Avatar

PureHostility

PureHostility

About

Username
PureHostility
Joined
Visits
1,264
Last Active

Comments

  • If it is a hwid ban, you can Invest some dosh to buy different hardware so id changes. You will still need a new dbd account though.


    Cheating sucks and deserve to be punished as hard as possible. I dont believe your story btw. But that is because cheaters usually lie a lot.

    No mercy for cheaters.

  • Self Care is fine.

    It gives points towards the hardest category to max as survivor, doesnt make you waste time running for other teammates and waste their time too, which often actually takes more than 32 seconds to do.

    Inner Strength is limited to totems, which is fine, as IS is hell of strong, 2 birds with 1 stone, however a lot of times totems are cleansed ASAP just because, challenges, ez 1k points, NOED, others running IS.


    SC can be used with botany and resilence. Botany also boosts healing of others. Sc and botany boosts medikit efficiency through the roof.


    Perk is fine, I prefer IS for less down time. Sc just got bad game due to pr0 strimmurs saying so. Time wise it is not that bad and you should actually understand that.

  • Well, if your internet is THAT bad to make you reach that penalty, I dont think you should be playing dbd in the first place.


    Sorry, no one lokes dcing players.

  • @5thPerkSlot said:

    https://forum.deadbydaylight.com/en/discussion/159749/hard-counter-to-ds

    I hit one of these 1-minute countdown timers after unhook to take a suspicious surv right after it

    https://us.v-cdn.net/6030815/uploads/LD153UOLDH91/image.png

    I do similar stuff, but I just place my Phone under monitor and launch a clock on it that also has seconds next to it. Easy to mark in mind when it runs out.

  • He could have meant last second switch in the lobby, i.e. switching from default Dwight to blendette with a flashlight, so the killer has no chance to react and adjust before game starts.

  • There is no counter to ds, plain and simple.

    DS by the definition is an anti tunneling perk and it does its job quite well, the problem is it is also a great survivability booster/altruistic perk, as it grants a minute of invulnerability to grabs and pick ups. That invulnerability period is the problem, which is clearly "abused" by smarter survivors.

    I really need to post my proposed ds buff that greatly increases anti tunneling capability of that perk at the cost of having an actual counter, passive and active.

  • Then if any...


    Survivor: Iron Will

    Killer: Pop goes the weasel

  • If I have to choose from only these perks to pick the most useful, then Borrowed Time and Haunted Grounds.

  • People who do art often dont do any code stuff besides some very basic scripts in such projects.

    But I do get what you mean, however as stated by me, art department wont fix your bugs beside messed up meshes or textures (if it is not code's fault to begin with).

  • I would run Monstrous Shrine on him if it would give me 2x bp for such a trivial thing as hooking survivors.


    BBQ is nothing more but a BP boost, aura reading is a miniscule bonus. I run it on most killers, if I want to try hard, I switch it to better perks. Thus ye, I will run bbq on PH because more bp is just no brainer.

  • @Dr_doom_j2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1336182#Comment_1336182

    I agree, although I'm starting to suspect this is simply a limitation of Deathslinger. He is a killer I believe whole hearted is best compared to nurse (rather than say, Huntress) because his playstyle is that he ends chased fast and is a constant threat in chase. Where as with nurse you have to predict where she may go while also running, so to you must stay vigilant of sight and sounds behind you with DS.

    TlDr; he's a chase pressure killer, which means yes, he lacks in map pressure, much like the nurse since her last nerf. You simply compensate by adding mostly slowdown/stall perks for him, since his chase is so good and your TR so small (especially with M&A which I think we can also agree is vital for him) a single tracking perk is usually sufficient if needed at all. In most cases I find commiting a 3-4 gen and splitting the map works well enough anyway.

    Side note, anything interesting synergies you found with DS?


    I try to avoid m&a right now, as spine chill is becoming more popular and his TR is so small and... Delayed, it doesnt matter in most cases, I can shot them with vanilla TR before they run off the gen anyway.


    My p3 on ds isnt done yet, as I havent burnt enough bp to get all perks on him.

    Been running stbfl, pop, thrilling and bbq for bp to ease the grind.

    Other than generic builds, i found make your choice to be some what of use in the long run, sadly dont have spot for it now, maybe will swap thrilling for it, or bbq once im done with grinding, as if that will ever happen.

  • Yep, it is great against those cocky survivors who try to run you around while still being healthy. Shot through a small hole, let the chain break, chase them down or leave them be to mend + heal.

