Nos37
Nos37
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After re-watching the clip, it seems the game froze up for a split second...
Really looking forward to a new struggle mechanic
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Yeah, it's a shame that BHVR's original killers are too similar to exisitng licensed killers. I was really hoping that they would put LeatherFace into Dead by Daylight, but we already have a derpy killer with a chainsaw and a hammer from some back country location (The Hilbilly). /sarcasm
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You don't have to do gens.
Queue solo, don't unhook or heal teammates, cleanse totems and search chests until everyone has died, and then use Left Behind to escape. This way, not enough gens will have been done for the hatch to spawn, meaning that both you and the killer will have to look for the hatch at the same time. They will have the advantage of faster move speed and not needing to hide their model/tracks, but you will have the advantage of reading the Black Lock's aura.
Scummy way to play? It's not against the rules, so long as you aren't inactive or griefing.
Aren't I that player who complains about my teammates griefing me almost every match? Isn't this comment just an example why they would do such a thing? They can simply leave me on the ground/hook. Them going out of their way to kite, bodyblock, and grief is against the rules.
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Lately, as killer, my response to "ggez" has been "It's not my job to make the game hard for you. I'm here to find, track, injure, down, hook, and sacrifice survivors. If the game's too easy for you, you can equip perks like No Mither or nothing at all, or you can inform the devs on the official forums."
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I use Bond with my Better Together. If I see a survivor aura within 36m with Bond, I will gen-tap to make Better Together cause the gen aura (visible from 32m) to flash instead of stay solid
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There needs to be penalties for survivors who just tunnel or camp gens. They work on one gen from start to finish without stopping at 50% and moving on to the next gen to give the killer a chance. If the killer goes to a gen and the survivor decides to stealth near the gen and camp it, the killer either has to waste time looking for them or move on and let the camping survivor get back to tunneling. The killer spent several minutes waiting for a lobby and now the match is over too quickly because the survivors have no consideration for the killer. /sarcasm
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Xbox has two different chat channels: Chats and Message Requests. I have Request notifications disabled to avoid seeing "This person sent you a message" spam. So what do they do to bypass and still be annoying? Spam me with party invites instead.
Xbox will let you customize your online communications preferences, but they put all of the things under one option:
Others can communicate with voice, text, or invites: Everybody/Friends/Block
Can't stop the invite spam without disabling message requests from others too. I play solo and need to be able to see messages from strangers. I can manage the salty messages, but the party invites create an unavoidable audible notification and takes up a portion of my screen.
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Simple fix for abuse by SWF: Survivors who are a part of the same SWF group as the disconnected survivor don't get the gen repair speed buff
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I use Trail of Torment in my Shape-Shifting Legion build:
- Trail of Torment
- Deathbound
- Tinkerer
- Hex: The Third Seal
Makes the match a little chaotic and scary. Terror radius disappearing at random times throughout the match, and Third Seal stopping Trail of Torment from warning survivors, so long as the Hex is active. Survivors that heal away from me have to stick together or they'll be oblivious. Is that silhouette in the distance another survivor or Susie? Third Seal stops Bond, Kindred, Empathy, etc., so they won't know until you're closer, or they'll waste time being scared of each other. Makes the game scary again, if not for Spine Chill.
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Honestly, they should buff Undetectable/Oblivious. Oblivious should not disable detection perks, as other have suggested; instead it should keep them always active while the survivor is Oblivious. It would be like a survivor hearing the Doctor's Illusionary Terror Radius: they're on high alert and frantically checking their surroundings even though the killer might be all the way across the map.
Undetectable should have some sort of Distorion effect on detection perks, causing them to flicker on and off sporadically while they are active. Some survivors assume that the flickering means the killer is simply chasing another survivor nearby, and wait for it to stay solid for a good bit before actually moving off a gen. While the survivors will adapt and always move away when there's flickering, now the survivors might be needlessly doing so if the killer actually is in a chase, or if they did it to scare them off the gen on purpose.
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Good to know.
Hopefully, the new hook struggle mechanic frees up the button currently used for it
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Bodyblocking for the entire match ought to be reportable, if not already. Otherwise, you could only report for inactivity (or for griefing if they have done this to you on several occasions).
