OogieBoogie
OogieBoogie
About
- Username
- OogieBoogie
- Joined
- Visits
- 1,582
- Last Active
Comments
-
It doesn't activate automatically. It's just that once it's ready to use (screen flashes yellow), you have a limited time to activate it. If you don't, the meter resets.
-
It's an issue with Steam. It's affecting multiple games.
-
They never should have nerfed it to begin with. The problem they were trying to solve was the final survivor basically being screwed if they weren't the obsession and killer had max stacks. That's still a problem even with the nerf, so it didn't even solve it, just lessened it. All they had to do is make it so the effect didn't kick in until the final gen was done, which is exactly what they did with No Way Out. However, now that No Way Out exists it pretty much guarantees they won't rebuff it unless they change the effect or make it so the two perks can't work together somehow.
-
This is one of the things they said they're fixing in later updates (after 4.5.2).
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1843515#Comment_1843515
So... Flip Flop meta now? I can´t remember that i´ve ever seen a survivor use that perk. Like... ever...
Where did I say that? It's a mediocre meme, so why make it worse?
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1843378#Comment_1843378
Thats the point. Killer has to take a wild guess. Especially when he uses perks.
Why make it harder on purpose? The killer already has enough to juggle.
The exact number is 16 seconds (18 with Iron Grasp) assuming they wiggle as quickly as possible. They also gain 25% progression when you drop them. The problem with making the wiggle bar visible for killer is that is makes Flip Flop less useful, since they'll see you have it as soon as they pick you up. And honestly it's just not necessary. With how many hooks there are, wiggle escapes are very uncommon unless you're against a sabo squad.
-
Why do people act like offerings are supposed to be huge game changing things? The only other offerings that really affect gameplay in a noticeable way are map offerings and mist offerings. Map offerings are a bit of a gamble for survivors since some maps favor certain killers. The exception is if a map is survivor sided in general, but that's an issue of map balance not the offerings. Mist is annoying but not gamebreaking. Moris were ridiculous. You could remove someone from the game within a couple minutes and turn it into a 3v1. Now they simply let you see the killer's animation and counter DS after second hook. Making Cypress base kit and reducing the rarity of moris would be nice though.
-
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1718210#Comment_1718210
WTH it's a survivor-only charm? That's really weird.
The Trap-o-lantern and Dwightcrow charms should both be universal, it makes no sense to have it this way.
Like with a lot of the devs decisions, I don't get it either. The Dwightcrow especially should be universal since it's difficult to get and Dwight never got a charm when he was on the rift. I wanted to put the Trap-O-Lantern on some of my hooks.
-
The other night I was playing on Coal Tower and broke one of the doors upstairs (next to the gen). I wasn't able to pass through.
-
It doesn't seem to be consistent. The first match I played and completed 2 generators solo and pretty much nothing else. I was credited 4400 points for the challenge. The second match I did 2 gens cooperatively (with Prove Thyself) and one solo, maxing out the objective category. It only credited me ~600 points. Third match got ~7100 doing one gen coop and one solo and was credited for all of it.
Edit: Fourth match was bugged but the fifth gave me full credit (completing the challenge), so maybe it's every other match that's bugged?
-
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1702183#Comment_1702183
In the article posted on their website on the 21st they said the outfits would be going on sale today, it's not like it was snuck in.
https://us.v-cdn.net/6030815/uploads/HHLCF614KVN2/screenshot-20201023-155809.png
That article only specifies the Hallowed Blight and Hallowed Catalyst collections, which are the outfits from the previous 2 Halloween events. This year's collection is Hallowed Curse.
-
You get more emblem points for shorter chases, not longer ones (so long as you hit them). You get more bloodpoints for longer chases.
-
Looks like the PTB's over. Normally you'd have to select it from the dropdown menu, but it's not there anymore.
-
@mightygiraffe said:
https://forum.deadbydaylight.com/en/discussion/comment/1669749#Comment_1669749
It literally won't let me
You need to be in the main menu, not the killer/survivor screen.
