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Peasant

Peasant

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Peasant
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  • No Mither is a high risk, high reward perk. Starting the match permanently injured let's survivors make full use of Resilience (Pretty Good) and This is Not Happening (Amazing). You just have to decide if you want to go loud (Dead Hard) or try stealth (Iron Will).
  • I hope everyone is decent and I plan on helping both sides farm. That being said, invest in Hangman's killer mains, you will thank me later.
  • Use Hangmans Trick, some ######### gonna spend the entire event saboing the grill hooks. You can expect a lot of toxicity from both sides so you better come prepared.
    After the horror stories of high-rank howling grounds I was careful to get Hangman's on my main asap.
  • akbays35 said:

    I really think hangmans trick is the worst killer perk, no one runs sabo and theres so many hooks.

    Wait until the events my friend, then you might think differently.
  • I don't think anyone is talking about Kate's new top because nobody has it yet. It's easier to criticize clothing when you can examine it more closely. The reason her top is called a "slip dress" is because it resembles stylistic patterns of a standard slip dress.
  • Toxicity is a broad term that I find has been mis-used by upset individuals. Regardless of this fact Behaviour has some opinions of their own in the End User Liscense Agreement:

    Rules of Conduct
    While participating in the Game, you also agree to comply with certain rules of conduct that govern your use of the Game (“Rules of Conduct”), for example you may not:

    • eHarass, threaten, embarrass, or do anything else to another user that is unwanted, such as repeatedly sending unwanted messages or making personal attacks or statements about race, sexual orientation, religion, heritage, etc. Hate speech is not tolerated.
    • Disrupt the flow of chat in chat rooms with vulgar language, abusiveness, hitting the return key repeatedly or inputting large images so the screen goes by too fast to read, use of excessive shouting [all caps] in an attempt to disturb other users, “spamming” or flooding [posting repetitive text].
  • The problem with your perk idea is how it would actually be implemented. Your way sounds fine, what I see BHVR doing is making it work like Thrill of the Hunt. So if the Hex spawns in a bad spot you've wasted a slot.
  • @Spiritbx said:
    thesuicidefox said:

    And killers are not? I've seen way too many games where a survivor destroys the killers totem, or flashlights them once, or breaks a random hook clear across the map for what is obviously a daily, and then the killer tunnels and facecamps them for being "toxic".

    Killers can be hard headed ######### too.

    inb4 Someone assumes by that last statement that survivors are never #########.

    but they dont accuse the survivor of hacking.  
      
    They just play the game in a less efficient way, totally within the rules of the game.

    i will DC and acuse a survivor of hacking especially if its speedhacks. I wont play with (Blatant) cheaters.

    Don't dc, attempt to play the match and who knows, maybe you can catch them. Nothing is more satisfying then camping a cheater.

  • As a guy who originally mained Jake chiefly due to Saboteur let me tell you that I'm not super stoked about how near-worthless the perk is. I only really used it for bear traps nowadays but apparently those respawn too? Saboteur is a decent perk alone as it gives you flexibility. However to really get a use out of it you need to go all in. SirRodion on YouTube has a video that shows one way of going all in labeled "Dead by Jake". I would say more but that video really shows how to properly use the perk.
  • Claudette's outfits? Try Jake Park with the P3 jacket, Dirty Jeans, and a P3 head. ", I'm the invisible Man."
  • I am going to have to disagree with you on this. The whole goal of survivor is to escape the trial. I can understand remaining for points but just lurking at the gate is just insulting to the killer. 

    How about instead of the perk revealing only exits and yourself while opening, it reveals your aura to others when you get within a radius of the gates? At tier three you would reveal your aura to all other survivors across the map.
  • ItzSoulz said:

    @Tzeentchling9 said:
    ItzSoulz said:

    Is The Lobby different for the Event?

    They will probably bring back the fireworks that everyone hated last time. Lmao

    Really? Its a Summer Event.