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Either the adept killer or the adept survivor should be changed. They are not equal.
The adept survivor achievement requires merely ecaping with only the 3 teachable perks, while the adept killer requires killing all 4 survivors.
Since the devs had stated that 2 survivors escaping and 2 survivors dying is the balance they are striving for, the fact that the killer has to go above and beyond by getting a 4k for their adept means that the survivors should also have to go above and beyond and escape without being downed. If not, then the killer should only have to get 2 kills for adept.
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Bodyblocking, according to the Game Rules, is not bannable.
@not_Queen said:
Please remember that Dead by Daylight’s end user license agreement which can be found on https://deadbydaylight.com/en/eula (the “EULA”) governs your participation and use of the game and its associated upgrades, patches, and updates and related services. In case of conflict between the EULA and this page, the EULA will prevail.
Hello, good people of the fog!
We now have a team Associate Community Managers, as well as an updated in-game report system.
With your help, we will be able to find the players who are creating a bad game experience and punish them appropriately, making the game a better place.HOW TO REPORT A PLAYER
You may only report things that happen directly to you or in a game that you were in.
Reporting for other people is not allowed and these reports will be discarded.
(ie. Reporting someone on behalf of a friend, streamer, or other)Fill the In-game report
An In-game report MUST be made. This is not optional, and is a must to help us identify the person in your game as well as find any other evidence we need.
Customer Support ticket?
- Video evidence is required or heavily suggested for some offenses, please refer to the lists below.
- Whilst you can report offenses directly to our support, please only do so for serious offenses like cheating, hacking, DOX/death threats.
Discarded reports reasons
THE FOLLOWING ARE NOT CONSIDERED BANNABLE OFFENSES - PLEASE DO NOT REPORT
- Camping
- Slugging
- Tunneling
- Streamsniping
- Teabagging
- Bodyblocking
- Looping
NOTE:
We do not control anything that happens outside of Dead by Daylight.
This includes private Steam messages/groups/names, PS4/XBOX messages, Discord messages, Twitch/social media interactions, etc. Anything that occurs on these platforms must be reported to the respective authorities.PERMANENT BANS
List of bannable offenses
Hacking in-game exclusives and / or legacy skins
The acquiring of any in-game skin through anything other than official channels (ie. codes, giveaways, etc.)
The possession of legacy skins without earning them. The cutoff to earn legacy skins happened on November 24, 2016. If a player has obtained legacy skins after this date, then it is considered cheating.
In-game report REQUIRED / Customer Support ticket REQUIREDCheated progress / modifying your save file
We need the profile of the person you are reporting. Reportable via support team.
Using any 3rd party software or other method to cheat your save file or any measure of progress contained within your save file. This includes using someone else’s save file.
In-game report REQUIRED / Customer Support ticket REQUIREDThreats
Excessive and serious threats against someone, including DOX threats, life threats, disclosing private information, etc.
You can fill a support ticket to provide more information, Screenshots and video are optional, but highly recommended.
Reminder: everything that happens out of the game should be reported to the appropriate platform. (ie: Twitch, Discord, Steam, Sony, Microsoft)
In-game report REQUIRED / Customer Support ticket OPTIONALOther Hacks
In-game report under Unsportsmanlike is MANDATORY
Using 3rd party software or other tools to gain any kind of unfair advantage that wasn’t intended by the game, except if they have been whitelisted by us. We are not banning for the use of communication apps.
In-game report REQUIRED / Customer Support ticket REQUIREDTEMPORARY BAN
List of bannable offenses
24h -> 48h -> 1w -> Permanent
This is a sliding scale and determined on a case-by-case basis. If an offense is considered to be particularly egregious, the duration of the ban may skip one or more steps in this process.
Any previous permanent bans on your record will result in all future offenses being a permanent ban.