-
@MrRiingo said:
It really doesn't take long. I levelled up like 3 characters to 50+ in a few hours. Just play the game, do the challenges and use bps or similar.
It takes over 4 million BP to get 3 characters to level 50. Unless everyone was burning BPS/cakes every match or you had dailies/challenges saved up that's literally not possible to get in a few hours.
-
@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/1652408#Comment_1652408
Because how does that even begin to work?
He injected one of them with serum and the other three went poof and were inside of the first member? He injected all of them, and then they went poof?
Or, apparently, for some convoluted and not-the-least-bit plausible reason, they were all tied together, injected together , and then fused together?
The logic only gets more and more ridiculous.
You see the problem is you're trying to apply normal logic to a nightmare realm ruled by an ancient being that only appears in the form of spider legs that forces people to play murder tag for all eternity.
-
@xEa said:
Keep the grind more or less as it is. Maybe make stuff in the bloodweb slightly cheaper (for example instead 7000 for a red, make it 6000 or 2500 for a brown etc)
I know, people hate to grind for their perks, items and addons but as much as you believe you dislike it, it is a very important factor why you still play the game. You just dont realise that.
If you need some tedious grind to keep you playing the game, you probably don't actually enjoy the game very much. The rift and shard cosmetics exist now if you really need something to work towards.
Seeing as the next update is assigning each perk tier its own rarity, I doubt they're getting rid of perk tiers any time soon. It'd be nice if they'd at least give every character tier 1 of all perks they have unlocked (universal perks and any teachables that have been unlocked). That way you'd at least have all perks available to try out, even if it's their weakest version.
-
Set aside challenges and you have 342 fragments to get from playtime alone. However, you also get a bonus 300xp per day for your first killer and survivor matches. So let's assume you do at least one match of each daily and set that aside. That's 1600xp per day (500 match xp + 300 bonus for each), which is 2 fragments. That's potentially 140 fragments off of the 342 you need, leaving 202 fragments purely from playtime.
202 x 800 = 161,600xp
Assuming you get 500xp per match (you can get up to 600, but I'll just assume the lower end):
161600 / 500 = 323.2 matches total
323.2 / 70 = ~4.6 matches per day
Add back the 2 matches per day you're already playing for the daily bonus and you get 6.6 matches per day. So basically between 6 and 7 matches per day, assuming you do all your challenges during those matches.
That said, the problem here is that it's also assuming that someone will be playing EVERY DAY for 70 days, which just isn't viable or desirably for most people. I've been kind of burnt out on the game lately and started playing other games and as such I'm at the point where I'll need to play 13-14 games per day to finish, which is 2-4 hours per day. It just feels like a chore.
-
@Mister_xD said:
you need to get 9 hook actions AND 4 kills for it to be iridescent.
kills count a lot more than the 9 hooks you need, those were merely put in to further disencourage camping and slugging.
I don't think that's right, or at least it wasn't. I've given people hatch a lot and I remember sometimes getting 4x iri emblems still. Also I just had a match where I know for certain that I had 3-hooked 3 of them and 2-hooked the one who escaped through hatch (11 hooks total). I even looked back at the recording to verify. However, the emblem only reported 10 hooks, so there's definitely something wrong with it.
-
@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1600433#Comment_1600433
https://forum.deadbydaylight.com/en/discussion/comment/1600485#Comment_1600485
https://forum.deadbydaylight.com/en/discussion/comment/1600565#Comment_1600565
The thing is, against any other killer the BT exchange works. It only didn't work against Bubba as he can simply down you before or get both, also land a double hit to counter BT. But new Doc is able to just cancel your attempt to unhook.
And old Doc could just spam tap M1 in treatment mode to grab anyone who even tried to fake a save. His camping game is actually weaker now.
-
I've thought about it recently and I really think DS could be a basekit mechanic if it were heavily restricted.