    Fourth of July, anyone?
  • How the average player reacts to the bonus points from Bloody Party Streamers:
    https://youtu.be/7NyN8ikEGio
  • @Sally55 said:
    The worst of the toxicity happens during events imho. Just look at what happened during the howling grounds event when survivors thought it was hilarious to sabotage killer hooks to prevent them from gaining burnt coins....

    Despite only seeing the hook sabotage once in my entire time in the festival, as a survivor. I have still ground to teachable Hangman's Trick and I'm actively working on getting on my main, doc, after reading the stories of the survivors' atrocities.

  • Let me get this straight. You want a scary figure with a white mask, a machete, and bear traps as a killer? "Yo Evan I found a fan!"

  • Runiver said:

    @Peasant said:
    People actually confessed to intentional facecamping of certain users across games? Folks that is bannable, stop it.

    You cannot prevent people to have griefs against each others, even if you want it to be "bannable".
    People will hate each others whatever the rules you try to put in. Especially when Toxicity is on the menu.
    I personally exclusively mori people that I know are grieffers. Aka consistent ragequitters, cabling out conssitently to save items, abusive behaviors such as teabagging the whole round along with DS + Flashlight abuse, or people that just tells me to kill myself in the lategame chat, because even tho it's supposed to be "also bannable with perma", all the players I reported for telling me to "kill myself" (even repeatedly reported) are still playing with no problems right now.
    So either I just let them on the go, or just ruin their day as they just try to ruin other people's day.

    It's just fairness, at least in my eyes. Maybe it's not, in reality, but I don't care much, it's just a game anyway.

    Eh, I just figured I'd just remind folks of the official rules as this sort of thing sounds like it falls under (repeated harassment) which is bannable. I can't stand toxic dirtbags either . . . I just don't want any more non-toxic players to leave whether it's their free will or the bad side of a ban hammer. The game needs more players.
  • Don't mistake my previous comment as disapproval. I hate the pickup blinds as much as  everyone else. I just wanted to remind folks of a game rule. That way if they are ever found out they will know why they were banned.
  • People actually confessed to intentional facecamping of certain users across games? Folks that is bannable, stop it.
  • Your idea has merit, Pirscher. However your wrench idea also has some flaws.

    Examining the number of toolboxes proposed I clearly see a problem. If there are only 4 toolboxes for 4 survivors then the killer will just camp one to have 1 survivor unable to do generators. This problem is one of the minor ones as the solution is simple enough, add more boxes (maybe 3).
    However this idea does seem a little flawed though as having survivors find one tool, once doesn't really make them stop working on generators, or slow them down. It would essentially act as a red Ruin totem. It would last for a minute and then be resolved. Stacked with Ruin it would be a minor annoyance to high rank players. Then there's the survivors to worry about. Would players be able to take a tool, carry it to some ungodly hard to find location and then return to another toolbox to grief their team?

    If the devs were to add another objective on top of generators I believe scattering 7 gasoline cans across the interiors of the structures and jungle gyms would fit better for a few reasons. 

    There would be a can for each generator (7 total) so the survivors would need to use strategy to search for gas then find generators repeatedly. This also stops the killer from camping one can and directly stopping the survivor objective entirely. Additionally survivors don't really repair generators so much as they hot wire them so the sudden need for a wrench would require some tweaking to the intro cutscene whereas it can be assumed that the intro generator was already fueled in the gas scenario. 

    Gameplay wise gasoline cans could be held in a survivor's opposite hand from their item so that people can still have items. The spawns for the cans would be inside structures and jungle gyms. This makes survivors explore structures and would show new players chest and totem spawns. There could also be two very rare offerings about the cans. Survivors would have and offering of one extra can hidden about. Killers would have an offering to take a can away so they can only do a potential 6 of the 7 gens. To actually use a can a survivor would walk up to a generator and press space. I understand that difficulty tweaks are loved right now but for the future we may wants plans.


  • The solution should just be a stump in the basement.

    If one or more exit gates are opened then the stump will appear (I honestly have no problems with it being available all game). It would appear in whatever corner of the basement the chest is not in. It would cosmetically look like a rotten stump. The killer could then channel an animation with mouse 1 (or whatever console uses) in which the killer just stabs their melee into the stump. Then the game would end and all remaining survivors escape.

