves).

    WGLF should also gain a stack from being near a survivor who succesfully wiggles free from the killer's grasp while using the perk Breakout. (Though I could see this adding another paragraph to We're Gonna Live Forever's description and understand why it was left out.)

    Maybe WGLF can start the match with a single stack for solo survivors or award them twice as many stacks...

  • @Jasix said:

    BBQ encourages killers to not tunnel/camp - you wanna get those 4 stacks.

    WGLF encourages survivors to take protection hits and unhook - you wanna get those 4 stacks.

    It's not like 100% is automatic - they have conditions on both that have to be met.

    Encouraging players to play more "fair" and "altruistic" is a good thing. I wish there were more alternative perks for both sides which encouraged such behaviors- think it would be healthy for the game overall.

    BBQ encourages camping if survivors try to counter it with a locker.

    BBQ encourages excessive slugging to stall the game for that 4th stack survivor you could never find.

    WGLF encourages hook rushing to beat other survivors and get your stack, which encourages the killer camping.

  • Azarov's Resting Place always spawns both exit gates on the same side of the map when I am playing the survivor role, and always spawns both exits on the opposite sides of the map when I am playing the killer role.

  • I watched PaulieEsther's YT vid. He said the code is not case sensitive. I put the code in in all lowercase and it did not work. I backed out to the main menu, went back into the store to redeem, put the code in all uppercase and it worked.

  • The thing I don't like about The Legion is that I don't feel like a part of a group, a legion. I feel like I'm playing a single killer with gender options before I start the match.

    I wish the devs held off on a killer like this until they have implemented basic AI husks. The power could have been similar to the dude from Apex Legends who sends clones of himself across the field. It would be weird for Legion members to appear from the killer's body, so they would have to add little structures or hiding holes that other Legion husks crawl out of and "fake patrol" towards gens. The survivors wouldn't know whether to ditch the gen or commit.

    Or what they could have done, before they had created the perk Dark Devotion, is have the Legion run up on a survivor and put a mask over their head instead of stabbing them. While wearing the mask, their aura reading is disabled, they emit a 32m terror radius, and they appear to be The Legion to other survivors. (Think Pig's Reverse Bear Traps + Dark Devotion)

  • You pointed out why the grind exists...

    "The main reason I play anymore is to level characters"

    If they removed the grind and you had everything you could ever want, would you still play as often?

  • With Oni, I use Brutal Strength, Unrelenting, Cruel Limits, Mindbreaker, and the Minotaur legenadary set

  • @DemonDaddy said:

    Until I have failed to avoid the killer and be downed. Both of these are not an issue if your as good a Survivor as you think. Every Survivor gets multiple chances before the first hook.

    It's personal mistakes or being outplayed, either way you failed.

    Or it's your teammates getting jealous and working with the killer to get you killed by ratting out your loaction.

    Look! I'm being outplayed...

    Nos37 playing Dead by Daylight: Special Edition. View more Xbox clips at GameClips.io


  • All things considered?

    Stop camping and tunneling as a means of applying pressure. Just make do without. If every killer did this, and escape rates went through the roof, the devs would actually have to fix their game; the devs cannot make you camp or tunnel.

  • So it's in the survivors' favor to purposefully tap the gen and fail the skill check mid-chase if they think the chase will last more than 4 seconds?

    A 5% regression penalty of 4 charges and no further regression is better than 1 charge of regression per second beyond the first 4 seconds.

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    Will the killer be able to tap gens mid-chase to begin its regression?

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