Reinami
Reinami
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- Reinami
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@Iron_Cutlass said:
Why do I feel this way?
Running the Event Offering(s) discards the Bloodpoint Offerings. This is suppose to be “the event for BP grinding” only for it to quite literally negate Bloodpoint Offerings.
Likewise, the main method for farming the event, removing Droplets from Altars and replacing them for the Event BP, is hindered with the Offering, which actively makes it take longer to do this process by negating the interaction with Altars for a longer time period.
Few minor gripes:
- Altars are insanely finicky to interact with on Killer, and even Survivor on some spots, since they replace totem spawns.
- Survivors get a new map that interacts with the game in a different way, which is amazing, Killers didn’t really get much aside for the Event Offering. It would be nice to see a new Universal Addon for Killer get added for this.
Im not trying to sound ungrateful, Ill take any additional BP I can get, I just don’t see the point in labeling this as the “event for BP grinding” when there are a lot of things working against the player for BP grinding.
@o7o said:
I would not run the Event Offering just because it cancels BP offerings and you can still interact with the event stuff without the offering. And you still make more BP stacking BP offerings than from the event unless you're on killer. Pretty underwhelming event imo, was excited because I'm working on P100ing Sable but you barely even make any BP..
Yeah, i'm honestly surprised this event offering doesn't have a "gain 100% bonus bloodpoints for doing event things during the event" like they have in the past:
Arcane Dousing Rod is an Event Offering belonging to all Players. Updated the description for the Haunted by Daylight 2023 Event, as it added the Haunt mechanic. The Arcane Dousing Rod is a recurring Offering during the Haunted by Daylight Halloween Events in 2022 and 2023. The directional cue uses the same sound effect as the Crown Pillar during the Anniversaries does, when it teleports to a new location. -
@That_One_Friend said:
Sometimes when I launch DBD, EAC runs into an error (error 2 I think) and causes my computer to blue screen. It reads KERNEL_SECURITY_CHECK_FAILURE.
I've verified game files, reinstalled EAC, and I've never modded or cheated. It used to happen about 6 months ago and stopped randomly but it seems to have started happening again. I don't have any other games besides dbd that use EAC.
Anyone have any fixes?
BSOD usually indicates something wrong with your system. I found this article about that one:
https://answers.microsoft.com/en-us/windows/forum/all/bsod-kernel-security-check-failure/cce9b940-dff4-404a-b152-0387385d191d -
Lose
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@LilacHeather said:
I already know Anni events will 100% still continue give out the most BP. Also, why does the Blood Moon event not start with a global bonus??? Why make us work for it when a LESSER BP event like a blood rush/hunt will auto have it????? Gotta screw over people with busy schedules, I guess.
Overall, not impressed at all.
I think it starts with 50% doesn't it? The event implies it, but i definitely don't feel like i'm getting 50% more.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679425#Comment_3679425
There are no perks or addons that make blight goes twice as fast. And i have played against Blight a million times, i would be able to tell pretty quick if the Blight runs Rat and/or Crow addons. Unless they just buffed those addons to 50% extra momvement speed per rush.
Thanks tho, thread can be closed. I was only unsure if the event might have caused that.
His power literally makes him move twice as fast and the iri increases that even further during attacks combined with the event thing his lunge could be super super long and make it seem like hes going super fast.
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@Majin151 said:
Apparently there's a rce exploit going on and people aren't sure if it's just in apex or eac in general
https://twitter.com/OrdinaryGamers/status/1769556598551085110?t=648KFQnFWJM046NQXdk71w&s=19
Its reasons like this why kernel-level anti cheat is bad. You don't need kernel level to do anti cheat.
Watch the stream here:https://piratesoftware.live#Shorts #Twitch #PirateSoftware -
@xEa said:
Or is it this event? First match against a Blight and he was just lightning fast?
Somebody please explain whats going on.
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679401#Comment_3679401
So what you are saying is that there is no way the event can increase Movement speed? Then it was a cheater. Thank you.
You could jump to that conclusion, but we don't know what perks or addons were used, or if you are talking about their lunge, because the event can increase killer lunge (which is increased movement speed.)
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678756#Comment_3678756
I firmly disagree and argue it is much more likely reversed.
Killer complain that they dislike getting looped and are incapeable of getting a downs before the first 2 gens or so pop. So they get those braindead easy anti loop killers that guarantee hits. And lets be real, when we look at the current version and the changes in the past years, which scenario is more likely?
Whenever i hear someone complaint that killers are anti-loop i ask a simple question.
Justify why unmindgamable god pallets that make survivor's immune to anything should exist? Pallets that MUST be broken, and then, add a minimum of 20 seconds to a chase. Making it so if you just predrop 1 god pallet then shift+w to a corner of the map, you'll lose 3 gens at the start of the match?
Why are setups like this allow to exist:
https://www.youtube.com/watch?v=_DmhXUUrMYUWhen killers ask for anti-loop. Its to deal with these things.
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@Zraith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677872#Comment_3677872
I'm not sure if this is entirely true, as opposed to just handwaving from someone trying to downplay its effects
Well if we look at the data. The AoE has a radius of 2.25 meters. This means that, if you are dead center on it, you need to move 2.25 meters to get out of it. Survivors move at 4 meters per second. Which means you need to move to the side for 0.56 seconds. Unfortunately i don't have the exact numbers as the wiki isn't showing them, but i guarantee you the killer is slowed down to be slower than the survivor for more than 0.56 seconds. Meaning that the distance is probably GAINED by the survivor when the killer fires a shot.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678227#Comment_3678227
i don't watch comp but i pretty sure they not wasting multiple mintues searching and cleansing dull totems. Just cuz it's a counter to something doesn't mean it's viable or even reasonable to do.
Really? Because anytime i mention "comp" i get told "that doesn't matter not everyone plays comp" in regards to how fast survivors are able to do gens.