-30 second timer
-Timer freezes in chase and slows to half speed while in the dying state
-Deactivates when another survivor is hooked or you perform an unhook/repair/sabotage/cleansing action
-Does not activate on locker grabs
-Does not activate after the generators are completed (alternatively: does not activate within the exit zone)
Then they could change the perk to do something like: When you escape the killer's grasp (by any means), the killer is stunned for an additional 1/2/3 seconds. For the duration of the stun, you make no sound and leave no scratchmarks or bloodtrails.
As for Corrupt, they said they're planning some sort of mechanic to help slow the early game, so it may not be necessary. We'll have to wait and see.
-
Is it even possible to depip just from giving the last guy hatch? I do it all the time and I don't think I've ever gotten less than Brutal Killer from it. Hell, sometimes I still double pip.
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1565823#Comment_1565823
Here is the thing; they are not universally hated.
Here's the thing; I said "almost" universally hated.
There will always be some people who defend broken stuff in this game like keys and iri heads, but every time I see them discussed it's in a very negative light.
-
Is there a single good reason why they haven't disabled ivory and ebony mori's? They've shown in the past they have the ability to disable offerings without removing them from your inventory, so why not disable the one that almost universally hated until a rework is released? At the very least they could disable ebony mori's and leave the other two for dailies. It makes absolutely no sense. I'm just sick of waiting 10 minutes for a match just to see a hidden offering and know there's a 90% chance the match is going to be terrible and I should just DC or suicide and wait another 10 minutes.
I just hope that if they do rework it they don't repeat the insta-heal mistake and announce it in advance without disabling them. The game will be practically unplayable.
-
That's the better option but it doesn't exactly solve the problem. You still get stunned and they can continue to loop you until you're forced to break it or leave and find another spot. So it still renders iri button useless.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1153511#Comment_1153511
So if the cooldown were removed for surge, and a killer downs 2 survivors in quick succession when the survivors have 3 gen’d themselves. That’s a total accumulative regression of 48% progress.
That doesn’t sound balanced to me at all.
Yes, that actually does sound balanced seeing as what you just described is almost entirely on the survivors playing poorly (3-genning themselves, 2 going down in quick succession, tapping all 3 gens between the downs and not running away from the gens when getting chased).
-
*Traps are returned to the Pig 2 minutes after being removed
*Interlocking Razors inflicts Broken status upon a failed box skill check until the trap is removed
*The Pig cannot see Jigsaw box auras outside of 16m, but survivors cannot see them at all until their trap is active
*Rule Set No. 2 hides Jigsaw box auras from survivors with active traps outside of 16m
*Traps placed after generators are completed but before EGC starts are active, but if the killer opens an exit or closes hatch all timers are reset
-
@WTBacon said:
https://forum.deadbydaylight.com/en/discussion/comment/1408982#Comment_1408982
The Devs do know their own game,
they know their game very well indeed.
https://us.v-cdn.net/6030815/uploads/T3AQTQO7NSNR/know-their-own-game.png
😂😂😂😂😂😂😂😂😂
I think this addon made me lose hope that the devs understand the game more so than the Billy nerf itself. They made an addon that gives you a slight movement speed boost only if a survivor uses a specific item on you. An item that's almost exclusively used when you're either A) breaking a pallet or B) picking up a survivor. You know what you can't do during either of those actions? MOVE.
And then they made it a green addon.
-
Would it be possible to disable them before the rework is announced so we don't have a repeat of the insta-heal situation?
-
It takes 12 seconds to snap out of it and 10-20 seconds for the BT deep wounds timer to run out (with it pausing when you're sprinting or mending. Either they only had tier 1 Borrowed Time, you missed skill checks or you let the timer get too low.
-
@Reaver_Raziel said:
https://forum.deadbydaylight.com/en/discussion/comment/1405451#Comment_1405451
Actually the new knock out requires you to use M1. Ability downs dont count anymore. But the downed survivor is gonna crawl slower and be blinded making it harder for him to locate survivors or if he is in swf group tell the others where he is.