  • Ruin would need to lose passive ability of automatically regressing the generators as soon as survs stop touching them. Surge would be completely worthless otherwise, even more than it is now (mostly due to the long arse cooldown). If surge wouldnt have a cd (as it shouldnt), you would see a lot of killers using it.

    It being a hex is okay right now, but hexes being the way they are is... Eh.

    Ruin is fine, it is great when you put pressure on survivors and chase them off gens. It also isnt as often hunted down ASAP, unless a survivor stumbles upon it randomly, as it doesnt interfere with generic gen rush, allowing for it to stay alive much longer.

  • Tried playing as Deathslinger yesterday without pop (needed few kills by any means for the challenge), r1 of course .

    Oh God, what a mistake. Tried to play as usual, chase, hook, pressure, split the damage if possible (change targets if needed).

    Without any gen regression besides Thrilling, that is more of a tracking perk than anything, I could at best get few hooks in before game was over, if I wanted to get any sure kills I WOULD HAVE TO camp or heavy proxy it (not my playstyle). Even slugging barely helps.

    Pop is needed as gens go way too fast against survivors with IQ higher of than 70.


    Switched later some perk for pop, games were much more manageable.

  • @lordtomato said:

    No mither: broken effect will last for 160/ 140/ 120 sec when enters match, you will auto heal your self after 100/ 90/ 80 second while injured.

    If I understand correctly, that would be extremely stupidly broken to the op level of #########.


    2 minutes of broken at the start then you get auto heal every 80 seconds after being injured? I guarantee you, most people would run that #########, because you can just focus on gens 24/7 and be healed mid chase just like that.

  • And her power would be her sitting or slowly walking around (60%) and if survivor gets 2 meters in front of her for some dumb reason she can run at 150% speed with 1 hit m1.

    I seriously see no reason for her to be in the game. Her power would be a silly mix of Legion's feral frenzy and... What.. Billy's charge and Nurse's default walking (floating) speed... Thats really it.


    Banshee however would be neat and she could be some what resembling the Witch, but be original instead of questionable licensed killers.

  • As a legacy 3 nurse, that mained a lot of her until early 2018 (no addons for 95% of the matches).

    Omega blink was reserved for sweaty matches (been using it when meta was for 3rd blink addon and pocket watch, spread by "pr0 strimers"), had people even said it wasnt worth using, as 3 blinks was superior to 30 meter blinks.

    Current nurse isnt THAT bad mechanic wise, but recharge indeed sometimes can get on the nerves, most of the issues however come from wonky servers and bugs.

    First iteration of dedicated servers made it so blinking made you stutter in place, like if someone grabbed you by the shoulders and started ahaking you, that was unplayable.

    After not touching her for ages, recently tried her again, stutter is gone, but many blinks attack result in miss even though they were on top of the survivors (no dh). Add on top of that silly spots that wont let you short blink through, even though you charged enough (quick and short blink charge that doesnt move you anywhere), making you waste a charge of your blink and more importantly, time. That was the case in the past too, but mostly with specific spots being unblinkable, like most of the haddonfield houses or all of the hills.

    Im all up for Nurse being possible to be lost in chase, but all of the bugs in dbd are much harsher for her than any other killer. No sounds from survicors, broken maps, wonky servers and limited blinks make it for a very unforgivable and not fun experience.

    The last few games I had with her were all annoying not from me messing up or survivors outplaying me, it was from me being stuck on random stuff and general bugs. I was literally annoyed from all of this more than having to verse 4 man swf death squad on ormonds as a perkless and addonless clown.

  • All supremacy crap and toxicity aside.

    As a Pole Im often matched with or against said russians too, the issue Im having with it is... Their connection is often (practically always) subpar to anyone else, they lag a lot (obvious when they are killers, hits from light years away). It was even more obvious back in peer to peer age. Most of the lobbies I had were with yellow ping russians (150-200 when they were the host). However each time I had someone as a killer from UK, France or even Spain, ping wasnt higher than 60, at worst no higher than 90 (bar few WiFi users here and there). When I was the host, people often had ping around 40, cyrlic users seemed to have 90-120 on average. (300 mbit fiber was the net I had during p2p era).

    That was and is the only issue of me playing with or against Russians in dbd.

  • Nothing wrong with it.

    Forcing pigs to bleed out is a known thing in a butchery.

    Devs sadly doubled the bleed out timer, so instead of just 2 minutes of bleeding you have to lay there for silly 4 minutes... .

    Is it a dick move? Meh, people consider repairing a gen or chasing a survivor as a dick move, so who really cares.