Harassment: Communications Abuse
- Insults, intimidation, hateful speech, repeated harassment
In-game report REQUIRED / Customer Support ticket OPTIONAL
Griefing: Intentional Gameplay Abuse
- Working with the opposite team to gain an advantage or grief teammates
- Targeting specific users repeatedly in order to ruin their game experience
- Holding the game hostage
In-game report REQUIRED / Customer Support ticket OPTIONAL
Exploits: Abusing bugs or errors in design to gain a competitive advantage
- Advertising exploits
- Exploit bugs, errors in design, or undocumented features to gain access to what otherwise would not be available or to obtain a competitive advantage
In-game report REQUIRED / Customer Support ticket OPTIONAL
Specific exploits that we will ban for until they are resolved:
- Bloodweb Progress/Prestige Exploit
- 2+ Killer Exploits
Unsportsmanlike Conduct
- Botting
- Lag switching
- Disconnects (leaving the match before killed or sacrificed) - DO NOT REPORT
For both Botting and Lag switching, in-game reports are REQUIRED / Customer Support ticket OPTIONAL
About Disconnects bans - DO NOT REPORT
Disconnects are handled by the disconnection penalty system. No further action will be taken on reports.
BAN APPEALS
Cannot be appealed
- Temporary bans
- Social Media bans/blocks (Twitch, Twitter, Facebook, Instagram)
- Unofficial Fan sites / Fan groups
Forum bans: APPEALS
Please contact one of our Community Coordinators. Their contact info can be found here. https://forum.deadbydaylight.com/en/discussion/comment/685031/#Comment_685031
Permanent bans : APPEALS
Send a Ticket to support.deadbydaylight.com
If the ban is an automated EAC ban, please contact EAC directly. https://www.easy.ac/en-us/support/game/contact/appeal/Console bans
The rules are the same as the PC bans
Crossplatform ban evasion
Players who have violated our rules multiple times leading to permanent bans could get their access revoked on any accounts they make if the player is seen committing bannable offenses after the very first permanent ban. The structure and severity of these bans are followed throughout any platform.
Abuse of Support Services
This includes making false support tickets and lying to support agents. Our agents are always here to help the community. However, those making false tickets just to get a step ahead of everyone else and take advantage hinders our ability to better help everyone. Penalties include suspension of your support services, up to a permanent ban of your in-game account.
THE FOLLOWING ARE NOT CONSIDERED BANNABLE OFFENSES - PLEASE DO NOT REPORT
- Camping
- Slugging
- Tunneling
- Streamsniping
- Teabagging
- Bodyblocking
- Looping
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If I am the last Survivor, I have no chance at opening one of the gates to escape, the longer duration isn't the problem; the lights on the switch are.
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The Franklin's Demise change was needed, but it came too late.
Now, a portion of survivors don't even bring in add-ons, knowing they'll lose them when the match ends without Ace in the Hole
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Hillbillies rev'ing the chainsaw non-stop while side-stepping around a short loop from side-to-side until the survivor slips up is what brought that nerf. That is the only thing that will change with the update.
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It would be nice to know when my teammate has No Mither equipped, so I can dodge the lobby. Asking them politely, after they have been easily tunneled out of the game, to save No Mither for Kill Your Friends or a full SWF group only nets a "😂😂" in response.
No Mither should grant some sort of buff to those who perform a protection hit for, or unhook, the survivor using it. This would compensate for them sandbagging the match, and actually give a reason to protect/unhook them. Maybe have the instant coagulation effect apply to them. Maybe award a post-game Bloodpoint modifier.
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Imagine the next killer released cannot kill a single survivor, ever, but survivors have to non-stop heal every moment or they are put into dying state until they bleed out. Survivors cannot complain right? The killer's too weak for there to be any complaints, right?
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I have, on all 3 ocassions. It just seemed to me like what they were doing was normal and justified. Why else would it keep happening every time. I wanted to poll the community to see if that is normal.
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But when the Legion hooked me I saw a survivor with Deep Wounds just running circles in the basement instead of mending themself or repairing gens. They aren't technically inactive, as it seems they're simply trying to hide their killer instinct aura from the Legion by never mending the Deep Wounds status away, but they seem to be set on running circles until all of us are dead so they use the hatch to escape.
So what if I led the killer to the basement?