So my response to you is the same. Comp doesn't matter, its such a small minority of players it doesn't matter.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678761#Comment_3678761
Right, and if it works like plaything they can see the aura of the totem when they are close-ish to it. So, like plaything, it can be totally ignored if you are able to, or if not, you can find it much easier than you can find a regular hex totem. It also creates another perk that can be a cool synergy for plaything/pentimento.
@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678748#Comment_3678748
That’s an awesome idea tbh! Coz if new people struggle to hit it then they can just cleanse the totem.
Also, unlike plaything, it actively encourages you to not tunnel. Because if they have worse skillchecks, you WANT them trying to work gens and wasting time, or cleansing the totem. Whereas with plaything you kind of want to go after the person with oblivious.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678748#Comment_3678748
That’s an awesome idea tbh! Coz if new people struggle to hit it then they can just cleanse the totem.
Right, and if it works like plaything they can see the aura of the totem when they are close-ish to it. So, like plaything, it can be totally ignored if you are able to, or if not, you can find it much easier than you can find a regular hex totem. It also creates another perk that can be a cool synergy for plaything/pentimento.
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@Unusedkillername said:
Killers have slowly been dipping in quality and I'd honestly like to see fewer killers being released IF it could mean we get better ones. Adding something to the game doesn't automatically make the game better because there is more content if the killer is not fun to play against, and I stress it is more important how they are to play against because you can opt out of playing a killer if they are not fun to play if you're a killer player, as a survivor you cant opt out of playing against a killer (unless you throw and die on hook) hence skull merchants kill rate.
This doesn't necessarily mean the killers have to be bad I'm a killer main and think huntress, blight, and hillbilly all have my favourite designs to both play as and against and they are all very powerful killers. The killers I have an issue with are things like the dredge, knight, xenomorph, and Chucky because on most pallets and tiles these killers can force a hit regardless of survivor input-
Chucky- respects pallet, crawls under pallet, charges gets hit.
Xenomorph- respects pallet, hits over pallet if you greed pallet and don't drop it he just hits you on the next loops round with if power (can greed on circular loops but still its sucks), The counterplay to Xenomorph is a side quest based around turrets.
Knight- puts power one place rotates the other. Gets hit.
Dredge- puts remnant next to pallet one way, rotates the other way around it, hits you if you try to play pallet or you are forced into him. If you have a good tile location you may get to leave loop and w.
Even when killers are not bad they tend to share design elements with some worse killers and it hampers them, I don't think the unknown teleports feel fair when you get forced into one by him. (like a dredge remnant) Or they tend to have a side objective like EMPs or turrets that let you deny a killers power mid chase so there is not a worry about them being OP, but this method has its drawbacks. I was playing against a Sadako with friends who were semi-new to DBD and they didn't understand the TVs and 2 got condemned early. It may sound silly but for new players having a killer have a unique side objective makes their first few games against that killer a write off they WILL lose and it creates the impression that the killer is OP even if they are weak while for a longtime player its just another task to do but if it denies a killer of their power it feels awful.
My solution-
Better killers. It sounds easier said than done and I know that hence why I think if we got less killers but they were better it would be better than what it is like now. As negative as this post is I have been playing DBD since Freddy's release and the game has generally gotten better over time so I do unlike many believe in the dev's abilities. And besides that some of the new killers even if I don't like them are ambitions the knight is the first killer since Nemesis with AI minions and they are used in a much more proactive way while Chucky is the first 3rd person killer. They are willing to try things I just hope they can see some of the more obvious issues with some killer designs while they are making them.
This is a result of survivor players getting exactly what they ask for.
Every single time the devs release a killer, or update a killer to play differently, I.E. Sadako, Pinhead before the box nerfs, old SM (not 3 gen) etc. Survivors complain. Anything that forces survivors off of gens and forces them to do some other action is complained about. So if you can't delay the game with killer powers, then the only other option you have is some kind of utility like stealth (just look at how many posts complain about wraith) or anti-loop.
So survivor players are just getting exactly what they ask for.
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@HexHuntressThighs said:
Does anybody know why these Hex perks share the same token requirements? Is doctor solely keeping HHL in such a bad state? Devour Hope is better in literally every single way.
It provides haste per hook after 2 hooks, it provides insta down after 3 hooks, it has built in slowdown because as soon as it’s revealed survivors stop working on gens to find and cleanse it and it allows you to insta kill people regardless of hooks.
Meanwhile HHL is lit from the start just like Devour and is essentially useless unless going against streamers/ New people. I’ve used HHL in 10 games and received a total of 8 missed skill checks. I feel like it needs a change tbh.
Needs to be reworked. I think it would work cool if it was like plaything. Where after a hook, it makes that survivor's skill checks completely silent until they cleanse it.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678188#Comment_3678188
I don’t think you believe it’s fine. I just wondered how you, as a player, would deal with that specific situation in game. Yes, it’s clear you think the perk is pretty bad. I’m going to assume if you saw the scenario I described in-game you’d feel frustrated and annoyed. And you may even attempt to leave the game because of it. Is this a fair analysis?
Not really, because i can't control what other people do, no point in getting upset over it. Also, no i would never leave the game because i believe that leaving the game, or killing yourself on hook should be punishable by ban. Permaban if you do it enough even. Because THAT is what annoys me more than anything.
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@GeneralV said:
I honestly think it is one of the best parts of the Unknown. Those voice lines are good.
@TheArbiter said:
Meanwhile I'm over here wishing every killer had a menu jumpscare XD
@Xyvielia said:
Yeah, I kinda do wish they all had a special ‘breaking the 4th wall’ interaction
tho, I totally understand if it’s disturbing ppl for whatever reasons, a off-switch for the scares could be helpful.
Like i said, its cool, but its not really scary and its just annoying and distracting. Like its cool for the first maybe 20-30 times. But it gets old real quick.
@MrDardon said:
Doesn't the Unknown jumpscare only play at the start.. when you pick him?
It also plays after each match and go into the lobby.
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@sinkra said:
I don't think it's good that this addon rewards a killer for playing bad with free kills at the end. Even when I'm playing killer myself. I just faced a good team that should have been a 0k for them, but thanks to this perk I was able to turn it into a 3k. It just doesn't seem right.
