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PalletsAndHooks

PalletsAndHooks

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PalletsAndHooks
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  • Fairness is totally subjective. Fun is too, they're different feelings that can work together. They don't always go together tho, and some people sour their fun because they felt something was unfair.

  • @TheClownIsKing said:

    I seriously, SERIOUSLY like Bite The Bullet a lot now that I’ve used it quite a bit.

    Lose LoS, throw around a few scratch marks, quickly duck into a hiding spot and start healing. Killer just runs on by never even checking the spot I’m healing just feet away from them. Doesn’t even matter if I fudge a skill check.

    Sometimes it doesn’t work, but it’s surprising how often it does work, probably because compared to Iron Will what is actually throwing them off is the fact they can hear/track you injured and then suddenly can’t hear you anymore.

    BTB is golden.

    It's a hush perk. Shut up perk if you're healing someone else.

  • @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2377714#Comment_2377714

    I really don't think it is my technique. Like I said, there have been times I have been directly behind him, facing him, and it still won't reveal. It just doesn't work properly.

    I'm telling you with emphasis, it's all about the angle at which your camera is positioned towards ghost face. It really sucks.

  • It'd be kinda cool if pig could pick up a used trap and " re arm " it at a jigsaw box or something

  • You have to aim your camera directly at him to reveal. Most survivors are always looking down and around their character, you basically have to block ghost face with your survivor to "look" at him.


    It kinda sucks.

  • @ClumsyTrapper said:

    Off the record just needs the aura portion to be permanent ditch the silencing part all together leave that to iron will and give distortion a rework

    This.

  • @Mat_Sella said:

    The point of being Undetectable is to be Undetectable. I think stealth killers (not including Wraith) have it hard enough, especially with Spine Chill already working against them.

    This is true, but it makes alert a third-rate perk, easily replaced by new OoO or any other aura perk.

    The suggestion is to move it away from auras and make it capitalize on a mechanic that was originally exclusive to killers

  • @Mooks said:

    Hm not a bad idea, what would the perk tiers do differently then though?

    and one thing I like about alert especially when playing solo is that I get to know who the killer is almost always early on..

    Idk maybe add a gen buff since Feng is a Technician

    Tier 1 noise notification +5% gen speed for 3 seconds

    Tier 2 noise notification +10% gen speed for 4 seconds

    Tier 3 noise notification +15% gen speed for 5 seconds or something like that

    That might be way too much tho

    Fix Technician to full silence while we're at it. I think it sucks that you have to use a yellow addon in conjunction with Technician to make it fully work.

  • Instead of opening gates, why can't killers kick a gate switch back to 0?


    Lack of gate regression is another consideration.

  • Please give this human a hat.

  • @Ink_Eyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2377217#Comment_2377217

    The emobiment of entitled killer main, pretty much asking survivors to go and harras a basement bubba to get points when it's probably the dumbest thing you can do against a basement bubba, you can end up giving him 2 victims instead of 1, the only thing you can do is do gens which still ends up punishing the survivors despite escaping.

    The emblem system shouldn't be tied to the killer (especially since two emblems of my score system is tied to them and if they go afk or refuse to participate they can deny 2 emblems completely and troll and de pip survivors) I've had matches were the killer goes afk and survivors end up depiping, I literally had a match against a wraith that went AFK, we opened every chest and cleared all the totems, we even tried to stay near the wraith for like 3 - 4 minutes to see if we could get boldness points to avoid de piping and we still de piped, killers like that should double de pip...

    You hadn't mentioned bones previously, and you still admit you didn't attempt a sacrifice for the unhook and your pips. I stand behind the "red ranks don't safety pip" and believe you could have tried. I think you've got a real sore attitude about a video game and it's rather unpleasant. The dumbest thing you did was not try and earn those emblem points and then complain that you didn't pip. Have you ever achieved rank 1? If you haven't ever achieved it, that would explain your soured speech about it.