  • @Todgeweiht said:

    But MLGA is banned, isnt it? And it is supposed to be blacklisted by the anti-cheat thing

    @not_Queen @Peanits are you aware of this?

    It wasnt bannable nor blacklisted. It just wasnt white listed anymore since... What, late 2017? EAC support said you could use it back then. However mlga was used to see ping only (p2p) and salty survivor mains used to ban specific killer players too.

    The software isnt the issue here, as been said, you can do it manually, that should be fixed, as thats how mlga finds out who the killah is.

  • My first ever prestige was Nurse all the way to p3, back in 2016.


    Legacy 3

    Nea, Trapper and Nurse


    P3

    Trapper, Wraith, Billy, Nurse, Huntress, Pig, Doctor, Freddy, Deathslinger, Demogorgon, Plague, Leatherface, Hag, Myers


    Nea, Ace, Kate, Quentin, David.

  • @Mandy said:

    It's not a bad perk per se, there's just better perks to use. The time you're taking to heal is detrimental to the team as a whole - when I play killer, I love if survivors run self care because then I know they're not doing gens and are giving me more time (which is the thing that you are pressurised with when playing killer). I run Inner Strength sometimes or rely on my team mates to heal me, find medkits etc

    Most people ran self care for the longest time, it was pretty much a staple perk back in the day but once the healing changes went through I think most of us realised how much time we were wasting by self caring.

    The reason people dropped SC was due to healing speed nerfs.


    At release, SC healed as fast as normal heal from other survivor. It took 6 seconds to fully heal with a self care (it was also affected by we will make it back then, thus you could do it in 3 seconds. AFAIK medikit addons also boosted SC, even though you didnt use medikit directly but just carried it).


    It was then nerfed with % penalty.

    Not sure if overall healing went from 6 to 8 first, then to 12 later on, doesnt matter. SC at first was meta, it was still meta when it took 12 or 16 seconds to heal (20 or so with mangled/sloppy), it was further nerfed by global healing nerf up to what we currently have, where it takes 1/3 of a full gne repair time to fully heal yourself with an SC without any speed perks/buffs.

  • It is not bad if you do focus more perks to negate the SC penalty (i.e. botany + resilence + spine chill), but that is one trick pony build (not that survivors need actual proper builds to prosper, so it doesnt matter anyway ).

    There are better alternatives, as people said, inner is superior, Bond is great as it also gives more info (swf is for peepees, solo ftw).

    Also, you can use SC, botany and Street wise and equip a medikit, it is a bit of an overkill, but it will last you ages and heal extremely fast too.

    Heck, as much as I hate SC, I used it yesterday to get some challenge that required me to do plenty of pallet stuns on a killer, me being lazy and not wanting to grind it, i camped each pallet against a m1 killer, got hit often but got guaranteed stun, then lost him via generic looping, healed back with SC + botany + resilence (no medikit as I am cheapass hoarder and never take items into a match) and went back in no time for more pallet stuns.

    It works, but there are better ways to heal in the long run. But who cares, play for fun. 2,5k hours in dbd and thats the biggest tip I can give you, have fun and dont stresa what other people think about your playstyle or builds.

  • (typing this on a mobile, sorry for any mistype or auto correct being wonky)

    Been here since day 1, tried to get into the beta too, but no luck (watched streams of it; beta was locked to lvl 6 and only Trapper was available, we didnt know about Billy nor Wraith back then).


    Game was built and "balanced" (rofl & lmao, it was a horrible mess) around hide and seek. Once found by a killer you were supposed to go down after short chase or somehow lose them.

    Most people played by running aimlessly for few days, dying in random parts of the map. Few days later, first meta formed, self caring at pallets (SC took 6 seconds to fully heal yourself back then). Meanwhile people were quickly healing back mid chase while camping pallets (no looping), a disgusting dark ages of dbd started to form, news of complete safe space around all maps but Shelter Woods were found. Infinites, areas at which survivors could run around and NEVER be able to be caught by the killer.

    There was no blood lust, no entity blocker for Windows, killer vaulting animation was much slower and survivors had sprint burst on a generic 20 second cooldown, window fast vaults no matter what angle you came at and if I remember correctly, window and pallet vacuums, basically built in dead hard year before it was a thing.

    For the next few months, dbd was played by Infinites. Many survivors completely refused to use them for good sport, often also body blocking survivors who did happen to abuse them, letting killer hook them. It lastws for a long time and it took a long, painful while for the devs to understand what Infinites are, Meanwhile Cote started becoming a meme of Bhvr, he said "It takes a lot of skill to pull off anything resembling an infinite"... Community was outraged due to the ignorance.