    The only catch is that any survivors on hooks that haven't died yet would automatically escape if unhooked survivors remain. That way the killer can't deny hook saves by forfeiting.
  • To all of you people who despise camping,
    Just, use, Kindred III or Borrowed Time.
    "Unlocks potential in one's Aura IconHelp auraspng reading ability. While you're on the Hook, 1 random Survivor's/All Survivors'/All Survivors' and the Killer's (in an 8m radius around the Hook) Aura(s) are revealed to all other Survivors."

    Survivors have multiple counters to camping. They can use either one of the above perks to mix up the camper's game. Or as many have alternatively suggested, "just repair the generators". It takes survivors a while to die on hook if they struggle. If an Insidious Leatherface is scooping up your teammates one at a time and camping them from the first hook, just do gens! More of you will escape and some Lightbringer will go to your camped friend.

    I would also like to point out a major flaw in your judgement. You "feel" the game rewards killers for camping? Have you ever actually played killer? Camping punishes killers very severely in the following ways.

    Killers receive fewer bloodpoints per action. A survivor fully repairing a generator gets 1800 bloodpoints for this. A killer can only get close to the same point value by repeatedly hooking someone. A single hook and camp alone will yield 1100 bloodpoints, 500 for the hook, 200 for the first phase, 200 for the next, and 200 for the death. By camping they lose upwards of 3000 bloodpoints they could've earned downing and hooking them again (this number is the smallest possible loss as chase bloodpoints and pallet bloodpoints were not included in the calculations). So it is clear by this data that the killer loses a great deal of points just from the person they're camping. If the other survivors go to gens like smart survivors and the camped victim struggles their allies can escape which will cost the killer a potential 16800 bloodpoints they could've earned by downing and hooking everyone else to death. (Minus chase and pallet points once again.) So camping will always hit the killer in the blood wallet, but what about rank?

    For those unaware the killer has 4 emblems just like the survivors except they are reversed.

    Gatekeeper: "Don't touch that!"
    If survivors are smart a camper can have this emblem utterly obliterated. If you see someone being camped and you lack Borrowed Time, do generators and you can really hurt the killer's emblem here. For maximum efficiency only have 1 survivor per gen so you get them done faster.

    Devout: "Waste those fools!"
    This is the primary emblem the camper will get points from. Each sacrifice grants 2 points which raises the emblem's value by one. If only one person dies then they get a bronze emblem. If someone is being camped do gens and escape so this emblem doesn't go above two.


    Malicious: "The beatings shall continue . . ."
    This is a key emblem, namely because survivors decide whether or not the killer will pip based on this emblem and Gatekeeper. Malicious gives the killer 1 point each time they hit a survivor and 2 points for each hook stage. It requires 11 points to get bronze. So knowing it takes 2 hits to down a survivor and 3 hook stages to sacrifice we know the killer will get 8 points, not enough for bronze if everyone else stays away and does gens. The point here is don't hang around the camped survivor, just do gens and leave!

    Chaser: " Get back over here!"
    Not remotely important here as usually campers tunnel whomever they find first so just steer clear of the heartbeat and you will be all set.

    So to summarize, killers lose bloodpoints for camping and lose pips from camping as well. So if someone camps just rush gens and get out. The killer will lose pips and not rank up so they will change thier tactics eventually. 
  • Tsulan said:

    @Peasant said:
    It is my personal belief that the devs will over time reduce the effectiveness of looping. After seeing how the creation of the Emblem system voided the tactic of looping the killer all game and pipping, I do see looping being nerfed, but not removed.

    Well, i hope they just make survivors have the same collision (or hit) box as killers. This would remove the unintended speed advantage of survivors.

    Then you will see more nonsense with attacks. Are you sure you want Huntress hatchets with an even stranger hit box?
  • @Doc_W__HOLLIDAY said:
    They're upset they can't cheese their way out of hits and get a Sprint Burst 3 times per chase.