    Regarding wraith afk, I'm pretty sure you could have hunted him, listening for the squishy noises he makes, using movement collision to find his exact location and attempt a flash light burn to reveal. From there, I believe you can run around in circles in front of him and rack up boldness with faux chases.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2377048#Comment_2377048

    I fail to see how penalizing disconnecting affected The Division in ANY way

    https://forum.deadbydaylight.com/en/discussion/comment/2377080#Comment_2377080

    These are literally singleplayer games

    No man's sky was supposed to be multiplayer.

    Division had so many networking problems, and I came to understand it's sequel wasn't much better. These network issues certainly penalized any option to play, causing people to rage quit and uninstall.

    @BasementDweller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2377048#Comment_2377048

    Most people left The Division to play The Division 2.

    https://forum.deadbydaylight.com/en/discussion/comment/2377080#Comment_2377080

    I don't think using the words "rage quiting" is the right way to describe what happened to two games that were overhyped and filled with a lot of problems.

    Maybe DCs are to be delineated regarding this topic, but if a game is restrictive and people quit playing it as a result, youd think it's some kind consequence-oriented cause effect relationship wouldn't you?

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2377117#Comment_2377117

    I'm quite familiar with them and you're incorrect on these counts. I've already stated that there is no altruism bonus related to working on generators at all - you get a small number of altruism points for encountering a survivor for the first time or walking near them when they're in distress, but these are not emblem score events, only bloodpoints. Totems, while giving Boldness points, give Lightbringer emblems.

    Here's a link if you'd like to check for yourself, but these things are evident from playing the game.

    Emblems - Official Dead by Daylight Wiki (fandom.com)

    Hey, look at that, you were accurate about that detail. Upon further review of this article, the first two times a survivor is hooked, you lose emblem pts.

    If the discussed issue at hand has to do with depipping due to camping, that article does indicate that a safe unhook would have restored this loss, with a possible protect from a melee strike. At the same time, you would have earned more than enough boldness pts being within 5m and possibly losing a chase.

    Since time was taken to do so many gens, there would not have been such a severe loss of survival emblem pts which suffices to say, you would have pipped if you had tried anything other than working on gens and simply leaving. Given that you didn't do bones and you were not ready to sacrifice your life for your teammates (and your pips), a red rank in this situation merits a depip.

    Awesome detail analysis on your part, I'ma human and sometimes I misplace a category for certain actions and events.

  • Well, you got me there, there's nothing inherently wrong with it. I would suspect that some IPs may be more difficult in license renewal and may take far longer to update. I'd also like to know if the current roster would in fact be available upon sequel release, or if everything would be spaced out in chapters.

    Am kinda nitpicky, sry

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2377103#Comment_2377103

    You still haven't explained to me how cooperating with other survivors on gens or doing bones gives me Benevolent or Evader emblems.

    Enjoy doing whatever you're doing, I guess. Hope your teammates are making it out alive while you're dicking around above the hooked player.

    I encourage you to read up on emblem point awards online; the dbd wiki details each and every event, including what I described in detail. It would certainly ease your tonality, if not, at least your concerned perspective on the matter towards others.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376994#Comment_2376994

    I already told you, you don't have time to waste hanging out near Bubba's TR unless you want to screw over your teammates and by extension yourself. If everyone splits and slams gens, you can keep casualties to a minimum of one and have everything wrapped up or nearly wrapped up before Bubba leaves the basement (this depends on how long it took for the first person to go down.) Then you usually need to bail because they bring NOED half the time and come out swinging.

    If a player loafs around near the basement, gens will not be completed by the time the first bait on the hook dies. Evader points vary based on distance, but assuming you're above the basement (you won't know exactly where he is because of Insidious), it's going to be about 20-30 seconds of idling to secure Bronze evader, which will be a black pip in conjunction with iri Lightbringer and Unbroken. The idle time increases with however much of a detour it was to move from gen to gen. This already gives Bubba enough time to go out and find his second victim, but if we're talking strictly in a self-interested way and not a, you know, non-sociopathic way that goes 'hey, maybe I shouldn't ######### over my teammates in this situation', then yes, you will make out in that situation if the next victim Bubba latches onto isn't you. Then you're screwed and you can enjoy your bronze or silver Evader emblem from the basement.