    Nonetheless, Nurse came out, Infinites were finally counterable by a single killer, besides somewhat by the Trapper.

    These were also the times when more and more people started running loops around pallet locations. Hell, actually most pallets back then were actually placed in pairs. You hear me right, there were tiles with 2 pallets next to each other. The basic jungle gym had 2 pallets and a window. (or 2 pallets and 2 Windows, cant remember now, it was years ago, both L Wall and long Wall had a window and both RNG pallet spots in current jungle gyms had active pallets).

    Devs started to balance said tiles and survivors had to adapt, thus more and more people started to actually not just run straight from pallet to another one but instead loop around. It was hated by a lot of killer players, myself included (I really dont mind it now and enjoy the chase loop we currently have).

    Proper looping started to be a thing around the Halloween DLC release.

    Many things has changed from these times, whole playstyle of dbd has changes drastically from the release, from being a slow paced hide and seek based game to the current action packed roundabout sim.

    Dbd currently is in a much, much better state than it ever was back in these disgusting times. If we had the release version of dbd and current player experience levels of an average 1k hour players, killer would NEVER be able to catch nor even hit anyone even if said survivor wouldnt use any perks available back then.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167189#Comment_1167189

    @PureHostility

    According to you which exactly are these abused mechanics that swf players are abusing?

    I used that term to broadly described how communication between survivors skews stuff ingame.

    In most cases it is just overcomming the built in lack of distant communication between survivors.

    To put it into simple words, comms make various abilities and perks completely useless, especially if you have no idea that SWF is present in your game (havent checked steam profiles for friends matches).

    Usually everything abuse worthy relies on comms, synergy of 2nd chance perks or use of specific offerings as salty icing on the cake.

  • @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167189#Comment_1167189

    Against lore? Are you ######### serious right now? Oh you can't play with friends because in the lore of the game they don't know one another.

    Will people be banned from playing the same character in a round too?

    Jesus ######### christ the absolute bollocks that comes out of killer mains astounds me at times

    Hold your salty horses, Dwight.

    Read my post and the previous one.

    All I said it was against the concept and the initial (advertised) idea of the game. SWF was a Band Aid fix to survivors switching lobbies back when dbd came out (also because they were doing it, dbd being dbd caused lobbies to be bugged for the rest of the players) . It was supposed to be more refined down the line. The only change it received was party stsying together after game ended and when killer dodged.

    Besides that we also got tacked on disgusting black shadows with + signs in our lobbies.

    In case, premise of dbd was a 1v1v1v1 vs 1. 4 strangers that may or may not work together to overcome a strong opponent. That was a selling point for many players, swf destroys that concept. That what I meant by the lore argument.

    Thus, feed your salty mounts before you jump into the rodeo, good sir. I provided more arguments why SWF is not a healthy thing for general gameplay, yet all you grabbed onto was a small side note.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166912#Comment_1166912

    @PureHostility

    Contrary to popular belief , SWF groups aren't telling each other every little thing the killer is doing every single second.

    Like I already said, even in SWF you can't reliably play like this. You have many more tracking perks now as killer now then ever + if I see the killer whether through an aura or just physically chasing, I will point (emote), which is still the same exact thing.

    Again, it is not as reliable as you think. Most people in SWF groups just want to play with their friends. Period.

    I have no idea why you said that, as I never said all SWFs are using comms or playing in a way that could be considered annoying or abuse the balancing of the game.

    But due to you mentioning it, you need to understand the issue we are dealing with here. Not all who use SWF are using comms or abuse balance flaws but all who do use comms and skew said flaws in their favor are indeed using the SWF. Thats the problem.


    SWF by itself isnt a problem, it just allows you to play with specific people, even though it is against lore (unless recently introduced into tomes) or initial concept of the game. That feature just allows people to actually DO abuse game design of dbd to their favor, such as gaining unfair advantage over opposing party.


    Just because you or some other party doesnt try to use power of communication to skew the already shaky balancing of dbd, doesnt mean there arent people who dont do it, as a matter of fact a lot do it, just as a lot want to just mess around or play with pals without comms.

    The issue still is there, swf is open to the abuse of game's mechanics and that should be adressed without completely destroying it.

  • Gen rushing is indeed a thing, but it is not as common as people may think, yet not as rare as others nay sayers may believe.

    Let me just say, that gen rushing is all about focusing the gens as much as possible with the least down time between repairs and spreading On different gens, it is easily achievable in SWF due to comms.