    This only really hurts pallet loopers because they can't break LOS and juke the killer. Everyone else will do just fine. I play both sides and adapted to the changes immediately.

    Yeah, this is honestly where most of the complaints are from. Don't get me wrong some toxic survivors are probably whining about harder flashlight blinds as well but most of the complaints seem to be directed towards exhaustion not regenerating while running. Makes sense though as I almost never see survivors walking around the trial. It's all Urban Evasion crouching or just running. Honestly, that's probably one of the biggest problems with the trials being so short. Gens are done fast because survivors get to them fast due to excessive running. The devs should just add a debuff called fatigue and have it apply to survivors that run outside of the terror radius for some amount of time. Make it prevent exhaustion perks from going off or something. All of the killers wouldn't need Hex: Ruin if the survivors walked everywhere.

  • It is my personal belief that the devs will over time reduce the effectiveness of looping. After seeing how the creation of the Emblem system voided the tactic of looping the killer all game and pipping, I do see looping being nerfed, but not removed.

  • @Peasant said:
    Eh, as a survivor main I can safely say that my comrades are a strange breed. I once tunneled a Nea on Backwater Swamp and at the end of the match the Quentin who I basically reverse-tunneled claimed I tunneled him.

    I've seen folks think that the Doctor's *Shock Therapy would affect their flashlights. I've thrown a hatchet into a person vaulting at me. Trust me, survivors are wierd.

    At Madness 3 you cant use items and that includes the Lightsabe... I mean flashlight.

    Meant to say shock therapy does, bloody auto correct strikes again!
  • @Peasant said:
    Eh, as a survivor main I can safely say that my comrades are a strange breed. I once tunneled a Nea on Backwater Swamp and at the end of the match the Quentin who I basically reverse-tunneled claimed I tunneled him.

    I've seen folks think that the Doctor's *Shock Therapy would affect their flashlights. I've thrown a hatchet into a person vaulting at me. Trust me, survivors are wierd.

    At Madness 3 you cant use items and that includes the Lightsabe... I mean flashlight.

    Meant to say shock therapy does, bloody auto correct strikes again!
  • I honestly don't mind it. If survivors can unhook from any direction than killers should have a feature to hang from any direction.
  • Milo said:

    It's sad when i have a lot of flashlights in my inventories and i'm afraid to use them X_X

    It's not like certain players will tunnel flashlights harder than the Macmillan mines. I mean, I wouldn't not to that.
  • Eh, as a survivor main I can safely say that my comrades are a strange breed. I once tunneled a Nea on Backwater Swamp and at the end of the match the Quentin who I basically reverse-tunneled claimed I tunneled him.

    I've seen folks think that the Doctor's *Shock Therapy would affect their flashlights. I've thrown a hatchet into a person vaulting at me. Trust me, survivors are wierd.
  • I have seen this idea thrown around before and there still remains the issue of, who is the Entity sacrificing people to?
  • Spork said:

    Personally I think it would be awesome to have a first person option in the game, it'd add to immersion, and make it MUCH scarier. Definitely would give the game a new feel lol.

    Can you imagine first person survivor against tier 1 myers!??!??! 
       Myers breathes heavily so you will always have some warning.
  • I'm a little suprised the Pig main didn't mention Make Your Choice as a perk to deter camping.
  •    I love killing flashlight users because so many of those craven cowards don't/didn't know about madness. It is always satisying to see them charge towards you only to have their arrogance turn to confusion when the flashlight doesn't work.
  • yeet said:
    This isn't about the hallucinations, he DIRECTLY READS YOUR AURA WHEN YOU TIER UP WITH RESTRAINT 
    calm spirit does not block this 
       yeet is right, Restraint briefly reveals an aura. Normally the aura is missed by the presense of the scream notification. With calm spirit you still get aura, just no scream.
  •    Honestly, if this denies all of your auras it's balanced. Think about what you're implying. No auras means no hook or dying auras so it forces teammates to explore to find you, or leave you for dead.
  •    I am all for punishing manual disconnecting. I just get a bit concerned for the accidental DC's as I've had a handful of games where due to the killer being from China with a bad connection I disconnect while in the middle of generator repairs. The fix to manual disconnects is simple, have a disconnect take their item. I have seen most manual disconnections come from over-extending flashlight users determined to keep, their one Utility Flashlight with an Odd Bulb.
  • Vietfox said:

    another day, another person dumb enough to think camping needs punishment.