There are ways to deal with noed. Instead of rushing gens, you could look for totems as well.
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@adsads123123123123 said:
Many people claim that Ultimate Weapon is the "strongest info" perk but the data doesn't support this. I've highlighted the most used info perks below, and 3 info perks are used significantly more than Ultimate Weapon:
- BBQ and Lethal Persuer have double the usage rate of Ultimate Weapon
- No Where to Hide has somewhat higher usage.
- Discordance and A Nurse's Calling has similar usage
If UW was really the best info perk, its usage rate should be at the top not lower than 3 info perks.
https://us.v-cdn.net/6030815/uploads/JNYIOMZQKEGJ/image.png
https://nightlight.gg/perks/viewer?role=killer&sort=pick&shown=pick&start_days=28
The reality is that UW is a perk used specificaly by killers synergise with it and is not a generic strong info perk:
- Alien: ran due to base kit perk
- Trickster and Huntress: locker synergy
- Wesker: 40 m terror radius synergy
- Oni, Nurse, and Blight: high mobility let's them easily proc Ultimate Weapon
Its not fine.
In fact, its a bad perk. BBQ/Nowhere to hide are far better, no cooldown, and give aura reading in much better situations.
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@AbsolutGrndZer0 said:
Removal of pallets that you could have used to stun the killer is it's own penalty. Pre-drop the shack pallet at 5 gens and see how quickly your fellow survivors chew you out in the end-game chat.
@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678162#Comment_3678162
If the survivors are pushing the objective, it doesn’t matter. There are more than enough pallets if survivors decide to do gens. The “wasting resources” thing is a huge myth. That’s why as killer I pick an area of the map to defend, since you can’t afford to go on cross map chases.
This,
If you do the math, a predrop of a god pallet adds 20 seconds to a chase. You do that at the start of the game, predrop shack, and 1 other god pallet, and the killer just lost 3 gens even if you shift + w to a corner of the map at that point.
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@RoguePatriot said:
There is absolutely no reason for killers to leave the woods when you could hold a 6 gen, surrender the theater, and pressure all the pallets that are basically in the middle of the map so you can destroy all the good loops... i mostly play killer, and its shocking to me that this map has the worst gen spawns ive ever come across in my favor, god forbid the survivors play against a plague main or a half way decent skull merchant... with the amount of dead space available for other gen spawns, im optimistic theyll soon realize the potential of this map
Ah, so now killers are "6-genning" love it.
Personally haven't noticed any issues with gen spawns, though the map seems pretty large though.
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@Lynxx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678017#Comment_3678017
It's highly generous on indoor maps.
Sure, on some. But huntress sucks on indoor maps and is better on open ones. Some killers will be better on some maps and worse on others.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678065#Comment_3678065
I’m asking how you would specifically deal with a situation like I described with the current version of the perk.
And i'm literally telling you, the perk is probably underpowered and will see buffs. Can you point to anything i said that would imply that i think the perk is fine in its current state?
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677905#Comment_3677905
If you played a solo queue game and had a teammate running this, and the killer had Grim Embrace and Corrupt and the survivor kept restarting to invocation while you repeatedly tunneled or your teammates were tunneled, and then like you all weren’t able to complete any gens and you and this other person are the last two survivors left alive (at 4-5 gens) and they’re still doing the invocation how would you honestly feel/react?
Again, i just told you, that it is likely that the perk will get buffed. But you can't honestly truly believe the devs were like "Hey, lets make a perk that is actually so bad that it helps the killer instead, because ######### those solo queue survivors"
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677923#Comment_3677923
Yeah I saw Scott Jund talking about that in a recent video.
Mixed feelings on that tbh as I do agree in theory but I think looking behind you is an ability you should master very early in DBD. I am more concerned with the generous AOE personally
Have you tried playing the killer? The AoE is definitely not as generous as you think it is.
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@MaTtRoSiTy said:
I disagree, I just think the AOE from his spray attack is a bit BS how it can hit you through walls especially and the problem that countering his power involves looking behind you - something less skilled players don't do very often so it makes him a bit of a noob stomper.
One of the suggestions around that is to actually reverse the power. Make it so when you DON'T look at the unknown the weakness go down, but when you DO it stops (or goes up). Would nerf the killer against low tier survivors, but buff against high tier survivors.
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@Nazzzak said:
It's a noob trap perk designed to help the killer. Can't convince me otherwise. I'm glad I've so far avoided having team mates use it, even those doing Sable's adept haven't bothered using it.
While the perk is weak, its ridiculous to think they they specifically "designed" this perk to be bad to help killers. That is disingenuous. Its a new type of perk, and they are being conservative with it, because they aren't sure how it will go. We will likely see it be buffed a couple of more times before it gets to a good place, and then later when they release new invocation perks we'll see what kinds of things will be unlocked with it.
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@OneGoodBoyDemo said:
Honestly, I don't know what's going through your heads. How do you feel about choosing her in the lobby knowing that a player will automatically give up?
Seriously, every time I face a Skull Merchant people either commit suicide or DC. You already win the game the moment someone finds out it's you and in the end there doesn't end up being any game at All because it ended before it started.
I don't know why you choose her knowing that you won't even be able to play a game with her.
Her kit and addons make her a "build your own killer" which is obviously what they are going with when they designed her.
Look at her base power, what exactly does it do? A "little" bit of everything.
- She gets some undetectable
- She gets a little movement speed (3/5/6/7%)
- She gets a little tracking
- She gets a little anti-loop
- She gets a little area control
But, she's not really good at any of these things without addons when compared to killers that specialize in those things.
- Her stealth is weaker than stealth killers like pig, ghost face or wraith
- Her movement speed bonus is weaker than every other killer's power that makes them move fast (spirit, clown, blight, twins (victor) etc.)
- Her tracking is weaker than doctor, or plague, or legion.
- Her anti-loop is weaker than nemesis, PH, clown, etc.
