Peasant
Peasant
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- Peasant
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Whispers and Shadowborn or Monitor and Abuse can help for perks.Slayer said:Any advise ? Much appereciated
In general, though, all comes down to map awareness. One general thing you can do to help in general is walking directly up to a window and examine corners for slopes. No windows have slopes by them so if you see one that's someone's arched back.
Also, regarding cornfields know that they usually are in rows/columns. Just line yourself up with the rows and walk sideways to help better spot hiding survivors. If you are chasing a survivor in a cornfield and lose them, as a last resort, freeze. Once you stop moving the only source of rustling will be the survivors.
There are more tips, but this is what's on my mind. -
@AlphaJackson You forgot to mention the Cult of Pharmacy or League of Legions.
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@PhantomMask20763 @No_Mither_No_Problem So I heard you folks like the Nightmare. Well, SirRodion has another awesome video finished. I think you both know who the star will be:
https://www.youtube.com/watch?v=HP2fFqPkHeA -
Honestly, I don't mind the streams stopping. You don't want to risk anyone at BHVR doing a YandereDev and start doing dedicated streaming instead of working on their game.
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Just don't get hooked. /sArroz said:Tell me a counter for the mori ..
Real talk though, memento moris are expensive Offerings and Devour Hope needs 5 tokens. Provided you are somewhat competent I think that your rank won't be too jostled by earlier than expected deaths. -
Franklin's + Pallet Drop = Item LockdownEveline said:JK. I have franklin's.
Granted, having that pallet still there sucks, but not as much as having your insta-heal medkit locked up, almost within reach. -
@Mat_Sella said:
BLACK HAIR ISNT VISIBLE ACROSS THE MAP (exploitable with both Survivors and Killers if you know what to look for).But how else am I supposed to spot a Claudette from across the map so that I can ambush her like Mr.X?
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*Laughs in Devour Hope*The_Crusader said:Lol at using Mori as a counter. You can't use a mori everygame . . . -
@Eveline said:
Worst map in the game for killers?Torment Creek. I know people usually think of Ironworks of Misery or Rotten Fields but certain killers can be good on those maps. Torment Creek is a thicc map that on top of having cornfields is super-sized.
That, and the Silo loop was pure evil for the longest time.
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Folks, the ugliest survivior is Susie.
Wait, she's a killer? But she's so smol! -
@EnititysServant @Mr_Jay_Stark @deadwolfwalking @Camophlo @MegMain98 @VolantConch1719 @sHAAN @Khroalthemadbomber new killers have been added. It's time to brainstorm again.
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@Dreamnomad said:
@Spork said:
The memer part of me wants to make David wear nothing but Undies.But seriously, I'd want to give the Killers their personal chase music. It would definitely give the game a new feel.
That's a cool idea. I have to admit that I really like The Shape for music cues. Like when you hit EW3, the music kicks in, I get a shot of adrenaline, and go into "KILL, KILL, KILL" mode! If they added some creepy banjo music when the Hillbilly starts a chase, I'd love that.
Just gonna leave this link here in case some necromancer(s) wants to raise a dead thread:
https://forum.deadbydaylight.com/en/discussion/9974/every-killer-with-its-own-chase-music -
@Shad03 said:
@ColonGlock said:
It was how I got the achievement. I feel sorry for killers trying to get 4 mories in a match these days with disconnect meta.Got mine awhile back, Trapper on PS4
I think I got mine a few months ago just by playing Hag. I was going for Adept Hag and got fortunate with a rather nasty totem spawn in Red Forest.
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@HeroLives Just get Unbreakable. On PC it's a teachable perk for a free character and on the console version, it's just a generic perk. There is no good, justifiable reason as to why anyone who is against slugging wouldn't have this perk.
The only reason you might not have this perk is that, "I haven't had a chance to grind Bill yet." or "I just haven't seen it in my bloodweb yet."
I know that your post is a response to the DS rework that has a solid fourth of the community at least fearing for a new wave of mass slugging. Just keep calm and unlock Unbreakable now, before the change goes live, okay? Everything is going to be fine.
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@HatCreature The main primary objective for survivors is to rush generator repairs. By rushing generators and completing them as fast as they are able the reduce the odds of being caught during the trial as most people assume that once the gens are powered the match is essentially over.