    Camping might fairly punish the killer, but also punishes the camped survivor (if camped till death) just for being the 1st one on getting caught.
      The survivor deserves to be punished. We get a heartbeat, footsteps, breathing, some intense music, and a red glow telling us where the killer is. If you hear the heartbeat just hide. If you see the red stain in a doorway hide in a blind spot. The survivors have tools to use to prevent being caught, just learn how to use them.
  • Sorry about the format strangeness, typed that on my phone.
  • Camping is a massive issue especially for Solo Players for sure, SWF can deal with this easily with rushing gens since they can coordinate and tell their teammates to do gens

    Why not give buffs for Solo Players too? Like in Identity V


    Just, use, Kindred.


       The way I see the Survivor meta perk sets are Self-Care, Sprint Burst, and Borrowed Time for gen workers and Decisive Strike for Loopers. Both sets use only three perk slots so you can just shove Kindred in there. Now I understand that you might not have Kindred III yet and that's okay! So as 1Handirl said, wave your arms when the killer is nearby. Arm waving is a universally accepted message of camping so use that until you get Kindred III's aura reveal. 

       While we're on the subject of killers defending hooks I recommend you pick up Teachable Open-Handed at the shrine if you didn't buy the Of Flesh and Mud dlc. It stacks with Kindred III's aura reveal which means the killer's aura will be seen if they're within 16 metres of the hook. That'll show those pesky patrollers!

  • Remember, everyone there's one killer and FOUR survivors. It not like survivors are a little underpowered as to balance their numbers advantage.
  • I have only one suggestion then. If it is at all possible, try playing as killer between 1 A.M. to 5 A.M. Eastern Standard Time. I have played killer during this period and had record short wait times. If there's ever a time to see if your matchmaking is bugged, that's the time.
  • RemoveSWF said:

    Why do weak killers like Trapper and Doc always get screwed by perks like Sabotage and Calm Spirit?

    Devs should give survivors something to counter OP Nurse and Huntress with.

       Okay, here's what you gotta do.

       First-off, the Nurses greatest weakness is stealth. That's why two of her three unique Perks are tracking perks. Besides why else would they release little miss Urban Evasion at the same time as the new killer?

       In the event that stealth has failed you'll toalways be running to make the most out of her slow speed. Then there's the blinks. A standard issue nurse has two blinks, though some can have three with add-ons. Now here's the key part, when the Nurse charges a blink run straight to her. She can't cancel the blink so she'll fly straight through you. Now you'll also need to wait a second and be prepared to run again as usually the response to your charge is the second blink. You can run at her again though some might anticipate this and deliberately use a short blink to get ya. So once the second blink has occurred you should be in the clear to go find LOS blockers and attempt jukes. If there's a third blink it'll probably hit so unless you think you can dodge position yourself to an area where the speed boost can be used to escape. If you have a flashlight and she's blinking light burn is another option. Lastly, experiment with props. Some objects just don't like blinks so run to these to put a barrier between you and her to buy time. I personally notice that trees work rather well at denying blink passage.

       As for Huntress, once again use steath when you can. The lullaby provides ample warning for you to hide. The hatchets can usually be countered by crouching behind loops and quick turns. 
     
       As a general rule don't try to rely on pallets for either of these gals as the Nurse will phase through them and the Huntress will get you during the animation.
  • @Bug_Reporter said:
    This perk is BROKEN it removes 2 powers from the killers, Clown and Doctor, PLEASE NERF!

    Just because Jake is quieter than other survivors with his perks doesn't make him a god. He still bleeds and leaves a scratch mark trail. Not to mention that some Jake's will run Saboteur which makes noise when used. Just focus on the ground and his perks are dead in the water.

