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OogieBoogie

OogieBoogie

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  • There are actually 5 botany charms. At tier 55 you get an all red one!

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/867667#Comment_867667

    So you're telling me they have been making gradual changes over time to improve the experience of solo survivors, exactly the way they said they were doing?

    I wasn't arguing with you, just confirming that they have mentioned this goal well before the AMA. Though to be honest, aside from the obsession thing and the upcoming Kindred buff I can't think of anything else they've done to help solo survivors. I'm probably forgetting something though.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/866764#Comment_866764

    The only time I've seen them say that was in the Reddit AMA. It's been barely a week, give them a break.

    Although if they said the same thing previously in a stream or something, I'd be most obliged if you could link me to it.

    They've said it on multiple occasions for at least a year and a half. It was there reasoning for making the obsession visible to everyone and giving the little animation when they're in a chase. That was added with the Curtain Call chapter.


  • @Lost_in_the_Fog said:

    I was told in post game chat I was a camper because I kept going back to the same gen.

    CAMPING A GENERATOR?!?!?

    . . . seriously?

    I got called a gen camper about a week ago when they were 3 genned. They actually complained that I didn't chase far away survivors that were just out in the open 40m away running in circles as if that isn't the most obvious bait possible.

  • "Your fun always comes at the expense of someone else's fun."

    Sure, if you're a sadist.

  • @[Deleted User] said:

    honestly I am happy for the Michael nerf all stealth killers are not immune to spine chill except Michael why does he get a special treatment?

    Because he's only barely faster than survivors at EW1, can't bloodlust and has a pitiful lunge range, meaning he basically has to rely on sneak attacks.

  • This seems to be happening with everyone. And yes, the tome content is already in the game. Otherwise they'd have to update the game to release each level and they said they don't have to do that. Also I believe someone's posted the cinematics on YouTube. The devs said they're unlocking levels periodically so people have a reason to keep coming back rather than completing everything in a week and getting bored.

  • Can confirm it doesn't have to be a mori. Got it on my 2nd try with 3 mori kills and 1 survivor suiciding on hook. They really need to reword that challenge, since "kill" and "sacrifice" are usually two different things in this game.

  • @Centrum said:

    People whine when events are delayed to fix bugs.

    People whine when events are launched with bugs.

    You guys don't give BHVR a break either way, do you?

    You say this as if those are two separate events and that they didn't BOTH happen.

  • The problem is that if they aren't healing you're effectively getting half the points. As in, half as many hits for Malicious and half as many chases for Chaser. It's a big issue with the emblem system when it come to any killer that downs in one hit.

  • "Keys aren't broken, you have to actually work for it."

    No, you have to do what you'd already be doing if you didn't have a key. You just get to skip part of your objective, same as moris.

    "and its of course very easy to just pick up the key at maps like shelter woods 😂"

    Yes? Why wouldn't it be? Just use the tree as a reference for the center of the map and the killer shack as "north". Then you can always remember where you are relative to the tree and get back to the key. The killer can't patrol gens AND keep you from picking up the key. Even if the key is in the middle of the gens all you have to do is wait for them to chase someone then go for it.

  • You could also do this on other maps, like Lery's, Coal Tower, Hawkins Lab, etc.

  • For some reason there seems to be a common misunderstanding. The issue is NOT 4 survivors escaping after all gens are done. It's 2-3 survivors escaping while there are still 1-2 gens left. The killer cannot stand over the hatch AND guard gens. It takes a very short amount of time for the survivors to run up to the hatch, press M1 and jump in. This means the killer has to stay close to the hatch to close it (after at least one person escapes), meaning they're not watching gens. That puts them in a lose/lose scenario.

    And no, Franklin's Demise is not a counter to keys. I don't understand why people keep parroting that. At best, you'll knock the key out of their hand while they run toward the hatch. Then what? Are you gonna stand guard over a tiny key that can easily be picked up and used by anyone in seconds? Then the gens pop and gates open and you still lose. If you wanna get rid of it for good you'd have to hit them 10 times, and by then they're likely dead anyway. There's nothing stopping survivors from simply coming back for the key when you're busy guarding gens. Better yet, they could just hide the key and come back for it later and there's nothing you can do about it.

  • @ClaudettesUncle said:

    Nah, keys are fine you have to work for it. Moris are not, killer can just tunnel them to death and thats not difficult.

    If you have a problem with keys use Franklins....

    They're both in need of fixing. Stop using moris to excuse other broken things like keys.