Edit: I am not admitting to griefing. I am using a scenario to see if griefing was justified. I was that survivor endlessly running circles in the basement. On three sepearate occasions today, against the Legion, I ran into the basement after the Legion applied Deep Wounds and ran off. I was actively trying to keep the Legion's killer instinct from giving away my position by keeping Deep Wounds applied, and was actively trying to avoid being put into the dying state by running endlessly (the basement being the safest option). On all 3 occasions, other survivors who had seen my aura, kited the killer to the basement.
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Survive With Friends is not an issue. The information they share using voice chat, information that is not base kit in the game, giving them an unfair advantage over Survivors who don't chat (SWF or solo) is.
- Either remove Survive With Friends from the public ranked matchmaking, knowing that it could potentially be abused for extra shared information via voice chat, or
- Acknowledge that SWF can make use of voice chat to gain an unfair advantage and simply make the extra shared information base kit, removing the voice chat advantage, and buff the killer now that all survivors are on the same page
Sure, not every Survive With Friends group is going to make the fullest use of sharing information, and some might not share any at all while they simply talk about their day. For that reason, they should leave balance-breaking bugs and exploits in the game. Not every player is going to abuse it to their fullest advantage, right?
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One of the questions on the recent community survey asked how strongly did we agree or disagree with the following:
"I find it hard to switch to a new killer because of rank"
This hopefully means they are considering having an individual rank track for each killer instead of for all killers as a whole.
As far as whether or not you should be trying hard, simply play the game how you like it. If the game is stupid hard vs SWF then let the stats show it.
If killers saw when there was an SWF present, they would bring out all the tryhard powers, perks, add-ons, and offerings, and then the stats would show them as competent vs SWF and SWF will never change for the better.
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Survivor on the hook: "Don't make a dumb save if you don't have Borrowed Time"
Also survivor on the hook: "Stop using Borrowed Time to make dumb saves"
Also survivor on the hook: "Why isn't anyone saving me from the hook? I don't care if it's unsafe; I have Decisive Strike!"
Also survivor on the hook: "What are you all doing crouching around the hook watching the killer camp me? Do gens!"
Also survivor on the hook: "Why is everyone doing gens and no one unhooking me??"
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Looking forward to the 999,999 points that will be awarded in 5 years, but I won't need any more Bloodpoints by then
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/1419680#Comment_1419680
Game won't die, and as it is its only "fun" for survivors.
I noticed in the recent community survey that they asked "How fun would you rate the following survivor perks?" and "How useful would you rate the following killer perks?"
Fun only applies to survivors, confirmed.
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OR
Let survivors who play with strangers without using voice chat relay/receive additional information about the match, just as those who use voice chat do.
- Who is being chased
- How many times have survivors been hooked / who's on "death-hook" (would be nice to see as the killer, too, though others would use it to tunnel more efficiently)
- How many totems remain standing
- An icon on the player picture (hidden to the killer) when a survivor is within 12 meters of:
- The hatch
- An exit gate
- The basement
- A Hex Totem
- More shared perk icons for perks that don't give others a direct benefit, but others should still be aware of:
- Wake Up! (8m range, once exit gates have been powered), so that a survivor opening the gate switch can choose to hop off and let the player with Wake Up! open it faster
- Plunderer's Instinct / Ace in the Hole (map-wide, while unopened chests remain), so that survivors who find chests can choose to leave it for the player with Pluderer's/Ace to loot for better gear instead, in hopes that they can grab the leftover items later, if any
- Camaraderie (map-wide, while hooked), so that survivors know they need to move close to the hook at some point during the struggle phase to trigger it, but also know that they don't have to rush the unhook during the struggle phase while it's active
- Resilience (8m range, while injured), so that survivors know why you refuse to be healed beyond 95%, or at all
This way, it won't matter who's in a SWF group or not; they'll all have similar shared knowledge about the match.
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I've found that my hand gets tired if I spam the struggle button as often as the prompt suggests. I have found that pressing it half as often as the prompt greatly reduces the fatigue while still keeping me in the game, but another method for struggling would be appreciated.
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https://www.youtube.com/watch?v=LlgK8KFA5xQ@Carpemortum said:
Well, all 4 of your listed reasons are actually valid reasons that killers stay close.