People ask for NOED to be nerfed as it is the only real counter to gen rushing. Once survivors finish all of the generators and open the doors they essentially run the trial now. NOED changes this. NOED punishes survivors for doing their objective (repairing generators). Due to the wording there "punished x for doing their objective" that is why people see it as being similar to Decisive Strike.
Decisive Strike
Punishes the killer for winning a chase.
No One Escapes DeathPunishes survivors for doing their objective.
I personally don't believe that NOED needs a nerf as I think that it is a good perk that levels the playing field once the gates are powered.
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@Eveline said:
I let go 3 now because of dc. -.-Now you see, that's true kindness.
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@Master said:
@Peasant said:
@Master said:
@Peasant said:
@DudeDelicious said:
Master said:@CronaWins said:
@Master said:
You do realize that the number of perk slots is limited to 4 and you simply dont have enough slots to counter all the core design flaws?
Even the few perks you mentioned exceed the limit already.... learn and adapt lul
You do realise i said Franklin's Demise for items in my first sentence right?
And everything i mentioned apart from deadhard and DS was an item right?
If the survivors bring 4 insta-meds you're not going to bring lightborn are you? lul
You do realize that items can be picked up again?
This happens to me all the time. Somehow survivors have enough time during the hit cooldown, to stop, pick up the dropped item, and gain enough distance to still be a pain in the arse in another chase again.
Hit them at a pallet, when they drop it, it will become stuck under the barricade.
Aha, so you never break the pallet and allow them to loop you forever?

At least they don't have the item anymore?
Well you can take the insta heal out of the game this way, but what does it help you if you cant down the survivor now

Oh and btw, this trick doesnt work always, there are some really weird interactions....
I usually main Huntress, Doctor, and Legion so the pallet is less of a problem for me honestly. I know that leaving the pallet up is bad and it leaves you open to more looping however more often than not people just panic for me. They go "Oh crud." and start spamming the vault trying to get me to break the pallet. They do it because they know that unless you break the pallet their 6000 BP - 7000 BP instant-heal is now unreachable and if they DC they still won't get it back.
I've had matches where I just trap the item then walk away, they stay at the pallet for a short while desperately trying to get the item so in my eyes it buys me some time and it takes an instant-heal out of circulation while also pissing them off.
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@Master said:
@Peasant said:
@DudeDelicious said:
Master said:@CronaWins said:
@Master said:
You do realize that the number of perk slots is limited to 4 and you simply dont have enough slots to counter all the core design flaws?
Even the few perks you mentioned exceed the limit already.... learn and adapt lul
You do realise i said Franklin's Demise for items in my first sentence right?
And everything i mentioned apart from deadhard and DS was an item right?
If the survivors bring 4 insta-meds you're not going to bring lightborn are you? lul
You do realize that items can be picked up again?
This happens to me all the time. Somehow survivors have enough time during the hit cooldown, to stop, pick up the dropped item, and gain enough distance to still be a pain in the arse in another chase again.
Hit them at a pallet, when they drop it, it will become stuck under the barricade.
Aha, so you never break the pallet and allow them to loop you forever?

At least they don't have the item anymore?
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@DudeDelicious said:
Master said:@CronaWins said:
@Master said:
You do realize that the number of perk slots is limited to 4 and you simply dont have enough slots to counter all the core design flaws?
Even the few perks you mentioned exceed the limit already.... learn and adapt lul
You do realise i said Franklin's Demise for items in my first sentence right?
And everything i mentioned apart from deadhard and DS was an item right?
If the survivors bring 4 insta-meds you're not going to bring lightborn are you? lul
You do realize that items can be picked up again?
This happens to me all the time. Somehow survivors have enough time during the hit cooldown, to stop, pick up the dropped item, and gain enough distance to still be a pain in the arse in another chase again.
Hit them at a pallet, when they drop it, it will become stuck under the barricade.
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@Shad03 said:
Oh boi what a read. Entity be praised I've never wanted to reach for my noose more then now.But in case you are actually serious, then to the void with you,
https://www.youtube.com/watch?v=KJE0AAeJdE0
"BACK TO THE PIT" -
@No1TheLarch said:
@Orion said:
Punishment doesn't work, try again.