    You leave a gen only if killer happens to get close enough to threaten you or you are the one selected (closest) to unhook when the hooked survivor is close to reaching another stage or killer is occupied, another is in a chase and you are very close to the hook.


    With that simple playstyle, NO KILLER IN THE GAME is capable of sacrificing more than 2 survivors per game if they are lucky, in most cases it will be 1 sacrifice per game.

    Games played like this by 4 survivors can end in less than 4 minutes, including opening gates.

    Golden rule to dbd: Altruism kills.

    Try harding by genrushing can mean also leaving someone behind.

  • @Ubecronyx said:

    No, i think I know what he means...

    I also had this expirience, i was a demogorgon, just going around killin', and then i saw one of them tryhards, but obviously i did'nt know that.

    But now here's the thing, as soon as i started chasing him, he just stops at a pallet, and sure, that is normal, but he just kept standing there, so i waited for him to leave... nope, and THEN it really happenend, he started T-bagging: in 2020! So i tried to shred him, but as excpected he dropped the pallet right on top of my head... and started t-bagging AGAIN. At this point i really was frustrated, so i broke the pallet, and THEN he started running. So I just wandered off, to find the rest working on the gens. And guess what? I got a notification behind me from the crows, i turned around, and he was FOLLOWING ME! I mean, who follows a killer? you should spend your time doing something usefull, not irritate the killer just trying to have some fun...

    So i started chasing him again, because he was right behind me. And the first thing he does is going to a fence near a house (btw we were on the map of the shape, also known as michael myers) and he jumps at a vault area, so i clumb over it, and he was back at the other side... T-BAGGING! He just did'nt stop, so I tried, and tried, and tried, and he was still up t-bagging. So i ran off againg, trying to find the rest.

    Of course i checked behind me, and of course, he was following me again, but i just did'nt care.

    Eventually i found another survivor, wich i could actually catch. So, i picked em up, brought him to the hook... and could'nt hang him.

    I was wondering why, i looked down, and guess what?! That same tryhard was sitting there, bodycamping the hook! And you can already guess what happend next... he t-bagged...

    So anyway, i started slashing. Got him wounded, and he ran.

    So, that's all i have to say, of course he did way more, but its just to much.

    Anyway, i hope you understand my comment, and before anyone starts complaining i have to say this: It is surely ok to be good at a game, in fact, do what you want, but please do NOT disturb other players their expirience, it can be really frustrating for them.

    Well, i'd say have a nice day people :)

    (This comment is not responsible for grammar falses, this man writing it is dutch, soooo)


    The situation you described isnt an issue to begin with. You had a survivor who taunted you to chase them while they were doing literally nothing, the right thing is to either ignore them (treat them as afk players, as they are literally no threat to you) or use them to remove vital pallets from the area you are in and after breaking them continue pressuring generators.


    I wish I would have only cocky survivors doing everything in their power to make me chase them without ever touching generators (not really, that would be boring and stale) .

    Also thats not the issue OP is describing here anyway.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166782#Comment_1166782

    @Rivyn

    The game has evolved and SWF isn’t that reliant anymore. There are so many tracking perks they have introduced that completely negates the only counter survivors really had when they don’t have information on where the killer might be: immersion.

    Also the buff to stealth killers which to me where the ones who were suffering the most has made it near impossible to be able to confidently say “they are on me”. Sometimes that actually costs the team time because someone might say that and then realize the killer actually switched and now the person working on the gen isn’t safe anymore.

    The game is a lot easier for killers now more than ever.


    The changing of targets (be it a stealth killer or not) at best will confuse the group for max of 10 seconds. The information will be relied instantly to the rest of the group anyway, giving heads up to the other 1-3 survivors.

    Thats a lot of valuable information, even if slightly delayed. Working on a gen with killer chasing someone close by is always a risk of killer switching targets anyway, in most cases remember that SWF teams usually have more survivors being able to observe what killer does than just the guy who is being chased, thus removing a lot of mind games or potential ambushesand often removing the power of splitting pressure.

    SWF does indeed need a nerf, or rather having heavy tweaks and implementing various limitations (i.e. Not being able to use aura reading perks that do reveal killer's aura or his belongings), slowing down the progress done by them isnt a solution either, remember that 3 man swf also comes with 1 solo survivor. Direct nerfs to performance of swf group impacts also solo survivors in the game and trust me, facing 4 man swf is as annoying and disgusting as being the solo survivor in a lobby of 3 man swf.