So I dont really see your point in trying to use those as a "shame" tactic to say campers are gonna camp, here is why, and then list reasons that GOOD HIGH RANK killers would use to stay close.
"I'm not camping, I'm patrolling..."
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Sure! Throw on any 4 perks you like. Once the game starts, get camped and tunneled by the killer until you die with 4,000 points or less. It's not like all 4 survivors used an anniversary offering while the killer used none, yet the killer gets 30k points while the survivors die with 4-10k. Fun!
Don't find this fun? Drink some bubble tea! 😠
Edit: Took this screenshot after posting this comment, and gee, look, it's exactly as I said it would be (and has been).
Nos37 playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.comAnother fun build: Equip Better Together and watch every teammate use it as a beacon to kite the killer to you in an effort to ditch them because they can't loop and the devs decided that stealthing out of a chase should be an impossible thing.
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Bubba and Freddy were considered the weakest killers for a good while. Freddy got his re-work; now Leatherface is getting his. The next re-work will likely come after a community survey. Clown, Plague, and Trapper might be the top 3 contenders for it.
If they do re-work Trapper, they should give him a secondary power with a cooldown (BHVR likes their power cooldowns lately).
This secondary power should let the Trapper multi-task by teleporting the furthest unset trap to his hand after manually placing a trap, and by resetting the nearest unset trap after manually resetting a trap. (With this change, the Ultra Rare Irridescent Stone Add-on should instead stop the auras of trapped Survivors from being shown to other Survivors.)
This secondary power could allow the Trapper to walk over a trap and/or move speed could increase while a Survivor is caught in a Bear Trap and while the Trapper is not in a chase, consuming the power bar and returning move speed back to normal if it runs out.
As far as the trap escape RNG, it can be switched over to a skill check system. Ultimately, a trapped Survivor should have two choices: wait for another Survivor to untrap them and not lose any health states by doing so, or attmept to escape but cause damage to themself by doing so.
A trapped Survivor can Attempt Escape x times and will automatically lose a health state upon starting their first attempt (Healthy> Injured> Deep Wounds> Dying). Each attempt will present a difficult skill check with a great, good, and fail zone. If the Survivor completes all x skill checks and frees themself before being rescued or picked up by the Trapper:
- They will lose an additional health state if any skill check was failed (failing multiple times does not stack),
- For the next t seconds they will be Hindered if any great zones were missed (all greats means no speed penalty)
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Or, you could look at it as "Pyramid Head nerf with 0 penalties for players who abused his cage mechanic" and be happy that you weren't punished for playing scummy as Pyramid Head...
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"You could also gen tap, which wasn't nearly as slow as people say." - @xTalon32
Gen-tapping was as slow as hitting a good skill check (and regressing 5%) every four seconds. Even if you could never hit a great skill check, you would still progress faster than tapping so long as you didn't get a skill check more frequently than once every four seconds.
@Nos37 said:
Here's a breakdown:
- A Good skill check with Ruin is 5% regression, or 4 charges = 4 seconds of Survivor repair lost
- Survivors can tap a gen twice per second, at best, and that tap only adds 0.25 charges = 1 charge every 2 seconds
- Alternatively, Survivors can tap and hold for half-a-second, once per second at best, and that tap only adds 0.5 charges = 1 charge every 2 seconds
- This means that the Survivor would have to get a Good skill check every four seconds to lose as much progress as they would by gen-tapping!
I can tell you that I don't get skill checks that often as Survivor. Gen-tapping is in the Killer's favor.
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Soggy wheaties with raisins... with water (when you ran out of milk)
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/1404888#Comment_1404888
If the game is that much of a steamroll, I would enjoy being able to bring it to a close rather than draw it out. Nothing worse than a game where you perform well enough that the remaining two survivors start hiding in hopes I find the other first so they can get the hatch. If I can't make an intelligent play until after the save has already occurred (due to the sound) then it's actively just drawing the game out at that ponit.
Just continue to make "inteligent plays" by going to the opposite side of the map. The cage always spawns on the opposite side. Not sure if it will spawn on the back left or the back right? Don't walk straight down the middle. Walk toward the back left and patrol the edge of the map heading right, or vice versa.