Personally I dont think they needed to nerf the any part of knockout since no one was using it. But hey its a change to never used perk. It might help it might not. And we wont know how these will pan out till after the ptb is done. They have changed things before the changes went live. So calm down everyon till first of all we see all the addons. And second of all till we get to try Bubba and Billy. Honestly the charges mechanic to bubba sounds like what players like Otzdarva has call for. Something to end his ability early, to not waste more time than necessary and to give control over your ability back to the player.
Ofc I am an "outsider" here of sorts. Since I am excited for almost any changes, good or bad. Anything to mix it up a bit or to give life to unused, old or dead things.
Knockout already requires basic attacks. I made that post before they announced the changes, but the new Knockout is a straight buff. That means this addon is a worse version of current Knockout, which is a worse version of the new Knockout.
-
@CashelP14 said:
Normally I reply to all these individually but seeing 23 notifications is too much lol it is literally knockout on a killer who has knockout as their teachable perk. Genuinely worried after seeing this what they've done to my Bubba..
It's actually a much worse Knockout. This addon won't work on anyone if anyone is in your terror radius when you get the down. Knockout affects everyone outside 16m regardless, doesn't have a time limit and doesn't require using your chainsaw for the down.
-
"with no other survivors in your terror radius."
Might have been decent without this, or at least if it only affected survivors who were outside your terror radius when they were downed. Hell, they could've just removed that entirely and it'd be fine since it's only 20 seconds. It's not like it's difficult to tell were Leatherface is anyway. I don't know why the devs often put extra conditions on effects that aren't that powerful to begin with.
-
Where are people getting Tuesday? The official post/announcement says the hotfix is coming "late next week". Tuesday's only a few days away. Am I missing something?
-
I haven't noticed this myself, but I did play a game as Nurse last night and one of the survivors in the post-game said it was showing Pyramid Head's power and addons. I didn't see this on my screen, but I did switch from Pyramid Head to Nurse in the lobby (though not at the last second). One of them was streaming and they could see it as well.
This is what showed on my screen:
I also played a game as Doctor and the postgame showed me having no perks, addons or offering equipped, despite using a full loadout. When I got back to the menu, I still had the Bloody Party Streamers I had burned. I'm not sure if I actually got the bonus from them though.
-
Dark Devotion's really good on him. Pop EW3 on your obsession to slug them and enjoy 30s of Undetectable while you sneak up on the others for easy insta-downs.
-
They could just change certain perks (Third Seal, Surge, Gearhead, Dark Devotion, Remember Me) to apply on any attack like they did with Infectious Fright. Then other perks where it might be too strong stay basic attack only, such as Franklin's (maybe), Sloppy Butcher and insta-downs (though those technically aren't applied by the attack, the Exposed status just only affects basic attacks).
-
I can confirm Deathslinger's power doesn't work for this, oddly enough. I just had a made where someone killed themselves immediately and after a bit I just started farming with the survivors. I decided to pull one to a totem and have him cleanse it to see if I could get the achievement, but after multiple interrupts it made no progress. It might be because I didn't do a followup hit and instead just let them break the chain.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1149640#Comment_1149640
Alright, give each survivor the same amount of BP generation as killers, then, if we're going to play that game.
While at it, make it so WGLF also has an actual effect like BBQ does.
Yeah, survivors got to keep their add-ons if they survived, but they also got way, way, way more add-ons (and items) to sift through in their blood webs than killers do to get what they wanted with less BP to do so -- unless you decided to plunder chests, and still managed to survive.
Okay.
-
It's supposed to be 3 in a chase. If chase was broken I believe it resets. However it has been bugged in the past. I'm not sure if that's still the case.
-
"This will help counter-act the effect of Static Blast immediately putting survivors into the next tier of Madness."