- Her area control is weaker than trapper, hag etc.
Her undetectable is really short and can only move 36 meters during the duration (about a terror radius) which isn't really that far.
The movement speed increase is nice but generally you are only going to have 3-5%, and 3-5% isn't REALLY that significant in a chase or for map traversal. Especially without a "full anti-loop" power
Her tracking is decent, but she has to pull out her monitor to see it, which takes a little time, and it requires survivors to get a trap on them for the tracking to work, or be tracked by a drone. Most people also don't realize the tracking isn't perfect, it updates in intervals of 1 second and doesn't show a constant position. Meaning its hard to use in chase to track for mindgames.
Her anti-loop is ok, but even if the survivor completely ignores it, your "guaranteed hit" takes 9 seconds, and its heavily countered by "leave the loop". It also only injures like legions poer. She also slightly hinders survivors if they stick around too long, but the hinder is relatively weak, you are still safe around a solid pallet or window.
Her area control is ok as well, but easy to counter by crouching and disabling the drones making them completely useless and they can't defend generators.
Now take a look at all of her addons:
Brown:
- Skill checks smaller for claw trapped survivors
- Tracking duration increased
- Claw trapped survivors get blindness
- Reduces immunity for scan lines.
Yellow:
- Increase undetectable by 20%
- Make scanlines not move
- Skill checks quiet for claw trap
- Reduced disabled drones time
- Extend claw trap time
Green:
- Claw trapped get oblivious
- Aura revealed after claw trap removed
- Claw trapped get exhausted
- Claw trapped get sloppy
- Hindered increased by 3%
Purple:
- Aura of claw trapped survivors revealed
- Increased action speed after dropping a drone
- Increase speed of scan lines
- Increased duration of hinder
Iridescent:
- Increase haste effect but lower duration of traps
- Become undetectable when drones disabled
Now think about what all of these addons do. They aren't really THAT powerful, but they lean into one of those attributes about her.
- Do you like playing her more stealthy? Run the undetectable duration addon and you can get 95% uptime on undetectable, or the iri for extra undetectable times and confusion, or the oblivious addon. Combine that with something like monitor to make your terror radius smaller so that 5% difference is even smaller. Or better yet, with distressing to make it BIGGER and make it even more deceptive where you are coming from.
- Do you like her being able to move fast? Take the tracking duration timer (for longer haste), or the increased haste effect, or the action bonus speed when dropping a drone. Along with some haste perks like rapid brutality. So you can move even faster, and catch up in chase after breaking pallets or gens
- Do you like to have more tracking capabilities? Take the tracking duration time, or either aura reading addons along with something like lethal to increase their duration even more. So you can REALLY know where they are at all times
- Do you like anti-loop? Take the hinder duration/effect increases, take the scan line immunity duration so they get scanned quicker along with something like bamboozle to shut down loops entirely. So your drone in chase is a big threat they want to avoid.
- Do you like area control? Take the scan addons that make scanning better, take the the undetectable when drones disabled to discourage survivors breaking your drones, take the reduce disable time for the drones, along with hex perks that you can use that your drones can defend for you if you pay close attention. So your drones can defend areas without you being there.
- Do you like utility? Take the sloppy addon, or the exhaustion addon, to enable hit and run or counter exhaustion perks
- Do you want to go for anti skill check/gen defense? Go for the skill check addons and take skill check perks like overcharge allowing you to pressure survivors who are working on gens trying to land skill checks (throw in your undetectable and it can be really scary)
Or combine any of these effects together to create a strategy that you want to use.
All of the addons are effective at doing something and improving some aspect about her in a way that can fit your playstyle and perks. She can be played in many different ways very effectively. The only addon's i'd say are "weak" are the claw trap specific ones because they are more situational, but in the situations they work they are still quite powerful.
Basically, she's a "build your own killer" she can do a little bit of everything, and then you can build her in a specific area toward something that you like to do through your addons and perks meaning that even from game to game, you can play an entirely different playstyle with the same killer.
Personally speaking, i like to play her as a stealth killer or as an anti-loop/chase killer. When playing for stealth, i take the undetectable addons so i'm stealthy for a large portion of the time and sneak up on people, but the downside is i rarely have drones for a chase, meaning if i want to use them in a chase i have to recall drones, giving the survivor extra time in the chase.
When playing anti-loop, i take the scan immunity and the action speed. So if they just drop the pallet i can break it quick with that + brutal. But if they don't drop the pallet i can quickly injure and hinder them with the decreased scan immunity.
I personally argue that she is actually the best designed killer BHVR has ever made, because she has so many ways to play her. Yes, her release was rocky, especially with the 3 gen situation. But that was more with 3-genning and less with her. Her current iteration is much better, and people immediately leaving games is because they aren't willing to actually play against her and learn now that 3 genning isn't as effective.
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@Zraith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676808#Comment_3676808
I think he meant that it is not enough to dodge the projectile, you have to dodge a relatively large AOE blast that follows, which means you have to cover a longer distance sideways, and this reduces your distance to the killer (because you are running in a slanted direction as opposed to directly away from him). For the others you "only" have to dodge the projectile itself, and not run in a perpendicular direction for a long time.
During which time though the killer is heavily slowed, so dodging the projectile by going to the side keeps you at about the same distance you would be if you both just held w.
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@menacing_goose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673392#Comment_3673392
Buddy it was meant to make killers not camp if they get the same result from moving a couple steps back the system is poorly made. Nothing has changed what good is a system that makes it so you have to look directly at a killer while they prevent you from playing the game the results are overall still the same
It was literally pointed out in the patch notes that it was "Anti FACE CAMP" not "Anti camp:
Release Schedule Update releases: October 10, 11a.m. ET Tome 17 opens: October 11, 11a.m. ET Developer Updates For more details on what has changed since the Public Test Build, see our October Developer Update: Content Killer Perk Updates Furtive Chase You become obsessed with one Survivor. You lurk in the shadows,…Specifically this section here:
Its literally called "Anti Face-Camp Feature"
I get that you don't like "proxy camping" but there isn't a system for dealing with that. Nor really should there be outside of serious systemic changes to how hooks and unhooking work. When a killer is proxy camping a hook trade is always possible. Generally you should work on gens, and just before they go to second stage, someone hook trades. Repeat that once or twice and you'll finish all the gens with the killer having no kills or hooks.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677128#Comment_3677128
I wasn’t implying the point of a trap is to kill them. I’m also not tunneling someone out as people like to assume a lot here.