    I am in the progress of writing my 2,5k hour feedback that bases my observations, experience and suggestions on my play time since day 1 of dbd release and some from beta gameplay videos.

    Game isnt in a healthy state and needs various changes to certain aspects that were either not changed since their introduction or are misunderstood by bhvr. The elephant in the room is indeed the SWF, it is the major source of balancing issues and the bigger reason why our community is so toxic (i.e.the bigger the group the bigger entitlement is, it is proven by dbd or my own experience of me playing with my friends in many different games).

  • It should be by a default, would remove the silly 99% of the gates and give EGC more sense of urgency rather than "EGC triggered = survivors are tbagging at the gate for the next 2 minutes"


    Personally, I think it should regress 1 second of progress per second if not used by a survivor. So if a gate is 99%, it will regress back to 0% in 15 seconds.

    If someone is worries so much by the poor survivors getting short end of the stick, lower it to 0.5 sec of charge per second elapsed, thus 30 seconds from 99%.

    Other than that, survivors can be become Door slaves, where they keep the progress on 99% by not participating in o going rescuing and stuff, as they babysit the lever from degressing.


    It should be a good change to the current end game dictated mostly by just one side.

  • I did give a suggestion for speeded up bleed out on command for slugged survivors back when slugging wasnt even a name for it yet, people called me a "noob" for not knowing how to pick up and hook them. That was during the times of the sabo meta and perma saboed hooks.


    I advocated for faster bleed out perk for killer or an option for survivors to speed it up at the cost of giving away your slugged position to the killer.


    Thus what I suggest nowadays is for survivors for having an option to speed up the bleeding but at the "cost" of giving the killer audible indication through the generic noise bubbles or screaming aura, so he knows you are suiciding and he either needs to pick you up and hook or change his tactic in case of slug to prevent hatch.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/875759#Comment_875759

    Rift level, you mean? A fragment is earned one every other game, more or less.

    I already wrote how frequently it is earned, there is no need for "more or less".

  • @MissBehavingX said:

    https://forum.deadbydaylight.com/en/discussion/comment/874666#Comment_874666

    And "sorry to stab your ego", here's a chart to further prove my point, made by DBD. (I dont talk just to talk, i DO base my comments with facts)

    https://us.v-cdn.net/6030815/uploads/170/Z99S4Y69FGH3.png

    In this chart that shows you how many shards you get per level (shards are earned by leveling up, you level up via XP) to get 720 XP (less than the 800 you need for one level) you need 2 games total.. totally proving my previous point ;)


    I'm pretty sure he meant rift fragments, not shards.

    The graph you gave is XP table for devotion and how many shards you get per devotion level (1-99).

    About XP, you can indeed get more than 800, but its only twice per day.

    First, XP is capped per match at around 580 and that cap is reached at 10 minute mark, as thats how you get main XP portion, besides the silly emblem bonus that is what... Around 16 max?

    Each day, you get a bonus of 300 XP by playing each role, this means you can get around 880 (or 850, doesnt matter) XP per match + worthless emblem bonus twice, netting you 1700 XP for 2 games (as long as you capped the XP, which means you played both rpunda for 10 minutes or more).



    AFAIK, in order to get 1 rift fragment through exp, you need at least 16 games (avg od 500 XP per game), and that takes just over 2,5 hours per day of pure gameplay, not including any lobby time.

    You dont need to play that much either, due to tomes giving you a big portion of lvls anyway.

  • -No collision with survivors during phasing.

    -Omnidirectional sound of wounded survivors and their breathing + muffled sound, like release version sounds of Wraiths (All this only in phasing).

    -Proper indicator of phasing whilist in TR, make her glow more obvious (instead of her faint glass shards glow, make it whole character or something else).

    -Window vaulting animation.


    -Prayer Beads, leave no phasing sound, but remove injured moans and scratch marks during phasing. This will leave it as a "I grab you out of that gen, but I suck at anything else", a true sidegrade that changes the playstyle, that's how purple and red addons should work.


    Spirit is the least fun killer to go against since release version of the Legion.

    It is also the easiest killer to play in dbd, even if you are bad, you are guaranteed to get some kills.

  • Use corrupted + ruin if you really need that sort of "slow down".

    Ruin is only useful when people stack on a gen (in red ranks). Otherwise, it is a useless perk that only increases the repair speed of gens by ~20 sec at max.

    Corrupted is a better choice if you need to funnel survivors into a specific zone/removes instant repair spawns of survivors, thus decreases first gen repair speed by at least ~30 seconds.