    And for the love of god stop suggesting Franklin's. They can easily pick the key back up when they need it and standing guard over it means you won't be guarding gens so it's a loss either way. If they're really smart they'll just hide the key somewhere and go back for it when the hatch spawns. Franklin's isn't a counter to keys.

  • Keys:

    -New action where key is inserted into the hatch and turned

    -Turning the key fully takes 7 seconds for each survivor left alive when inserted (i.e. 14s if there are 2 survivors)

    -Survivors can remove the key at any time, but that resets progress

    -Once inserted, the killer is notified that the hatch is being opened (they are not told where)

    -Opening the hatch makes a distinct sound audible up to 32m

    -Killer can stomp on hatch to begin regressing the opening process (regresses 1 second of progress every 2 seconds)

    -Once fully regressed, the key pops out of the hatch and sits next to it

    -Once opened, key is consumed and hatch stays open until the killer closes it

    -Once the killer closes it, hatch re-locks (unless there's only one survivor left)

    The idea is to turn key escapes into an alternate escape route rather than an easy getaway. For instance, if you are 3-genned and there are only 3 survivors left. This could bring in some strategy, such as having 2 survivors keep the killer busy at the hatch while the 3rd finishes a gen. I'm on the fence whether hatch-grabs should be possible. Grab interrupts on the person opening it would be though.

    Another idea for keys separate from above is to allow them to recharge passively while the survivor is in a chase. This would make their other function more useful.


    Moris:

    -Cypress: Unchanged

    -Ivory: Only works on death hook survivor; final survivor can be mori'd anytime

    -Ebony: Only works on death hook survivors; final survivor can be mori'd anytime

    If this isn't enough, maybe add a requirement for a certain number of gens to be done before getting the mori's (3 gens for 1st mori, 4 for 2nd, 5 for 3rd, last survivor always able to be mori'd).

  • Maybe for April Fools they could replace all Ghostface masks with it.

  • @InfinyMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/765368#Comment_765368

    I could be wrong but didnt i have to always hide it after every trial. Because even when leaving the end game lobby my eyes would catch words there and thats enough to trigger my anxiety. Lol really the game without the chat itself is bad for me but it helps not being subjected to peoples toxicity on top of it.

    I don't know if it still works, but you can go to "C:\Users\[Username]\AppData\Local\DeadByDaylight\Saved\Config\WindowsNoEditor" and open the GameUserSettings.ini. Then change "ChatDefaultVisibility" from True to False.

  • @InfinyMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/765249#Comment_765249

    I honestly switch back and forth. Lately ive been on a good streak. Have been thanked by people I carried to the hatch several occasions now. And have gotten GGs.

    But im sure I'll switch it back to blocked when someone starts trying to BM me. Lol I have anxiety issues and im an introvert. I specifically switched to console to not deal with post game chat. Its nice to have an option on when to shut out society and when to let them in.

    You could've just hidden chat (the little arrow next to the chatbox).

  • The percent off is the discount for buying the whole outfit rather than each piece individually. With most outfits each piece is 400 cells so buying all three pieces would normally be 1200, but instead it's 1080 which is 120 cells (10% of 1200) off. Currently the Hallowed Blight outfits are 900 cells, which is 300 (25% of 1200) cheaper than the sum of each piece.

  • @Rydog said:

    Also, I'd love to hear your explanation of how Chucky would physically pick up a survivor and put them on the hook. :D

    Voodoo possesses the survivor and forces them to hook themselves.

  • Pretty sure it's a bug. I've had several games tonight where I was disconnected from host as soon as I died or escaped even when the killer had no reason to leave.

  • That's a "fat-shaming" spot. They aren't intentional but pop up all the time because of procedural map generation. Post in the the bugs section and they may be able to fix it in a future patch.

  • By my math it takes a little over 8.5 million bloodpoints minimum to max out one survivor, and about 8 million to get all perks on a killer. That's not including prestiging. So if you were to go the minimum practical route (no prestige all perks on all 16 killers + all survivor teachables + no prestige all perks on only 1 survivor since they all play the same) it'd take a minimum of 152.5 million bloodpoints. For perspective, if you were to get max bloodpoints in every match with a double bp bonus, it'd still take 2,383 matches to get that. If each match is 15 minutes (5 minute queue/loading + 10 minute match), that's just under 600 hours of gameplay JUST to get access to all perk loadout combinations. That's without prestiging, while focusing on one survivor and being VERY generous with point gain. And the number only gets higher with each character added.