    Now here's the thing. If all of your teammates follow your scintillating advice and hang out in Bubba's TR for a period of time as you suggest - if all the survivors want to pip? Everyone dies. Survivors' ability to do gens tanks for each one removed and if not enough gens are done by the time that there's only 2 left to work on them? GG. Maybe someone gets hatch. Gen speed is the only ticket out and the survivors cannot afford to waste time when everyone only gets one life before they're effectively out of the game. Either way, everyone still depips because you're getting max silver unbroken, you probably aren't getting iri lightbringer unless you were the last person up, your evader is still low when you only get to have one chase with him that isn't 'get back on this hook bro', and your benevolent is still garbage because of all the penalties for progressed hook stages and because it's extremely unlikely that any unhooks you do make are going to count as safe unhooks. Odds are, you'll tank your own benevolent emblem if you try.

    Bones give boldness points but Lightbringer emblems, which is already covered by gens. This in conjunction with your talk about hook trading against a basement Bubba and working with teammates on gens giving some kind of altruism bonus or improved gen performance inclines me to think you don't understand this game or the ranking system very well, and I'm having difficulty accepting your 'facts' as a result.

    I don't really understand how to make this clearer. All of the advice you have given in this situation, in every one of your posts on this thread, is bad and will get you killed. Getting killed in a game that already has low interaction with the killer or altruism won't even pip you, so how is this supposed to help?

    Completely disagree as I've managed to pip against any Bubba that wasn't camping my hook. Obviously you underestimate bones/boldness/cooperating and have completely dismissed my scintillating advisement from your personal experiences, which seemingly merit a depip.

    You can ignore my advisement and continue to depip, friend, and have a nice day.

  • wat about solo rankings and SWF rankings being delineated?

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2377024#Comment_2377024

    And oh my god you're using this argument for ARTIFACT

    The pay2win card game

    Please stop blatantly lying

    Also, No Man's Sky was caught blatantly lying. That was one of the most memorable rage quits of all time. Although people later returned after the promises were kept, it was clear that rage quitting certainly prompted the changes.

    Same with Cyber Punk 2077, there were like 10 million copies sold and today's there maybe 10,000 concurrent players. Maybe.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2377024#Comment_2377024

    You unironically think disconnect penalties killed Apex? Not the fact that it's a meme shooter competing with Fortnite and CoD?

    @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2377024#Comment_2377024

    And oh my god you're using this argument for ARTIFACT

    The pay2win card game

    Please stop blatantly lying

    Street Fighter five and Tom Clancy's Division

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376540#Comment_2376540

    No game ever lost significant players by penalizing rage quitters

    Valve's Artifact and Apex Legends to name two.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376739#Comment_2376739

    And it was actually impossible for the survivor to do so (or get any half-decent amount of bloodpoints and an entertaining gameplay experience) because the player in the power role played specifically in a way that prevented them from doing so.

    That indicates a problem, either with how the killer functions or with the emblem system. It would be way simpler and less controversial to fix the emblem system.

    Also, nice job continuing to blame the OP for not hook trading when you can't do that against a basement Bubba and he'll just down both of you. His chainsaw can outrun Borrowed Time and the basement prevents you from splitting directions. Luring and then preventing unhooks is the entire meme. You get zero Benevolent because he makes safe hooks or heals literally impossible (and a poor time investment as well, to the point where the unanimously agreed upon and frequently touted counter to basement Bubba is to just let whoever he catches die on hook) and everyone loses their default bronze as a result, and zero Evader because he won't chase unless it's to catch someone coming out of the basement, and if you do attempt to get Evader or Benevolent, you lose Unbroken because guess what, now you're in the basement too. As I said before, lurking in his TR for passive boldness is a costly mistake and you can't afford to do that when gens are your only ticket out.