I don't understand this reasoning. Static Blast might put a specific survivor up one tier every 60 seconds while they can go down two tiers in 12 seconds. Personally I hate going against Doc and always wanted the ability to snap out of tier 2 madness, but going straight from 3 to 1 is ridiculous. I'd rather just have the ability to snap out of tier 2 when the Madness meter is under 25%. Survivors would have the option to get rid of an annoying status, but they'd be sacrificing time to do so and could potentially just get tiered right back up. It'd be a choice between time or convenience. Also I don't get why they'd make Snap Out of It progress save. If you get interrupted it's probably because you made a poor decision on where/when to do it. This just encourages poor play (i.e. snapping out as soon as Doc turns his back or even doing it a bit at a time in chase).
That said OP's being dramatic. The Doc changes are overall great.
-
Give him the ability to summon a trap from the ground to his hand from any distance with the alternate action button. Maybe with a cooldown (30 seconds?). This would allow him to guard an area without having to leave it and go across the map to get another trap.
Alternate action can reset unarmed traps while standing over them. Just a quality of life change. Maybe in addition they could fix traps moving around when triggered.
Can carry up to 2 traps by default. Bag addons adjusted accordingly.
Escaping traps is no longer RNG and instead is a meter you need to fill. 12 seconds base (affected by perks and addons). This would make things less frustrating for both sides.
-
Yeah this is probably the biggest issue I have with the Doc changes. I like being able to get back to Madness 1, but I think it should require a 2nd Snap Out of It action to do so. Maybe make snapping out from 2>1 take much longer (at least 20s) so while it's something you can do, you're sacrificing time to do so. Being able to go straight back from 3 to 1 in seconds makes madness 3 pretty useless.
Even worse, they made it so snapping out doesn't reset if you cancel the action, so you're not punished for choosing to attempt it at a bad time/place. On the other hand, searching Jigsaw boxes does reset if you cancel, and that's something that can kill you and you don't have much choice as to when/where to search.
-
I don't think the new effect will be enough to warrant it being a hex. However, if it does remain a hex I'd suggest adding an effect to limit repair speed to 100%. Teaming up on gens would still let you repair it faster, but other bonuses from toolboxes or perks as well as great checks wouldn't apply as long as the totem stays up. This would ensure that the regression is always half of a single survivor's progress.
-
@Knots said:
Seems like there would be no consequence to the meta if killers lost their collission with survivors after standing still for 1 minute
Honestly it could be 20-30 seconds and it'd still be fine. The killer would have plenty of time to block for chainsaws, Borrow Time, etc. while preventing them from holding you hostage. They could apply it to survivors too, since they sometimes use bodyblocking to grief.
-
Seems like it. The other entry mentions a survivor too.
-
They should just get rid of secret offerings all together. They're completely pointless. And if I'm using a yellow mori for my daily I'd rather the survivors know it's just a yellow so they don't all DC immediately.
-
I eventually got it because I was up against a guy playing Billy for the first time and had two survivors willing to pile up on most of the gens with me. I actually got my 4th gen (final gen overall) nearly done when the Billy finally came for me. I just kept running around the tree and tapping the gen while he tried to chainsaw me and got it. Got tunneled and killed for his obsession challenge after that but I didn't care. I was finally free. By far the most annoying challenge in this tome. I don't know what they were thinking.
-
-using the alternate action key turns a normal hatchet into an iridescent hatchet
-no reduction in hatchet count
-iri heads glow red on windup
-30-60 second cooldown before you can throw another iri head
-cancelling the throw has a 5-10 second cooldown
This way it's still powerful, but incentivizes using it wisely since you won't have it for a while if you miss, while also preventing you from getting multiple insta-downs in a row and just wiping a team in seconds.
-
@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/908500#Comment_908500
pretty sure it's the 17th
Are they doing 3 weeks between pages for the 3rd and 4th page? Page 3 came out on November 27th, so if they're still doing 2 weeks each the 4th page should come out tomorrow.