    It shouldn't take that long to unlock things that affect gameplay. For cosmetics it's fine if it takes a while. There's no sense of urgency to get them; they're just nice rewards to occasionally. But when it comes to perks, you're gimped if you don't have access to certain things, or at the very least you're limited in what builds you can use to mix things up.

    Someone suggested just eliminating perk tiers entirely, which I think is the best solution. There's no reason for them to exist anymore and the devs have already been altering lower tiers to be more in line with tier 3. Back in the game's start there weren't enough perks to fill out 50 bloodwebs, so splitting them up made sense, but that's no longer the case. Making all perks single tier would also open up the possibility of new perk effects without the devs having to worry about how the effect could be split up between 3 tiers.

    If they're really reluctant to do that though, an alternative could be to simply have everyone start off with tier 1 of every perk they have unlocked instead of just their unique perks. Teachables would automatically unlock tier 1 versions for everyone as well. This way you'd always have the option to use any perk, even if it isn't the most powerful version of it.

  • Is the thread title self-referential?

  • @Raccoon said:

    Doesn't throwing up a fake pallet remove the debris?

    It does.


  • @Supernaut said:

    I'm all for a BP % Boost for new players to get you started as there are a LOT of perks now, but just like the more expensive RARER cosmetics, I do not believe that the cost, or grind should be lessened so that 100% on all can be achieved by a casual player.

    There is no one forcing anyone to put that many hours into a game, to get that level of completion, but as the Devotion system is non-existent, a sense of satisfaction from completing the nightmarish grind is the best there is. Take that away and it’d be interesting to see whether interest wanes…

    @George_Soros , I'm with you!

    We're not talking about cosmetics though. This is about perks, something that's actually a part of the gameplay. That means it SHOULD be accessible to all, even casual players. Even with this change, it would still take at least 200 hours to P3 all killers and get every perk, and that's being generous (max score every match with 4 stacks of BBQ).

  • This definitely needs to happen. The bloodweb kind of made sense when the game first started out. They needed some sort of progression system to get people invested, but they didn't have a big enough team to regularly make cosmetics to unlock so they used perks instead. Then they had to split them up because there were so few (only 20 killer perks if I recall). However, now the gameplay itself is better (still far from perfect of course) and there's a better progression system that doesn't encourage or even really allow grinding (shards). Then there's also the battlepass and archives on the way, so this old bloodweb perk grind is no longer necessary.

    They should absolutely just make perks easier to unlock while leaving the bloodweb for getting items/addons/offerings. They've already been altering lower tier perks to be more in line with tier 3, so why not just get rid of the lower tiers entirely?

    I decided to crunch some numbers. This idea could save between 58m-96m bloodpoints when it comes to maxing out all current killers alone (P3 all perks).

  • @thrawn3054 said:

    I thought it was one time use. I've never ran it so I had no idea.

    It was originally once per match, but it was reworked a while ago.

  • Well the alternative is camping the person on hook. The design of the endgame has always disincentivised going after others because they'll usually just run out the gate with the speed boost before you can catch back up to them. Meanwhile the hooked person gets freed, hides and heals. Once they're at full health you can't do much to stop them from running past you out the gate without insta-downs. That means there was never much choice in how the killer played the endgame if they wanted to actually kill someone (their main objective).

    The collapse didn't do much to change this, but it did make it potentially more rewarding to slug people in the endgame since they make better bait for the killer (ironically) than someone hooked. Someone on hook could kill themselves or quickly die normally, giving the remaining survivors no reason to stick around and risk themselves. Someone on the ground has more opportunity for escape since they can move around and be picked up quicker making them more difficult to defend. They could also Unbreakable or crawl out the gate if the killer isn't careful. This makes them less likely to quit and they take longer to die, giving more time/opportunity for the killer to turn the match around. The dying person also takes time to heal at first (barring insta-heals), so the killer is free to go for more risky chases during that time.

    Unless you were meant killers are slugging the last person when the hatch and exits are closed, in which case that's a **** move (unless they just want to see the animation). The devs really should've just made it so the last guy is auto-killed if downed while all exits are closed. It'd ruin Unbreakable/No Mither comebacks, but I think it'd be better overall.


  • @Karl_Childers said:

    Lol an edited clip to complain about gen rushing....now I’ve seen everything!

    To be fair the cut was kind of difficult to spot. I didn't notice it until I went back to try and figure out how they managed to do a gen in 25 seconds with 2 people, since that's impossible with their loadouts.