    What the OP did was the smart thing and the way that everyone agrees is how you should handle a basement Bubba. It's the best you can do. There's no good outcome in this match unless the Bubba is extremely incompetent and bumps something.

    Naw you're overlooking the fact they didn't go anywhere near the killer. That fact bear gravity and I don't want to argue with someone who can't accept the facts.

    If the survivors goal was to pip, avoiding the killer and basement hook was not smart at all due to everything I already described.

    If the survivors goal was only to escape, then the conditions for personal victory were met and there's still no argument.

    If the survivors goal was to pip and escape, should've been doing gens together, should've at least visited with minimal TR, and should have done some bones.

    The lack of any progress on those two emblems are my evidence supporting the emblem rating system; this is a performance based scoring system and the survivor chose not to perform due to some kind of hard-to-describe bias.

  • @GoobyNugget said:

    First off I just wanna say I swear I am not making this post because a swf completely ruined my Adept Legion attempt while also bringing me to Haddonfield. Anyways, keys. Keys are probably the one item that most killer mains agree that are completely broken and need fixing, luckily for us BHVR is actually going to rework keys, will it be a good rework? Maybe. Will it ruin the key meta? Probably not since this is BHVR.

    https://us.v-cdn.net/6030815/uploads/IC48UHRZQL88/image.png

    So, uh, opinions on Keys

    Please make broken keys distinguishable in the lobby, GoobyNugget.

    Best way to fix keys is make them more accessible to the killer. Franklin's can't be expected on every build. I'd suggest creating conditions that force the trial to check for a key before spawning one.

    Once the key spawns, on a pedestal or a string or in a chest, the killer should be able to interact with it somehow. Maybe by destroying it (rendering a purple/red into a broken green key). Additionally, updating the conditions for spawning or opening the hatch can be updated in conjunction with this. Here's why killers should be able to interact with a given key in any given trial:

    The currently proposed change of disallowing a key to work if it doesn't have charges is going to incentivize survivors to simply place the key on the ground somewhere, near-completely bypassing the change altogether. As a key hunting pos casually red ranked survivor, I can attest that this change is not going to impact higher ranked survivor play at all.

    If you're not holding the key, the key is safe from franklins demise. If the hatch hasn't spawned yet, why would I risk holding the key?

    Srsly bhvr, are you ever going to offer me a job?

  • @taimea said:

    well there is a perk for that...

    Starstruckers, Inc.


  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/267601/for-all-the-killers-that-say-you-cant-do-anything-against-blast-mine

    Hex: Ruin counters blastmine, btw.

    Also Perks don't need counters.

    Also, it's a stupid perk anyway. A 3 second stun is nothing.

    This.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376702#Comment_2376702

    Why should they have gone near the basement? If gens don't get slammed while Bubba is camping one poor sod to death in there, you're just giving Bubba the time he needs to go and collect another survivor in the basement once the first one dies. Hanging around near the shack is one of the dumber things to do in a basement Bubba game.

    I also don't know what you mean about not doing gens together. That doesn't give Altruism emblems? It gives Lightbringer, which is clearly maxed. And doing gens together is inefficient anyway.

    Your post reads very much like you're blaming the survivors for not interacting with the killer in a game where the killer set things up so that the only way to unhook players or interact with them was to walk into a deathtrap where nobody can be extracted. Even Borrowed Time will result in both the unhooker and the unhooked player being dead. No ######### nobody got rescued; that's just giving the Bubba what he wants.

    As for the losing bloodpoints argument someone else brought up, it's not that effective. The killer already picked their killer, build, and game plan knowing they weren't going to get many points - they aren't playing for points. The best you can do in this situation is deny the killer as many kills as possible, out of pure spite. Because players who do this aren't playing to win, they're playing to troll.