Oh... Your "intelligent plays" were just BBQ holding your hand and giving you momentum, but caging doesn't proc BBQ nor show you the white cage aura anymore, so now you have to think for yourself... Poor thing.
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@LordRegal said:
They did "fix a bug" and there's a noise notification when a save from a cage happens now, but I do agree that the lack of information is absolutely massive.
https://forum.deadbydaylight.com/en/discussion/comment/1404371#Comment_1404371
I personally used the auras of the cages to make it easy to discern where survivors were. If a save happened super quickly and there was a gen nearby, it's safe to assume the saver was on that gen and I should go there to disrupt the now two people working on a gen. If I cage one person and hook two others in quick succession, it is safe to assume the cage is the target of the fourth survivor, but with the change it is now impossible to contest the cage until after the save has happened. It's drastically reduced his ability to apply pressure when using the cages in scenarios when you wouldn't be tunneling.
If you can cage, AND hook two Survivors after, then you don't NEED the aura information. Either continue playing exceptionally well, or let the Survivors continue to play exceptionally bad, whichever the case in this scenario may be.
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@Rivyn said:
How is it balanced when it encourages bad plays? I'll have survivors follow me to hooks to get the BT save, knowing their buddy will then body block for them. Or they'll follow me as I chase another survivor, in the hopes they'll be annoying/hinder/threaten me enough for me to hit and activate their BT.
If body blocking wasn't a thing? Then it would be in a more balanced state, Or if the damage transferred to the savior, so they actually run a risk for using the perk. Heck, make it so you need to take certain actions to gain use out of it. Say, heal two survivors and get one ticket, which can then be used for the save.
Have Borrowed Time start disabled and has to be unlocked over time (like Repressed Alliance). Borrowed Time is activated after the killer has been within 16m of the hook for 20 seconds.
This lets the perk be used in a situation that calls for it, and cannot be used for free escapes at the end game if the killer never camped thoughout the whole match, yet still lets Borrowed Time plays be made if the killer does decide to camp at the end game.
Plus, it more appropriately matches the name, Borrowed Time; instead of what it should currently be called, Stolen Time.
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I'm trying to make a guardian angel build, and Borrowed Time is one of the very few perks that actively protects others.
I'm not trying to protect every Survivor, just the Obsession, so For the People is no good if I become the Obsession and disable my Blood Pact perk.
Wish Soul Guard's effects affected others, not myself.
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404366#Comment_1404366
Actually it does, because if there's only 2 people left, camping IS a tactic, whether you like it or not. Just means now the cage is useless when it's 2v1. It would be reasonable if NO ONE could see the cage, or they compensated by removing the yellow gen from PH's perk, but, like op said, anything to please the survivor base.
You don't have to cage the survivor. If it's a 2v1 and you want to camp, then hook them normally. Decisive Strike? Slug them for 60 seconds first. Can't count to 60 accurately? Equip Make Your Choice and wait for its cooldown to complete before picking up the Survivor with Decisive Strike. No room for Make Your Choice in your build? Then tough.
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"I think most of you guys don't know how annoying old Ruin was to face on console. On PC I hit great skill checks no problem but on PS4 I can not hit a great skill check for the life of me." - @FearlessHunter
I also had to adjust to skill checks after switching from PC to console. I noticed that if I aimed for the great zone, I would miss it consistently. What really helped was that the distance that I missed it by was also consistent. All I had to do then was compensate for the delay by aiming at an invisible great zone in front of the actual one.
It's a lot like re-zero'ing gun sights. If I kept missing the great zone by 10º, then I simply had to aim for a spot that was 10º ahead of the great zone to hit it nearly every time.
Nos37 playing Dead by Daylight: Special Edition. View more Xbox clips at GameClips.io -
"Ruin lasts until the end of a match somewhere around 50% of the time, last I checked. So no, it's not instantly cleansed every game." - @Almo
This doesn't necessarily mean that totem spawn locations are fine as is. With matches being shorter (no old Ruin to slow the game down anymore), of course a Hex perk will last for a longer percentage of the match.
If matches ended in 1 minute, then Ruin would last until the end of a match around 95% of the time.