Also, drop the act. You and I both know that getting rid of a survivor as quickly as possible is the most efficient way to play. Everyone knows that. Playing efficiently should not be punished just because you can't handle losing.>
TL;DR. I just want the game to be fun for everyone and decreasing tunneling will help a little bit.
@NuclearBurrito I believe this helps to address your point too.
You can't make Dead by Daylight fun for everyone. The very concept of fun is different for each person. Even then, survivors generally have fun escaping alive and killers have fun feeling powerful and killing everyone. This creates an obvious problem as a survivor cannot be running to the campfire and eaten on a hook at the same time.
You're wasting your time, friend.
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What's this got to do with the lore, though?
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Have you ever used Tenacity before? That perk makes crawling fun honestly.HeroLives said:a growing slugging issue soon to be made worse by the decisive re-work. Bc laying on the ground is hella fun, ya feel me? SO MUCH FUN🙄🙄🙄 Maybe I’ll just get good and never get caught lololololol Bc death rates for survivors aren’t already high af, now we will be able to play army crawl simulator tooo. wooohoo!
Besides, the DS rework logically won't cause mass slugging. Killers will just want to take the strike just to get rid of it. -
@Victory if you could please inform the whiners in General Discussions the truth, that'd be great.
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You know, maybe instead of relying on DS to get out of a bad situation, maybe, just maybe, you should avoid getting in the bad situation in the first place?Walker_of_the_fog_96 said:Okay...
First: its so dumb,because the survivors would have to be hung to use it besides you can only use it ONLY in 60 seconds I personally liked the previous one ... but the new one is trash #iwantmydecisiveback -
@Eveline Don't forget to bring Play with your Food to negate the speed penalty!
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Counters to NOED:
- Break all of the totems
- GTFO of the level after a gate is opened
- Break the active NOED totem.
- Just don't get hit
- 360
- Loop
- Dead Hard
- You can use DS
- Borrowed Time
Are there any I left out? -
They aren't saying that nobody will use the new version. They are saying that there is no need to nerf Decisive Strike to a point where nobody will use it.Blueberry said:@Slayer said:
@Blueberry said:
@Chaotic_Riddle said:
Blueberry said:60 seconds is long as hell. It should be half that.
Sixty seems fair. Again, the new concept of this perk is to clearly deal with tunneling, something that’s common at higher ranks.
Imo the timer for how long it's active to be used after unhooking is too long. If you're seriously getting tunneled that hard, a much lower timer will be effective. At 60 seconds I could literally make it across the map, down and hook someone else, then come back to find them again and they are still in that 60 second window to get the DS on me. That scenario isn't a tunnel and I get punished. I like the change, just lower the timer some so that it really is JUST an anti-tunnel perk, not an immunity for 1 minute perk.
Just down him and dont pick him up go chase other one the changes are good no need to nerf DS to the point nobody will use it
I still think a lot of people would use it
In the past I did want to see Decisive Strike nerfed to oblivion, but after seeing this change I think this is better. -
Honestly, seeing how Deliverance works I'm just glad that there's a timer at all. Besides, Isn't that for the third tier of new Decisive?Blueberry said:60 seconds is long as hell. It should be half that.
The third tier is supposed to be good. It's still not enough time to solo gen so consider that. -
As long as being prestige III still decreases the rarity of their appearance I think a tweak of the numbers would be alright.
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Alright, so my primary counter points are not as great as they sound. However I still maintain my final point, isn't the hook nearby?DarkGGhost said:
As killer you won the more time by killing a survivor by let he leave you lose more time. The same time another survirsu will come and pick up the down survivor ( best case scenario) and they will lose 5-15 sec at bestPeasant said:@DarkGGhost I fail to see the issue. If you are at an unhook event, simply smack the "weak" one and then pursue the rescuer.
By doing this, the person rescued will either be slugged or go into deep wounds (borrowed time). This keeps them off of generators and in the slug scenario forces another survivior off of generators to come get them.
Then, by chasing the rescuer you apply pressure to a survivior, keeping them off of generators.
Overall, you can now pressure up to three surviviors as counterplay. Unless you just want to tunnel the Decisive User.