    This survivor did nothing that merited a pip. GG.

  • @Ink_Eyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376702#Comment_2376702

    ''Red ranks don't get to safety pip. Additionally, it looks like you didn't even work with another survivor on any gens, so yea you should depip for not making any effort anywhere''

    Are you blind or do you not see that my 2 emblems are iridescent? it means I maxed out the objectives that were available that match with the killer denying boldness since he refused to chase and altruism since he didn't allow to unhook so the maximum points that were available were achieved that match except the ones that need the help of the killer to get them, like altruism and being chased.

    Are you blinder? You don't even have bronze emblems where there is clearly empty space.

    While it's clear altruism likely would have killed you, you would have pipped had you tried cooperating at the gen and swapping places with the basement hook.

    Because you did not cooperate and because you had 0 boldness whatsoever, even after gens were completed, you will depip at red ranks.

    Is that so difficult to understand? Stay at purple ranks if you want to, otherwise put your bias down and accept that you simply did gens and didn't interact with the killer or your teammates at all.

    Try scoring 24,000 on death, you will pip every time. 16,000 on escape without any cooperating or boldness, you will depip at red ranks.

  • Red ranks don't get to safety pip. Additionally, it looks like you didn't even work with another survivor on any gens, so yea you should depip for not making any effort anywhere.


    99% of this games fun originates with interactions with the killer. Since nobody unhooked and nobody cooperated on gens, it's 100% direct consequence for a red rank survivor to depip in this specific camping situation. -10 for all when any survivor is hooked. +0 for not doing gens together.


    You didn't even go near the basement. No boldness, no pip.

  • I found cakes on the bloodweb within the last hour or two, and the generators are still lined with balloons and confetti.

  • @Timtom24 said:

    with the title i dont mean that we need a Dead by Daylight 2 as a game but instead of remaking the game itself and build it from the ground up again ... that way you would be able to implement other functions much easier and would probably even fix almost all the bugs that exist right now. that would be a chance to see if you could rework the survivor and killer base kits as well so they could get even more improved with stunning visuals and more fixing the "stalking" for stealth killers or maybe even the throwing of the hatches or projectiles in general. i know that its alot of work but if you would do it dear BEHAVIOUR team then you have more stuff and possibilities avialable to implement then you probably have now. i mean i love the current dead by daylight but the bugs take me out of the atmosphere sometimes.

    you could even add the lobby that i suggested ( https://forum.deadbydaylight.com/en/discussion/117801/make-dbd-more-interesting-with-new-lobbys-here-is-how#latest ) much easier that way and it would feel fresh as well.

    what do you think guys?

    No, we could end up losing ALL the current license characters. There would have to be new license talks if the sequel was to try to keep the current roster.

  • After the devs finish sweeping through killers perks and add-ons, I'd ask them nicely to sweep up map rotos.

    As it stands, five versions of badham and one haddonfield is a ridiculous example of the reasoning and rationale behind map design.

    To further this, I'd suggest having matchmaking use only one to two maps per zone and rotating the zone selections on a seasonal/frequency; note that the recently released original chapters do not have maps. In lieu of maps, we have way too many Nea skins instead. I don't see too many Nea players sporting these skins yet this is where the bhvr team seems to be spending it's resources.

    Not sure what QA does, I thought they'd be play testing the heck out of everything in order to proactively address issues...it could be that the new QA hire ons are finding these issues and the devs are shrugging it off.

    I'm a ruthless resource manager by trade, and from my limited perspective, I'd start firing people without replacement. Don't need a skeleton crew, but the excess fat needs to be trimmed up a fair bit imo

  • @solidhex said:

    actually a good idea, in Tekken for example you can see the DC rate under the player name during the loading screen, and people with a very bad DC rate can only play against each other.

    Game will lose half it's player base if they did this. As toxic as it may be, can't restrict half the player base and expect the game to grow back with non toxic players. As it stands, dbd has its highest concurrent player base in it's history, so do math and understand that it would probably cripple the marketing dept.