  • Just want to point out that at 20s in there was a cut. His trap count goes from 10 to 6. There's no telling how much time was cut, so it could have actually been several minutes into the match when those gens popped.

  • Apparently Playstation Japan announced it for the 20th.

    https://twitter.com/PlayStation_jp/status/1106398192512327680

    "Dead by Daylight's new chapter "Demise of the Faithful" will be delivered from March 20! What is the power and perk of the new killer "The Plague" and the survivor "Jane Romero"?

  • The funny thing is, if you want to gen rush, splitting up is a far more effective strategy. This is both because it saves time from traveling to generators by covering more ground simultaneously and because it splits the killer's attention. This means that Prove Thyself barely does any work in an actual gen rush. It would only really come into play for the last 1 or 2 gens, but even then it may be more strategic to work on separate gens so you don't put all your eggs in one basket and so the killer has a harder time keeping pressure.

    @Nickenzie The effect actually is applied to everyone on the gen. For some reason the description on the wiki differs from the in-game description, which is "For every other Survivor working on a generator within a 4 meter range, gain 10% repair speed bonus. This same bonus is also applied to all other survivors within range. Gain 100% more Bloodpoints for coop actions. Survivors can only be affected by one Prove Thyself effect at a time."

    That's why you get a buff icon when someone near you has Prove Thyself. This means that if you have 3 on a generator, each of those survivors would get a 20% bonus, bringing their repair rate up to 1 charge/s each (3 c/s total). This effectively negates the penalty for grouping up on gens.

  • Prove Thyself isn't going to affect gen rushing much because it relies on survivors grouping up to work, but it's much more efficient/strategic to split up and tackle separate gens simultaneously. This is mainly because it cuts down on travel time. If you have 3 survivors repairing (while one distracts the killer) and they're hitting gens one at a time, that means they're making 5 separate trips. Meanwhile, if they split up on the first 3, that's only one trip, plus one more to get to the 4th and 5th gen. The time saved from this is more than you'll save from Prove Thyself (about 6.66s per gen with 3 people). This also makes it much harder for the killer to pressure gens. Doing gens this way, Prove Thyself would only come into play on the last two gens, where it'd save you 6-7 seconds. That's nice and could help break a 3-gen, but I don't think it's game-breaking.

  • The problem with DS isn't even entirely in whether or not it's balanced. It's just really cruddy when you manage to outplay them (or they make a huge mistake and are being punished for it) only to have that snatched away because the survivor hit spacebar at the right time. As much as survivors complain about certain killers/perks being unfun, DS is one of the most unfun things in the game. Compare it to another 2nd chance perk like Deliverance. You could remove the hook save requirement, the broken status, and even make it usable on the 2nd stage (or even once per stage) and I still wouldn't mind it nearly as much as DS. Why? Because at least I'm still getting the progress I worked for.

    I've never minded NOED personally. It's rarely been a problem for me as survivor. Unlike DS, it has actual counterplay. Either cleanse the totems before finishing the gens, hide after the gens are done and cleanse it, or just sneak out while the killer's busy with others. DS on the other hand just has a very soft counter in Enduring (which you have to equip ahead of time) or dribbling, which is situational and is itself VERY easy to counter by just one person bodyblocking. It can even backfire if someone flashlights you, letting the survivor get away AND keep their DS. Slugging isn't a counter, it's just avoiding the problem. They still don't get put on the hook and it takes 4 minutes to bleed out, so while you're removing them from the game for a short while (like you would be if they were hooked), you're still not making any progress towards your goal as killer.

    That said, It wouldn't bother me if the speed boost were removed for NOED, if it meant DS being changed.

  • @AlphaJackson said:
    I'm pretty sure you're all misreading the fade note, if I'm not kistaken what they're saying is that it fades in 4 seconds now and not 6.6? So I don't see how that is a nerf.

    It's a bit of a double-edged sword. The faster fade out is clearly a buff, but they also made the fade in quicker as well. With the increased TR, this means your TR will expand at a rate of 8m per second, whereas previously it was about 4.2m per second. This could affect things like sneak gen grabs a bit.

  • Absolutely nothing you did was even close to scummy. If they managed to get spotted (especially against a Nurse) while you were busy with someone else then that's entirely their fault. It's really depressing reading you constantly beating yourself up for just playing the game the way you should. I try to pull back if I'm doing too well, but it's not because I think I'm being scummy. It's because it's not fun for me or them if I just end the match it 2 minutes.