The point of the traps are to waste time and if pressured properly get survivors to make bad plays that you can capitalize on because they are worried about the timer. It allows you to catch them out positioned. If you’re solely playing Pig without ever pressuring boxes at all you’re playing her wrong. Without pressuring boxes whatsoever she’s down in D tier at best. Pressuring boxes is the only way she’s viable at higher mmr. Telling people not to pressure boxes is telling them to play in an unviable way that loses them games. And again, I’m not talking about following someone around and tunneling them out at boxes, I’m saying to added boxes into your rotation of gens and chasing.
Boxes are usually not near gens. So if you are do anything other than accidentally running into the survivor with a trap and then hitting/downing them, you are doing it wrong. With the exception of endgame after gens are done of course. But its rare for you to have traps on people at that point if you are playing her correctly.
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@Blueberry said:
The box aura loss was a huge nerf to her strongest feature.
The ambush buff while nice and long requested has left a bitter taste since it’s overshadowed to me by the box nerf. Her ambush while better is still pretty bad. There’s very few instances where the buff has made a difference. Most loops it’s useful on they were already unsafe enough you could’ve just played it for the m1. Where you really need a good anti loop is on the super safe loops where you can’t do that, of which her ambush still isn’t getting you on a hit on. Bar a few very small exceptions.
The buff is pretty meaningless from my testing. Even trying to push it to its max by stacking addons for it..still lacking.
I would way rather have old Pig. This was a Pig nerf in my eyes and I play Pig a lot. I had over 100 win streak with her.
It's really not. The point of the traps is not to kill a survivor it is to force them to do something other than sit on gens. If you are busy tunneling a guy with a trap, you are busy not pressuring the other 3 survivors who are working gens as a killer with no map pressure and only a halfway decent chase power.
The traps force the survivor to be off gens for a minimum of 30 seconds and an average of a minute across all traps.
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@Manky said:
I've played around 14 hours since he came out as survivor and played a lot of games against him and I really am not seeing a way to beat him. If anyone has figured out a way, please do tell.
His UVX is very strong. He can shoot from very far away and sure it takes 2 shots, but that's not hard with such a large AOE. If he misses, he gets a small speed reduction. If the survivor dodges, the distance lost by dodging is way more than the cooldown, so where's the punishment for missing and reward for dodging? It's a lose-lose. The helmet is also annoying to get rid of. Can spend a long time with it on outside of chase staring right at him chasing someone else but he's too far away for it to have an effect, so he randomly shoots the gen I'm on and I get hit. The amount of times I've been in a chase that was ended by circumstance too with his hallucinations being there blocking a vault leaving me with trying to dodge his spitballs and getting hit through walls has become a bit infuriating. I know some killers are meant to be strong in chase and some stronger at map control, but he just seems to be good at everything.
The hallucinations are really rough in soloq. I'm sure a coordinated SWF can remove them effectively to stop him from constantly teleporting but in soloq half my teammates do gens in front of a hallucination or save me off the hook with a hallucination right in front of me which gets me tunnelled.
The way I've experienced it (as a 900 hour player with around 600 on survivor) is that this killer is designed to be balanced against players who have perfected their camera control and play with equally high skilled teammates who know to dispel the hallucinations. For your average joe like me who just wants to play casually, I can't look behind me while dodging a massive AOE attack while also making it to the next loop while also looking out for a hallucination at said loop all without sandbagging my team. That is a lot to ask for someone who doesn't have thousands of hours. It is also hard to expect someone like me to have consistently good soloq teammates who dispel the hallucinations.
Of the many teammates I've played with and the many Unknown's I've played against, none of them seem to be able to say how to counter him, so if someone does know his weakness please do share. I have some suggestions on how to make him slightly less oppressive:
- Hallucinations around hooks should dispel themselves after someone is hooked (like Skull Merchant's drones)
- Dispelling a hallucination while you have a helmet should remove the helmet, or there should be no range for seeing him to remove it. Either works, though dispelling removing it would incentivise the less aware survivors to dispel hallucinations.
- Helmets should slowly but passively disappear while in chase, sped up by looking at him rather than activated by it.
- Either a smaller AOE or greater speed reduction when missing a spitball.
- UVX shouldn't hit through walls, it's powerful enough without that.
Obviously he's a new killer, nobody's ideas are gonna be perfect, that includes me, Behaviour, and you the reader, so take my suggestions with a grain of salt and also acknowledge that the killer is by no means perfect on release - no killer is.
The way I see it right now, he makes many other killers obsolete.
- Freddy and Demogorgon both have weaker teleportation powers, with demo's ranged attack and freddy's loop ending powers also being outclassed by UVX.
- He's also similar to doctor with his loop ending capabilities but with the added benefit of his hallucinations being powerful rather than just there...
- Huntress has a stronger ranged attack but with him having both a strong ranged attack and very strong map control, he seems to outclass her too.
- Both him and Plague use their power to injure with range and both have a way of removing that effect, but plague can't teleport and she needs to drink from red fountains to use her power to down.
- Deathslinger can injure over a loop without breaking a pallet but it takes a while and at the expense of moving slow, Unknown can shoot over a loop without breaking a pallet with barely any slowdown and at 115%.
- Executioner is better at hitting through walls, but again he can't teleport.
- Dredge can teleport to lockers and teleport mid loop, but he has no range. Unknown is basically Dredge with a gun, they're very similar.