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Oh, I'm sorry. Let me compare WGLF to oranges instead.
Oranges are sweet & juicy...
I wish We're Gonna Live Forever was sweet & juicy too!
"This isn't a hot vs cold thread. This is a cold needs to be changed to a better temperature thread. Please don't do the hot vs cold thing."
How can we say that one thing is hot, or that another thing is cold, without the other; without relativity?
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1400783#Comment_1400783
This isn't a BBQ VS WGLF thread.
This is a WGLF needs a buff thread. Please don't do the killers vs survivors thing.
That's not the point of the thread, we don't need the added hostility.
Apologies for posting it as a separate response instead of editing it in to the initial thread post. I'll fix it.
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"BBQ has the aura reading, the duration scaling with level (2/3/4 seconds) and doesn't effect BP" - @NuclearBurrito
I had Killers say they only run BBQ for the Bloodpoints, not for the aura reading. This change would show their true intention.
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[Moved, and edited into the original post.]
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Alternatively, the match could start with three perks disabled for everyone (including Killer). Every 2 minutes, both sides have 1 more perk slot enabled.
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I had suggested something similar, but the perk slots were not locked, they were simply disabled until members of the SWF were sacrificed.
For example, a group of 3 would still be able to equip all 4 perks, but when the match starts they each only have their first two perks enabled. When 1 of the 3 die (not the random), then the remaining 2 members have their third perk enabled. When it is only down to the last of the group (whether the random is alive or not), that member will have all 4 of their perks.
This is open to strategy as well. They could put Left Behind or Wake Up! in their last perk slot, knowing that it won't be necessary (nor enabled) until they are the last of their group.
The question, though, is "should perks still accumulate tokens and/or progress while disabled?" Should Deliverance not work until enabled later on if its conditions were met while it was disabled?
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Let's start with Realistic Perk Descriptions: (Changes are in bold)
- Hex: Devour Hope - When a Survivor is rescued from a hook at least 24 meters away, Devour Hope receives a token.
- 2 Tokens: Gain a 5% Haste status effect, 10 seconds after hooking a Survivor, for a duration of 10 seconds.
- 3 Tokens: Survivors suffer from the Exposed status effect. Devour Hope will be cleansed just as you are about to hit a survivor.
- 5 Tokens: Grants the ability to kill Survivors by your own hand. Survivors who are hooked will attempt to escape the hook and stop struggling if they fail to.
- The Hex effect persists as long as the Hex Totem is standing.
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- Boil Over: Your struggling effects on The Killer are increased by 75%. You obsucre The Killer's ability to see hook auras within 14 meters. There is a 50% chance for a hook to spawn next to you when put into the dying state. The Killer will teleport to the nearest hook when the struggle meter reaches 99%.
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- Mettle of Man: After you earn 3 Protection Hit scoring events, Mettle of Man Activates. Once activated, the next occasion that would put you into the dying state from the injured state is ignored. The next time you heal back to full health, your aura will be revealed to the killer when you are further than 16 meters from the killer. Mettle of Man will deactivate the next time your are put into the dying state.
- Increases your chances to be the Killer's Obsession.
- The Killer can only be obsessed with one survivor at a time.
- Removes the ability to score Protection Hits.
- Hex: Devour Hope - When a Survivor is rescued from a hook at least 24 meters away, Devour Hope receives a token.
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When you want to successfully escape the hook, and it fails everytime...
and when you want to suicide on hook to avoid being Mori'd by a scummy Wraith who just camps the hook with an Ebony Mori to insta-kill everyone out of the game, and the game lets you escape only to get immediately Mori'd...
FML
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"Giving a player hatch should count as a 4k."
And suiciding on hook should count as an escape. /sarcasm
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My favorite is when the Search Locker gets interrupted and then the Grab immediately after gets interrupted.
I've found that (if the survivor knows that you saw them enter the locker) walking up to the locker and performing an attack (not a lunge) will skip the Search and successfully grab the Survivor instead as they jump out (excluding Head-On perk). There's a chance that they stay in the locker until you swing and then they exit the locker while you recover, but small chance for a grab is better than no chance.