  • @CptDeadpoool said:

    If the killer sits on hook with a survivor, killer should slowly start to go blind. Or their melee cool down is reduced for every 5 seconds of babysitting

    Nope. Camping is an acceptable and encouraged practice, tunneling too. Really capitalized when survivors choose to empower it.

  • Played 80 hours this last week and I've seen the new map once.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2374910#Comment_2374910

    But variants of maps do matter somewhat, there is much of a difference between badham varients (both map size and layout) or between rotten fields and fractured cowshed

    I despise the multiple variants and demand one centralized badham location for match made play. Or the devs can put out variants of haddonfield, either way need some balance in map rotos

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2375242#Comment_2375242

    The thing about it is that it can be used for more than just dodging, such has making distance toward a window/pallet that you would have otherwise not reached in time.

    Theres also uses ive seen on people that sabo hooks, using DH to dodge the second hit if they got hit during the first attempt, which allows them to get away after breaking the hook in the second attempt.

    Could also be used on a risky save if you have BT, you give BT to the guy and you can DH and have him take the hit for you, or luckily have the killer miss both.

    High risk & low reward makes for a pair of slugs at the hook ;) most other exhaust perks provide far more service and value and require less conditions, too

  • Iron will + Lucky Break + Deception + Q&Q

  • Dead hard isnt a particularly smart perk anyways; you have to be injured to use it and most killers at red ranks avoid falling for it by using standard attacks instead of lunges.

  • Also, other can heal you and it doesn't break DS

  • @Drywatr said:

    Not going to happen unfortunately. Would be cool but Sony would have to be ok with it on every platform

    This.

  • 100 with nemesis and 100 between survivors

  • @Ruma said:

    I am done. I dont care for anyones fun anymore. Again i played completely nice, without tunneling or camping or whatever, not even in the endgame and i still get trashtalked and tbags at the exit gate.

    Why should i care for your fun anymore if no one cares for mine ? Its not worth it playing nice for one person put of 40.

    Why do you care about what they say or think at all?

    As toxic as the community can be and as pretentious as the mods seem to me, this game is simply not a social complex; there is no in-game chat through the game client and there are no beneficial social expectations set by the game's storefront description "Work together...or not"...this game is casually competitive, is it not?

    This game has never been a meaningful social experience, so for what reason would you want to make this something that it is not? This is a horror hall of fame, and people's anxieties affect their decision making both in-game and outside it.

    Learn to let it go or even learn to forgive. Life's not worth the stress that people dish out, so why add more to your own plate?

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2374493#Comment_2374493

    Instead of reopening a pretty much dead thread you could create a new one if it’s a relevant topic and it would not get closed..

    In my experiences with this community's mod group, that doesn't always gain the traction it needs. Appreciate the advisement, though.

  • Sometimes people bring up 2-yr old threads of the same problems we are experiencing today and the mods immediately take action by closing those forums. Selective Speech Squadron GO!

  • It takes up an entire perk slot, which is absolutely an appropriate cost for this useful but limited perk.

  • Great with toast, turkey & bacon sandwiches, or even smoked salmon and cream cheese

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2373791#Comment_2373791

    I think one of the issues is Ghostface's power is very simple. There's not a lot they could do to it, I guess. I'd love if they added some effects to Nightshoud or something. Maybe maybe your action speed faster, but make it easier to break you out? I don't know. His add-ons are just so boring.

    I'm assuming you play Ghostie because if Scream, right? I'm curious, what does a Scream fan think of DbD's version of Ghostface?

    Give Sydney pls

  • @danielmaster87 said:

    The map is in rotation, but it's 1 variation so it's rare. But yes, do fix the horrible lag so that we're not fighting against our opponents as well as the game.

    Haven't seen it in over a week

  • Apprarantly the rod map is technically in roto but it's insanely low and you can't use offerings. Highly inconsistent by the devs, it reeks of internal politics.

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