The list goes on. While not all of these killers are made "obsolete" by Unknown, I feel Freddy and Demogorgon and possibly Dredge really are. The Unknown is just a better version of them. He's a jack of all trades.
In regards to your first part about how you can't look and dodge. How do you play against huntress, pyramid head, deathslinger and trickster? Do you just yolo it and not look behind you? Functionally they are the same in that regard, but the difference is that the unknown has to hit you twice. Compared to those though, the unknowns projectile is quite slow and easy to dodge when you see it coming. It is however harder to dodge when you can't see it coming, which is part of the point of the power.
As for the teleport powers, yeah the unknown's teleport is really good, but its also not easy to set your teleports exactly where you want to go. Freddy teleports directly to gens which is very strong (and honestly his only power at this point) and demo can choose specifically where to set the teleports, and doesn't have to wait for some difficult determined time to set another portal.
In short, different killers are gonna be different. There are positives and negatives to every killer, even as you mentioned.
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@Royval said:
Hangman’s Trick lmao perks been a joke for literally years and they wonder why we use the same “4 perks”.
This definitely isn't an "us vs them" thing. Both sides have horrible perks. There is a reason that both sides generally select from a pool of 10-15 different perks, and that's because the vast majority of them are either useless, or situational. Those 10-15 that are used on both sides you can get value from in every single match you play.
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676639#Comment_3676639
This should not come as a surprised. The same applies when a killer uses pain res and the blocked gen does not regress at all. This is why it's not wise to have pain res and perks like deadlock in your build. You will waste a token if pain res hit a deadlocked gen because it will not lose 25%. This also happens with repressed alliance which I've seen some survivors use to counter pain res. It will not regress the highest progressed gen at all.
Which really is annoying. I used to have a fun build that that made useless when pain res started hitting the blocked gen. It used to be that if the gen with the most progress was blocked, it would hit the gen with the most progress that is UNBLOCKED.
This created a cool synergy with my old build that was: "pain res, dead man's switch, thrilling tremors".
The idea was simple:
- Down a survivor and pick them up.
- All gens that aren't being worked are blocked, if you see gens that aren't blocked, hook them, you get a pain res and a DMS on one of those gens, telling you where to go.
- If you see that ALL the gens are blocked, you can save your pain res and hook them elsewhere, OR you can WAIT for thrilling to be removed, it finishes up about 2 seconds before they can wiggle off. THEN you pain res and DMS.
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@ScottJund said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675125#Comment_3675125
You are drastically confusing "highest level" with "highest MMR." Highest level is competitive tournaments, a completely separate game that does not apply to anyone here. Highest MMR is extremely simple to get. I don't know how you could possibly rationalize someone winning 95% of their games and still not being high MMR.
I regularly watch otz and hens and ayrun play regular matchmade games all the time and make videos out of it, often together. I honestly don't know what it is, but i was in a thread before where it seems clear to me that when you, and otz and others stream killer games, you are for some reason not going against the same caliber of survivors that i often see. You can actually tell the difference just by watching how they play. I have no rational explanation for it, nor proof, other than when i watch you guys i see the survivors make TONS of mistakes, but the ones i play are on a different level.
I plan on doing an experiment soon where i play at different times and record/post matches to see if maybe its a regional thing, or a time thing, or what.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675084#Comment_3675084
Sure here also comp is a complete different game then dbd. People go on hundreds of game win streaks without tunneling as killer. These are all people you can watch at high mmr who don't tunnel every game to win.
https://www.youtube.com/%40ScottJund
https://www.youtube.com/%40Rapidmain
Right so now you start linking content creators. And here is where we are gonna get into a debate.
I have no problem with these content creators, in fact, i watch several of these. But, even these content creators will admit they don't play at the highest level because scott for example memes around a lot, so he isn't high mmr. Same with Coconut. Who is memeing around with orbital huntress right now instead of actually trying to win. They are playing against entirely different kind of survivors then what i go against.
Now do the same thing, and watch someone like tru3ta1ent, who, even right now, is starting to play more chill. But in the past, he did everything he could to win, and the matches he ends up and the survivors he goes against show it.
But at any rate. This isn't going to result in what you think it will. So no point in debating at this point. I think we should just agree to disagree.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675062#Comment_3675062
That's actually not true plenty of killers don't tunnel and win at high mmr. The problem is killers tunnel get to high mmr and then have to continue to tunnel because if they don't they find out they aren't as good at killer as they thought.
Show me a video of a killer who isn't playing nurse or tomestone myers (they don't count in any challenge) of a killer winning against a comp team without tunneling.
I look forward to it to learn from it.
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@Zraith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675003#Comment_3675003
Yes the game balance is on the developers, but your opinion is a bit strange as well - saying they need to slow down the game in exchange seems to suggest you still don't want survivors to have a reasonable chance, you would only be okay with a different timeline that leads to their loss.
I think you are missing some information.
Basically, the way the game is designed, at a high level, it is not possible to not tunnel. Survivors outrepair you when there are 4 of them. So you have to eliminate someone as fast as possible. Typically, against good teams, your first down means you will lose 2-3 gens. Against bad teams, it is differnet. But the point being is. Against low tier survivors, tunneling is hard to deal with and frustrating to play against. Against top tier teams, it is required. So, make tunneling literally NOT POSSIBLE. Not nerf it, not discourage it, i mean literally make it fundamentally impossible to do, and then do SOMETHING to slow the game down so that at a high level killers will still be able to compete.
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@Zraith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674929#Comment_3674929
maybe the killer player does not do so with malice, but the effect is the same for the tunneled survivor, their game experience is ruined, and the outcome is no different when done with toxic intent or without. From the survivor's point of view it is toxic.
But the problem you have is not with the killer, it is with the developers for allowing the tactic to exist. Personally i would love it if they rebalanced the game around hooks and chases instead of kills. But that would mean eliminating tunneling and camping, but also they need to slow down survivors in some way. The point though is people need to stop looking at people using tactics to win. If you don't like those tactics your anger is misplaced.
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@arcaneGospel said:
Aside from better grass, of course.