  • The Chaser emblem more gains points for "winning" chases faster, which just means landing hits quickly. Legion excels at that. You can essentially "win" 4 chases just by downing one survivor.

    The Malicious emblem is for getting hits, which again, Legion excels at. Also it might only subtract 1 point when they heal from Deep Wounds to full even though you can hit them more than once (gaining multiple points). On top of that, people often don't heal against Legion, so you don't lose those points at all.

    If they're taking time to mend (and especially if they heal up after) then that's time they're not spending on gens. That helps slow the game down for Gatekeeper.

    Devout's pretty self-explanatory.

  • I still have ones from last year and they've never been disabled. Same for Halloween items.

  • @MasonHugsCats said:
    This would make SWF less toxic for killers

    No. No it wouldn't. Getting paid to take a punch to the face doesn't make your jaw hurt less. It just means you got something out of it. There would still be groups that go out of their way to make the game unfun, and voice chat would still break certain game mechanics. You'd just get paid to suffer through it. That doesn't solve the problem.

  • @Plu said:
    i get why they did it, so you can't hit them + Frenzy to them and cancel it to speed up the chase but even that isn't great either.

    But that's no different than just Frenzy hitting them first then running up to them and cancelling, except that using Frenzy immediately is easier.

  • I honestly don't understand why they added the power depletion on normal attacks in the first place. It's not like there's any real advantage to activating Frenzy immediately after hitting them normally - it's actually worse. It just seems like such an unnecessary limitation, like the power depletion when cancelling (which they've talked about removing). Did they run out of ideas for addons and add this limitation just so they could make an addon for it?

  • You need to be in Killer Instict (when you can see the blips that show where non Deep Wounds survivors are) when you down someone who already has Deep Wounds inflicted. Basically, you need to:

    -Hit survivor A with a Frenzy attack
    -Hit survivor B with a Frenzy attack to trigger Killer Instinct
    -Return to survivor A without exiting Frenzy and hit them again when their timer is low enough that it'll down them

    It's kind of ridiculous, considering Killer Instinct doesn't show you where survivors with Deep Wounds are and you can't see scratch marks in Frenzy. By the time you've hit the 2nd survivor and run down the 1st one's timer they could be anywhere and you only have a very short time to find and hit them.

  • @Nickenzie said:
    AChaoticKiller said:

    The increased pressure of losing your prey fills you with anger and gives you unsuspected motivation. Each time the survivors complete repairs on generator, Fire Up grows in power and grants speed bonus to movement, pick up, drop, break action, and vaults.

    • 2 tokens: receive a 2% movement speed bonus and 10% action speed bonus.

    • 3 tokens: receive a 3% movement speed bonus and 12% action speed bonus.

    • 4 tokens: receive a 4% movement speed bonus and 14% action speed bonus.

    • 5 tokens: lose all movement speed bonuses and receive 25% action speed bonus.

    The idea is that as the trial progresses you get slightly faster at everything. However since noed already gives you speed at the end, Fire Up losses the movment speed bonus it gives you and in return you can destroy pallets and vault windows insanely fast to close the distance on survivors. This is the 3rd tier version, what do you guys think of this buff?

    So with 5 tokens...
    -You'll move 9% faster than normal
        115% Normal MS => 124%
        110% Hag, Spirit, etc MS => 119%
        96.25% Nurse MS => 105.25%
    -Have a 61% action speed bonus

    Fire Up bonuses aren't cumulative. The number of tokens just determines which bonuses you get.

  • For the same reason they put mending in the note: to clarify that basically anything that isn't normal healing or recovering isn't considered a healing action from this patch forward.

    @SolarSysteme said:
    "Wake up", the perk that lets you open doors faster, indeed has nothing to do with Nurse's Calling. I believe the nerf applies to the action of waking up another survivor from the dream state of Freddy's power.

    That's what OP was referring to. Waking up has never been considered a healing action.

  • It'd be odd if they didn't release it until next week, considering the "launch" trailer came out last Thursday. Why show a launch trailer for something that isn't launching for a week and a half?

  • @Dreamnomad said:
    Self care heals twice as slow.

    Technically it heals infinitely faster, since a survivor in the same circumstances as a survivor with only Self-Care (as in no medkit or other survivors) won't be healing at all.

  • At the very least they should have incorporated all 4 into the mori.

  • @Aari_Piggy66 said:
    It compensate for her range attacks so no

    You mean the ranged attacks that can easily be dodged from a range?

  • Crap, does that mean they already took the backup save? I wanted to get back to 1 mil first.

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