  •    You make a good case, though I hope that the random rituals encourage players to try both sides enough to be comfortable. All the same the haitus is a real concern if Devotion were to be used, as you've stated. I don't know a proper solution to smurfing in Dead by Daylight, but by thunder I will keep looking for it.
  • While I'm not certain as to where they've gone my primary guess is that they might've just quit. I've seen several posts where survivor mains have mentioned going on strike, though I don't know how much of the talk are true.
  • While I hate DC's as much as the rest of you we need to remember the involuntary DC's. We don't want players leaving the game after being punished for having a bad connection.
  • What exactly are you asking? Is there a newfound lack of toxic survivor? Or are you having rough luck finding any survivors?
  • If you lack experience as a killer I'm sure a Kill Your Friends group would help.
  • Finally went and left my review. I think I did a pretty good job, 
    "
    Recommended
    15.6 hrs last two weeks / 465.2 hrs on record
    Posted: Jul 26 @ 11:02am

    Dead by Daylight is hands-down my favorite game on Steam and my most played game on Steam. First-off let me say that when you buy Dead by Daylight you essentially get two games for the price of one. You can play as a murderous killer or a cunning survivor. Each game mode has drastically different playstyles. Whether you're looking for a casual game with friends or the isolated horror experience with strangers that's advertised there's something here for everyone.
    Play as a survivor and use quick thinking and caution to escape the Entity's trials where random strangers take the roll of one of twelve murderous killers as they chase and hunt you until you're dead. Choose from atheles to average Joes as you learn the ropes of the trials. With procedurally generated character progression your progress will be one of a kind. After reaching the highest level, prestige for rewards and bragging rights as you continue to explore. Experience a game where you find new allies and enemies amongst the other survivors and the killer. With every character controlled by another player you will experience horror like never before.
    Play as a murderous killer driven to kill by the Entity. Explore the world from the eyes of a beast as you hunt and kill the survivors. Experience a new level of mind games as you anticipate survivor movements to catch more evasive prey. Control the action with the best connection as you host the trial on your turf and your terms. Use a variety of killers, abilities and add-ons to craft a unique horror experience.

    Notes:
    The game is constantly in development, view the development roadmap at Dead by Daylight.com . Killer is locked in first person whereas the survivors are locked in third person. There is an in-game store where cosmetics and killers can be purchased with playtime points. Some items are locked behind a pay wall only but those are in the minority. The community is full of good, bad, friendly, and toxic players."
  •    As a guy who mained Jake with this question in mind let me tell you that he is very good at juking the killer with only one flaw.
       His first perk Iron Will isn't too grand until you get it to tier three. Once you get it there though, it's a good perk. While I loathe flashlights Iron Will III pairs well you blinds. Usually if the blind is slow the killer has a few seconds to move and hit the survivor(s) and a successful hit will negate a blind as the injured moans will provide direction for a skilled killer. Iron Will III makes it so that once you're out of sight, you're out of mind. It is a good stealth perk overall though as it let's you hide rather close to killers.
       His second perk Calm Spirit stops crows from fleeing as well as killer ability injury noises. This let's you hide virtually anywhere. This also makes evasion much easier as you can run past crows without alarming them which can prove useful once the scratch marks dissapate. 
       Then there's his outfits, when prestiged two of his three outfits lend themselves to camoflage. Jake's bloody face and bloody jacket both help you blend in. The best stealth pants for Jake is unfortunately behind a pay wall (See The Wanderer Set). But aside from this there's very little about Jake that makes him bad for stealth.
       Jake only has two weaknesses with his base kit, speed and blood. As great as Jake is at remaining undetected he can manuever around hiding spots as great as Nea so be wary of that. His other weakness and primary weakness is blood pools. While stationary and injured Jake is strong, but when mobile and injured he leaves a trail of blood that killers can follow straight to you.
       Overall Jake is a decent character that can effectively be played as a supportive roamer or an aggressive looper if you know your stuff.

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