I always find it interesting how there are so many different directions I've seen Trapper taken in possible reworks, ranging from small changes like undetectable at trial start, or covering traps in map-appropriate camouflage, to more drastic things like emphasizing his connection with the Entity in various ways as a sort of power up, or giving him entirely new kinds of traps. One direction I've been fond of myself is the idea of emphasizing his overwhelming physical strength in the form of either a short range special attack used more to knock survivors in a certain direction--towards trapped areas, ideally--or a special install state he gets from exerting his presence over survivors in his TR, allowing him to grab and strangle survivors as a sort of infrequent instadown. (This idea is admittedly inspired in no small part by the For Honor collaboration representing him with the pugilism-centric Centurion.)
Do you think he needs any new abilities or traps, or do you think there are just some smaller tweaks they could implement to improve the direction of his kit? Do you want them to add some further layer of counterplay alongside a new mechanic, if you're one of the people who find him especially boring to go against?
I had a rework a while back that i thought of before they added the movement speed bonus when setting traps, and i think honestly i wouldn't change it much. Basically i would do the following:
Traps now spawn near generatorsthis was already done in 7.3.1- Trapper starts with 2 traps and can carry 3 basekit.
- While walking over an UNSET trap, the trapper automatically picks up the trap (without having to stop or do an animation or anything)
- After setting a trap. The trapper is able to perform an additional action for 5 seconds to "cover" a trap. This makes it so the trap becomes hidden with the exception of a slight indentation in the ground (similar to how traps would look if they get bugged in the ground) only 1 trap may be hidden at a time. If you hide a trap while another is already hidden, the trap automatically becomes UNHIDDEN, this gives you more ways to hide your traps especially on maps that don't have grass. In order to disarm a hidden trap, survivors must first spend 5 seconds "uncovering" the trap, then they can disarm it.
- Getting out of a trap is normalized to be a single 10 second interaction if you attempt to free yourself (but stays 1.5 seconds if someone helps you)
- Fix the hitbox of the trap so that survivors can't vault over them (using a pallet to cover one is fine, but putting one next to a window and having it be "too close" to the window so they can vault over it is dumb.)
- Slightly increase the size of the trap by about 10-15% as well as its hitbox.
- Make it so you can't place too many traps in a small area. I'm thinking about 12-16 meters. Where if you place a trap within 12-16 meters of another, that previous trap is automatically unset and teleported to your inventory (to prevent locking down the basement for impossible saves)
- When a survivor steps in a trap, and the trapper is running toward the survivor who is trapped, they gain an additional 15% haste (this is tightly controlled to be very specifically moving toward the survivor in a tight cone)
- This makes it so that the trapper is able to potentially get to someone who is on the other side of the map faster. Additionally, it could also be used in chase to surprise another survivor by giving you a big burst of speed.
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@SrNinguem said:
Idk about you guys from NA, but here in SA you can`t play as a survivor, there is a lot of killer being toxic like always tunelling survivors, camping hooks or using cheats (like a 20 hours account from steam with p100 wesker...) and i`m afraid... i waste a lot of time and money while playing dbd and i feel toxic killers and cheat killers will kill the game if behavior dont do something...
In my last 50 games i think only 1 killer dont tun or cheat and this is very sad bc i really love this game but you simply cant play as a survivor
Dude look at this #########: https://streamable.com/x3b9by
sorry for the bad english.
Tunneling isn't "toxic" it is playing to win. The game doesn't define rules that say you can't tunnel, thus it is fair game.
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@scachich said:
Sometimes i get stomped, bm'd, etc or i just feel really bad, and honestly the other side making fun of me and constalty harassing me doesnt help me at all, this game has brought MY WORST SIDE, im simply not myself when i play this game, and i dont really enjoy playing any other game really, so switching games is not an option, i need a way to quickly cool down and not be overwhelmed by anger and frustation.
Most of this anger and frustation turns out into disconnecting, i've been penalized up to 7 days, which dont get me wrong, was okay for me and was all my fault, i just waited there 7 DAYS without playing anything else, the dc penalty is okay, however it doesnt discourage people who are angry from doing it...i just keep doing it everyday, because im so angry and frustated i need to vent in some way or another.
I wish there was a way for people like me, who get frustated and angry VERY easily to properly vent and keep playing without, well you know, disconnecting in such rage.
one option i though about was some sort of time-out, where you can, after some time decide if you want to keep playing, or leave, if you're a killer, you grant the survivors a a pip and max bloodpoints so they dont complain that you left , also progress toward challenges would be saved, meanwhile as survivor you could give your team a compesation advantage, of everyone agrees to end the game, bloodpoints and pips.
my whole point is that I NEED some method to stop disconnecting in the heat of my rage, or another way to vent without having to wait an eternity, i cant just go afk because i will eventually go back and see the other side harassing, making fun of and even insulting me, there must be a better way than just letting the other side farm bloodpoints from you, while you sit there waiting like 10 more minutes, it just TAKES TOO LONG!
this was basically a little rant, please take it with a grain of salt.
Edited, as this was a necro post, my bad for not seeing the date.
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@leviivel said:
Sable has green rarity skins aswell as releasing with 2 purples, guess who also released like this, Vittorio.
let’s go back to the 6 year anniversary, Haddie, who technically did release with greens, had them twitch prime locked. She had an anniversary outfit and a linked set, the anniversary outfit’s head was just an extremely simple mask with her hairstyle flipped horizontally. So if you didn’t have the twitch prime outfit, you’d have only have 3 head piece options which were all very similar because her yellow rarity head pieces were barely different (if even at all). So instead of fixing the yellow head pieces or giving her new cosmetics… SHE HAD TO WAIT 10.5 MONTHS FOR HER FIRST POST LAUNCH OUTFIT… and this was only because the community rallied for her so she could get more skins.