    As people mention, ruin is a gamble perk, sometimes it works (spam of skill checks and unlucky misses) and sometimes it doesn't (hitting greats and not getting any skillchecks).


    In other words, ruin isn't necessary, but if survivors see it and decide to look for it instead of repairing gens, THAT'S when ruin is at its strongest. The worst case scenarios with ruin are:

    -It is found instantly

    or

    -people just work through it and don't care about specifically looking for it.


    You can play without ruin, but that requires not sweaty survivors who camp and tunnel generators and especially no SWF. Don't over commit to chases, switch targets when needed, use "bad chases" to clear pallets if possible, pressure gens AS MUCH as you can, but that requires a lot of game knowledge and game sense.

  • She is too easy to use and still being able to get her peak performance compared to how much you need to "sweat" as, even as Nurse or Billy to get someone down.


    She is the equivalent of a "Noobtube" (underbarrel grenade launcher) that kills on 1 hit in FPS games. If you defend Spirit, you are a "noobtuber"; commonly known as person who wants to get "easy kills" while not putting any effort into the game.

    Spirit needs to be brought down to the ground, either make her much harder to use (similarly to Nurse), or lower her potential power and make her "noob friendly" killer that she currently is, but excels at something she shouldn't whilst having such a low skill ceiling.

  • @xenofon13 said:

    You don't need mori for this. Just 4k.

    Where did anyone mention a mori?

    The point of this topic was to inform that if someone disconnects before the game even loads in, the challenge will be completed, as if killer just 4k'ed, even though killer didn't even move their character at all during that match.

  • @Bloodartist said:

    https://forum.deadbydaylight.com/en/discussion/comment/800402#Comment_800402

    But on the other hand, are they time-limited?

    EDIT: Looking at the wording, I think its obvious that it doesn't have to be within a single match.


    They are not time limited.

    The only thing "time limited" about them are the rift fragments they give towards current Rift. After rift closes, challenge remains but it doesn't give any rift fragments anymore (probably just BPs only).

  • The only "Bullshit" challenges are:

    Dark Senses - If this means you have to FULLY repair 4 generators by yourself, then ye.... good luck with that as solo, that's impossible.


    Last Minute Hero - Impossible too, like hell, how would anyone think stuff like that happens? If even killer allows for an unhook during EGC, it will be a trade, where rescuer goes on the hook and unhooked person runs away. It's stupid AF, who came up with this!?


    Six Feet Under - Well, there is an achievement for this already, got it too, but... it's not easy thing and that challenge by itself is just LUCK based not "skill" or something you can prepare for!


    One For Each - One of these things that can be completed most likely after rank reset, not when you are back into reds... .


    Rest seems doable.


    People complained about plunderer one. That thing is so easy, just burn the coin for 2 more chests, grab Pharmacy + Plunderers and ... bah, done. Completed it already twice (I didn't take the challenge at first and had to repeat it for 3 searches in a single trial).

  • If a killer tunnels, they won't care for your DS.

    They either will slug you for 60 seconds then camp your slugged body or they will eat your DS and down you again in a chase after that, even if that will cost them this game.

    Sure, DS helps with that situation, as it prolongs the game for others to let them get precious time on gens, BUT.


    DS is not a anti-tunneling perk, it is actually a 60 second invulnerability perk after being unhooked. It is OFTEN, I mean, ALWAYS, used by survivors who are more than average at this game, as guaranteed escape during EGC, a delayed BT.

    It is a silly perk, but not as bad as it once was. DS still needs a tweak, as said by OP, to not be triggered when someone else gets hooked or at least drastically decrease the timer (i.e. 30 seconds less for each different hooked survivor), thus the window for such silly things to happen is much smaller. 60 seconds is a lot of time, A LOT.

  • It is an intended change, don't see any issues with it, as it is one of the counterways to that perks, which is completely fine and not easy to pull off in certain situations.

    Back when perk was released, hue of survivor auras and generators was different and you could easily see people on gens, even behind them.


    If you really want a better "gen progress" tracking perk, use Thrilling Tremors instead.

    BBQ is completely fine, it's not OP and it is not a weak perk either. One of the better perks actually in terms of balance.

  • Well, this shows you are a new player to the game and have no experience.

    Majority of players who played this game for a while will know that game is nowhere near being "Killer OP". Game is survivor sided, as long as survivors know what they are doing, killer has literally zero chances to win (in game's terms at least; which is pip to gain a rank).

    This of course requires good survivors to be on the same team, not necessary in a SWF (Survive with Friends; premade), but if they are in SWF, it boosts their survivability through the roof.