If you do want to tunnel them . . . isn't the hook right frickin there?!
Or to provide an additional counter (in case of Breakdown), can't you just chase them and wait to down them until they are near another hook? -
@DarkGGhost I fail to see the issue. If you are at an unhook event, simply smack the "weak" one and then pursue the rescuer.
By doing this, the person rescued will either be slugged or go into deep wounds (borrowed time). This keeps them off of generators and in the slug scenario forces another survivior off of generators to come get them.
Then, by chasing the rescuer you apply pressure to a survivior, keeping them off of generators.
Overall, you can now pressure up to three surviviors as counterplay. Unless you just want to tunnel the Decisive User.
If you do want to tunnel them . . . isn't the hook right frickin there?! -
@KiraElijah said:
This is my new favorite thread xDLook, I have a dog and a muddy yard. Is it so wrong to envy everyone for their four-wheeled tread shoes that make slipping in mud impossible?
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@ToxicFengM1n said:
@Peasant said:
Just use Breakdown and Decisive. The minute you actually get saved the killer enters the danger zone.*
*This build does not help you if you were taken to the basement.DANGA ZONE
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@BACKSTABBER said:
@Peasant said:
@BACKSTABBER Look, a while back you made a post asking for perks that would reward surviviors for getting other surviviors killed.Fast forward to present day and I see you complaining that you can't unhook someone while under the effects of a special melee attack.
Like I stated above, due to you suffering from deep wounds that you identified the source of as a Legion (whom the community has branded a tunneler), it seems that you were attempting a hook save with the killer very close by.
Therefore I see nothing wrong with hook farmers being denied greedy unhooks that hinder their team.
I say let deep wounds stop unhooks. Could this be used to camp a survivior with great success, yes , but so could Leatherface with a revved saw. The community already knows to split up and rush gens if the killer camps so we already have counterplay for this. All in all, this just doesn't seem like a big deal to me.
If you give that unfair advantage canceling unhooks with the deep wound, then will be a nightmare if people start purchasing Legion and play it like crazy
If you play surv, Legion is the anti-fun, the anti-killer, the most annoying, the one that survs DC the most... let's do not make him with that huge advantage, LEGION MAY CAUSE A DEEP WOUND TO DBD
The issue has an easy solution:
- if you are in front of a hooked surv, unhooking takes priority over the rest (snap out, healing, mend sef...)
Well now, that sounds reasonable enough. Just make sure to add the same effect to "Escape with Hatch" and I'd call that a wrap.
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@BACKSTABBER Look, a while back you made a post asking for perks that would reward surviviors for getting other surviviors killed.
Fast forward to present day and I see you complaining that you can't unhook someone while under the effects of a special melee attack.
Like I stated above, due to you suffering from deep wounds that you identified the source of as a Legion (whom the community has branded a tunneler), it seems that you were attempting a hook save with the killer very close by.
Therefore I see nothing wrong with hook farmers being denied greedy unhooks that hinder their team.
I say let deep wounds stop unhooks. Could this be used to camp a survivior with great success, yes , but so could Leatherface with a revved saw. The community already knows to split up and rush gens if the killer camps so we already have counterplay for this. All in all, this just doesn't seem like a big deal to me. -
Just use Breakdown and Decisive. The minute you actually get saved the killer enters the danger zone.*
*This build does not help you if you were taken to the basement. -
@No_Mither_No_Problem said:
I would buff No MitherWould you care to elaborate on what your buff would entail?
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@TreemanXD said:
@Edys said:
Disconnects
- flag system: user.has_disconnect = True/False
- 1 DC: flag becomes True
- 2 DC: 3 minute wait before joining / creating a lobby
- 3 DC: 15 minutes wait
- 4 DC: 1 hour wait
- 5 DC: 24 hours wait
- 6 DC: 48 hours wait
- 7 DC+: 48 hours wait + player can play only in hell queue
- every 48 hours or every 5 games without disconnections (only solo, not swf) the player loses 1 from his dc count
Hell Queue
- a special queue for flagged players (basically, players that abused somehow the game. for now let's say disconnecters)
- once a player is in Hell Queue, he can play only against other players in Hell Queue
- if a swf group has one player in Hell Queue, the group will be queued in Hell Queue
- normal rules still apply: if a player disconnects from a game his counter still increases, if he cheats he's still reportable etc.