now, Vittorio, the very obviously designed horny bait character only made to sell well. Let’s see… Green’s on launch plus 2 SHIRTLESS outfits (they’re not even hiding it, it’s pretty obvious he’s a sex sells character). Meanwhile, he also got a lunar new year outfit 2 weeks after his release, a rift outfit in the midchapter after his chapter (the reason this is special is because this is when they started featuring the newest characters in the rift) and the chapter after Forged in Fog; Tools of Torment, he got a TECHWEAR skin (i’ll mention why this is important later with Gabriel). And the thing is, he still gets an insanely consistent amount of skins.
after that, we had the Lyra siblings, who had no greens but they did get recolors of their outfits (although strangely not their release ones but post release ones). They get a very good amount of skins but the lack of green rarity items bugs me out a little.
now Gabriel is the place where i feel the most weirded out by, Gabriel had zero greens on launch (WHICH MIND YOU HE REALLY COULD HAVE USED BECAUSE HE WAS STUCK WITH THE LIFE JACKET), then when does finally get skins (which mind you, nowhere near as consistently as someone like Vittorio) they all have this stupid futuristic limitation, which i don’t mind, cause i like doing different spins on themes, but why does he have this limit when mr. medieval Vittorio gets to wear modern era stuff (again, Vittorio is totally not designed to sell well).
now onto Sable, now before i say anything, i really like Sable! Everything about her is enjoyable and she suits my tastes perfectly in both visuals and backstory/personality. But it’s clear as day she was very intentionally made to be extremely likeable. Not to mention her being friends with Mikaela, which is awesome for word building, is also ironic since Mikaela is one of the most popular survivors, does say a lot.
(this post isn’t meant to rag on recolors or something, i love recolors especially with the unknown having so many default weapon recolors compared to a lot of recent killers. This post is just meant to call out a weird bias i’ve noticed)
edit: my point didn’t come across properly my apologies, i get that sales are sales and popularity obviously means more skins, it’s more so just that the release bias has been a little weird, cause Sable and Vittorio get greens and 2 purples immediately when Lyra siblings and Gabriel only got 1 purple with no greens (they didn’t even bother making easy recolors of their release purples).
BHVR is a company, and companies are going to do what makes money so that they can keep making stuff for us. If they keep releasing Feng Min skins, (or now Sable skins) and people keep buying them, but people aren't buying Haddie skins, you can't fault them for making more Feng Min skins. Vote with your wallet what you want.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674501#Comment_3674501
Pain res, pop, dms+ grim embrace, light born…!
You got counterplay: kill everyone before 5 gens are done, don‘t play hit and run, bring noed, terminus, no way out, remember me, face camp and play it well or drop when the gens are done and hit them.
The survivor earned it by doing their objective, unlike noed and other killer perks they actually did something for it. It‘s not easy to get to the endgame either.
According to you a lot of killers should be nerfed then also.
I'm done.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673385#Comment_3673385
But that‘s what this perk is supposed to do. It should reward you with a strong effect when you make it the endgame.
Also this perk isn’t always a upside. I had a lot of times where someone finished a gen while I was healthy and I got nothing. Then when I get chased, I also couldn‘t use my balanced landing and died because of it.
A perk should never create a situation in which the other side can do literally nothing.
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@ASurvkillivorer said:
Xbox. Am I trippin?
Wait was it always 7.99$ on Xbox?
You get discounts on anything Gamepass related. I just don't recall getting a discount for DBD DLC before. I know you get the discount on auric cells.
So perhaps the price is actually less now?
That's funny though. So steam gets it a dollar cheaper? So BHVR basically voids the "gamepass discount" by raising the price. Until now possibly? 20 cents more than steam. Not a big deal I just don't rememebr seeing these prices.
No idea on other platforms honestly.
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@Rulebreaker said:
Thank you for making it so we don't have to prestige to use the auto buy bloodweb.
Indeed. Now all they need is a "spend all" button to just spend all my current bloodpoints in something automatically.
Ideally a configurable way, where you pick 1 or 2 things you want to grab first, then just auto complete everything else.
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@ASurvkillivorer said:
DLC is usually 6.99$ for me.
Now I notice it say 7.99$ but discounted to 7.19$ for having gamepass.
Is 7.99 the new standard or is it a mistake?
I'm seeing it as $6.99 right now and when i bought it, it was $6.99
What region are you in?
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@Ember_Hunter said:
I have been searching the internet for any guides, but it seems like I am the only Dead by Daylight player to play on a laptop without a mouse. Does anyone know how to last longer in chases where I can't look behind myself and how to know when to 180 with the red stain? I am actually surprised I have gone to green ranks, but it is getting out of hand on how 90% of my chases end with the killer mindgaming me when I can't see behind me. I can only use red stain and spine chill or initiative to survive chases long, so any possible tips?
@Ember_Hunter said:
Well, now I feel bad for bothering you guys with my question :(
https://forum.deadbydaylight.com/en/discussion/comment/569054#Comment_569054
Looks like that's the only tip I'll be getting. Time to just learn by myself... :P
While i understand you are probably not happy with that answer. Playing with a touchpad is going to give you a big disadvantage. But you can buy a mouse super cheap on amazon. Like <$10. Here is a wired one:
Buy Amazon Basics 3-Button Wired USB Computer Mouse, Single, Black: Mice - Amazon.com ✓ FREE DELIVERY possible on eligible purchasesIf you really need a wireLESS one here is another option:
Buy Amazon Basics 2.4 Ghz Wireless Optical Computer Mouse with USB Nano Receiver, Black: Mice - Amazon.com ✓ FREE DELIVERY possible on eligible purchasesThese are $8 and $11 respectively.
If it is honestly a money issue then DM me, i'll buy you a mouse.
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@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673199#Comment_3673199
why do ppl say this like it's the norm
if this is happening in your games then all 4 survivors were allowed to work on gens unbothered w/ toolboxes and perks to assist. Maybe don't get ran by 1 survivor for 5 min
Why do people say that pain res grim dms pop is a problem like its also the norm? Running into these full meta builds against killer is about as common as running against full meta against survivors as well. Both are a problem and both should be dealt with simultaneously.