    Game isn't p2w either, the most of the strongest killers are free to play and you can get rest out of the best for the playtime. Perks are also unlockable through the shrine, which is accessible just through the playtime (or just unlocking a killer/survivor).

    About the speed of characters. Once again, if a survivor is decent, they will run killer for most of the match, if said killer player doesn't either switch targets when needed to or have a decent plan for the end game (i.e. 3 generators nearby to defend).


    Dead by daylight, even though I agree, that balance is out of whack and needs readjustments, the problems you said aren't any issues at all. This game is one of the least ones, where after few hundred hours of playtime you stop being considered a newbie, that time is around 400-500 hours, after which you can be called a "decent" player, not a newbie without grasp of game knowledge.

    Back in 2016, that time was considered to be ~300 hours, if you had less, people straight out called you a newbie for not knowing a game and telling you about lack of knowledge due to your limited playtime and lack of game experience.

  • @MuteNewt said:

    Because geographically half of Russia is in Europe. I am in Ireland and always get games with a mixture of European nationalities. I even get games with Americans and Canadians. There's nothing wrong whatsoever about Russians. I find they are usually amazing team mates.

    Well, the only thing that is wrong with them is... or rather was their ping.

    As EU, I get 50-70 ping with anyone from the EU but Russians, who I get around 150-200. It was a plague back in p2p days, as survivor was almost unplayable for me, unless I dodged tons of lobbies to find a green ping. I think the geomatchmaker is drunk and thinks that far east Russia is still in EU.


    Dedicated servers aren't much better, but at least I can see a green ping, even though it works like an old ~150 peer to peer one (common issues known by everyone)... :(

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/784290#Comment_784290

    stridor effects the volume of grunts of pain and breathing, not gen sounds. Surveillance is the perk that boosts gen sounds.


    Ahhh, sorry, I confused the effects with the Surveillance, true, my bad.

    Still, the base generator repair sound are too loud to hear anything over them, especially these low volume footsteps, so it doesn't really change anything.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/783946#Comment_783946

    https://us.v-cdn.net/6030815/uploads/177/WQ7OWSKAGXUQ.jpg

    4man swf is less than 10% of the entire playerbase. There are no rank specific statistics though.


    Oh trust me, these aren't the correct results, if you really want to, I can go and do some lobby simulator where I count how many SWFs and solos I get each time.

    There is GUARANTEED 1 SWF or 2 man premade each game, 3 man SWF is EXTREMELY common, 4 man isn't that rare in the night time either, 4 man solo? Good luck with that, you are much more likely to win a lottery. This is solely based on R1-R10.

  • @starkiller1286 said:

    If the gen is loud just slap on technitain quiets it by half so she would be easier to hear plus has them waste a few seconds checking if the gen is worked on.


    Technician lowers the volume of SURVIVOR's repairing sounds, not pistons themselves. Not only that, but stridor slightly increases the audio of gens (increases their audio range, thus makes them max volume at further distances), guess what, many spirits run Stridor... .


    Her footsteps are way too quiet, spirit needs a small rework; tweaks to her whole base power and addons in general.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/780717#Comment_780717

    I see why you have "banned" in your name. Wicked? Is that you? Are you ban dodging?

    https://forum.deadbydaylight.com/en/discussion/comment/780725#Comment_780725

    I saw alot of people being rude over the delay and that post I pot DIRECTLY tells you what happened.

    It doesn't. It is just "Something went wrong" but stretched into a longer sentence.

    Lack of communication is the issue here.

  • @UlvenDagoth said:

    Peanits Dev∙Community Manager › Dev, Community Manager Posts: 3,951

    9:57AM

    I don't see how the rudeness is necessary. Everyone here is working hard to get it ready as soon as possible. This is one of the biggest updates in a long time combined with an engine update. Some things went wrong and we wouldn't feel comfortable putting the update out in the state it's in. I'm sorry if this is disappointing to you, but shoving the update out the door right now isn't a better option.

    As far as the event goes, everything will still be happening according to plan, just slightly after it was originally planned. You won't lose any days, the end date will be shifted back to match.


    I don't think people are "rude" due to postponing but rather due to complete lack of information from their part.


    They haven't been so distant from community ever, it's a week after release of No Man's Sky, darkness everywhere.

  • The map was "instant win" for killers back in 2016, then after a small pallet tweak, it became "instant win" for survivors, now after more tweaks to pallet spawning, we have our current version of shelter woods.


    I hate this map as both sides. It needs a rework, true.

1 … 7 8 9 10 11 12