- players in Hell Queue do not know they are in Hell Queue
- once in Hell Queue, player record must go back to immaculate (e.g. if he's in the Hell Queue due to 7+ DC, he must wait for his counter to go back to zero before being able to go back to the normal queue)
Hell queue would cause grieving as players who didn’t care about the game would join a SWF party and dc putting their team in hell queue.
Eh, it would only be for the matches played with that friend though. I don't see why the system would drag them all into the Hell queue outside of that group.
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@BACKSTABBER said:
I would add distance-based in-game voice chatThis both a great idea and a horrible one at the same time. Not sure how I'd feel about this. I feel like we would need to tweak the unsportsmanlike conduct criteria as otherwise certain individuals, not unlike yourself might get in trouble for "accidentally" helping the killer.
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@Entità I love you. Your suggestion for more level hazards has inspired me with another proposal to counter end-game hostage taking.
In case you were uninformed sometimes survivors after powering all generators and opening both exit gates will spend upwards of 20 minutes sneaking around the level in an attempt to get the killer to disconnect and forfeit all of their hard-earned bloodpoints.
With environmental hazards in mind, you could add several time-based hazards that encourage survivors to leave quickly once they can. For example, on certain maps, you can hear wolves howling in the ambiance. Now, what if after 2 minutes of an exit gate being opened on those maps a wolf or two would spawn. The Wolves would basically be m1 killers that are controlled by a basic AI with a speed of 105%. If survivors remain in the trial 2 minutes after a gate has been opened a louder than normal howl would be heard and then the wolves would appear in a natural part of the map. These wolves have a keen sense of smell and can detect survivors they get within a short radius of, let's say 8 meters for now. The wolves will then roam the level in a pair and seek out survivors. Once a survivor is detected the wolves will growl and then chase the survivor the same as a killer. The Wolves can climb over pallets and will bark while they chase any remaining survivors. The Wolves will attack by lunging forward and biting survivors. If a survivor is downed by a wolf attack or is dropped on the ground near a wolf a wolf will mori the survivor regardless of the number of times hooked and will just start eating them there. The wolves would not attack the killer as the killer is stronger than them.
I'm still working on other ideas, but I feel like this one will work for most of the maps. (Excluding the indoor ones)
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I don't even like Pig and I agree with you.TAG said:Reverse Bear Traps kill people trying to escape through the Hatch. :P -
Does your lust know no bounds?PhantomMask20763 said:Make Freddy OP and add naked david -
Now why would you want flashlights removed? They play an important role against Hags, Wraiths, and Nurse's. Not to mention that the designers went through all of the trouble to replace the "white screen of pain" to a darker red and black particle effect.Eveline said:DS removed
Flashlight removed
Moris available only after second hook
Insta down and other op add ons removed -
This is a great start, but you need a finisher. All surviviors have 3 perks so what are we going to replace Decisive Strike with?The_Crusader said:Decisive Strike gone. Not reworked, not nerfed, just pulled out of the game never to return.
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As much as I would LOVE to watch some streamers get banished for encouraging toxic behavior, a full Twitch purge is a bad idea. Too many normal people stream on Twitch. We would be shooting down DBD's free marketing wing if we banned DBD from twitch.Ghost_Potato said:Ban DbD from streaming on Twitch that is where all this Toxic playstyles and speech came from.
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Not that anyone would use said voice comms, but I know what you mean.Master said:Ingame voice comms with proper balancing
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@Milo said:
Frenzy ends when blinded? HuhEither that or it was lucky timing and I didn't notice.
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@PhantomMask20763 said:
Peasant said:@PhantomMask20763 said:
Maybe the swamp is just mud and has no layers under it idk
Well even if that were the case while nobody would sink into the floor everyone would still slip and slide. Doing a 360 would twist an ankle.
Maybe the mud isnt slippery idk, its squishy, just not slippery
I can understand not slipping when you walk per se. However, once you start running on squishy mud it becomes slippery mud.
https://www.youtube.com/watch?v=smc8vQk8dDE
https://www.youtube.com/watch?v=hD43G9k8rn4