Seraphor
Seraphor
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- Seraphor
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FOV slider would be pointless, because everyone would simply set it to max so that they have the larges FOV, maximum information.
If they did have a FOV slider, the max would be whatever they deemed to be the greatest FOV you should get without costing a perk slot. i.e. it would be the current FOV, and the slider would only allow you to reduce it.
That said, the default FOV is strangely small for killer. It should be a little wider (but not quite Shadowborn levels).
The main issue is having survivors crouched directly in front of me and them not showing up on my screen at all. As long as that was prevented, it'd be a wide enough FOV.
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They be saving it for the final gen, expecting everyone else to do the first 4.
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Increasing the MMR of SWF isn't a solution, because not every SWF is better than their solo players.
I have much better games solo than I do with my friends, because we play for fun, not to win. We regularly distract each other or drop the ball via insufficient communication, which can sometimes be worse than none. "You said the killer was on you!" "Whoops sorry that was 10 seconds ago."
And then there's the friends I don't use discord with, in which it's virtually no different to solo play anyway.
SWF gives the opportunity for better communication, it's not guaranteed.
This is why the only solution to the SWF problem is to give all players better info/communication tools that are redundant to voice chat. Ping systems, more detailed portrait options that indicate what your team mates are doing, etc. Then by lifting up solo players (and bad SWFs) closer to that of a 'good' SWF, you can buff killers accordingly.
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I've no idea what changes will actually be made, because they're usually never what I expect.
But if it were my choice, I'd do something like the following. Less extreme changes than what they're probably going to actually do, which only requires minor tweaks to the listed perks.
Regression (Killer side)
Kicking a gen has 4% instant regression. (this makes the 3s kicking animation more or less time neutral for cases where a survivor stops regression shortly after) In turn PGTW is "nerfed" to +20% instead of +25%, which is more or less a neutral change, only 1% worse. All other gen-kicking perks are indirectly buffed by way of the base kick being buffed.
Repairing a regressing gen requires 2 seconds of contact before regression is halted and repairs commence, similarly to when you fail a skill check and repair progress halts even if you continue holding it down. If a survivor disconnects before the 2s are up, the regression continues.
Base regression speed is buffed to about 0.33c/s (up from 0.25c/s). Meanwhile things like Ruin and Call of the Brine get a slight nerf, so that they're marginally worse then before. (made up for by the two changes above)
Also minor nerfs to: Corrupt*, Overcharge, Eruption, Jolt, Pain Resonance and Thanatophobia*. However Jolt now works with Special Attacks.
Overall this would be more or less neutral changes for regression, except it levels the playing field between regression perks and makes kicking more worthwhile.
Repairs (Survivor side)
Survivor repair speed scales with the number of gens left to complete vs. number of survivors still in the game.
Base speed is 90% or 0.9c/s, +5% for every generator left to repair, -5% for each other survivor in the game.
Start of the game that's 100% repair speed (90% +25% -15%)
If 4 gens are repaired with all survivors alive that's down to 80% (90% +5% -15%)
If 2 survivors are eliminated but no gens are repaired it's 110% (90% +25% -5%)
This slows down the snowball effect in either direction, allowing the other side better chance to regain ground.
*(Corrupt/Thanatophobia's nerfs are made up here in that "gen rushing" means subsequent gens take longer to repair)
Minor buff to Overzealous.
Hooks
A freshly unhooked survivor gains 2s of non-collision and a short speed boost, similarly to as if they had just been injured. This prevents instant hook farming or instant BT body blocks. Taking out the 'instant' cases allows either side a chance to react and adjust their actions to accommodate. BT get's buffed back to 15s to account for those extra couple seconds and further dissuade waiting it out. This makes non-BT saves safer for the unhooked survivor, and turns BT into more of a defensive perk than an offensive perk, as intended.
Decisive Strike can be used twice, once for each unhook. But has a combined duration of 60s similarly to Lucky Break, which you can halt by interacting with an objective. Again, allowing it to be used more defensively and not 'wasted' the first time, the 2nd time the killer knows not to tunnel.
Saboteur gets buffed with a longer duration for broken hooks.
Monstrous Shrine get's buffed to apply to Scourge Hooks as well.
Chases
Dead Hard inflicts the survivor with 3 seconds of 15% Hindered after the invulnerability wears off. This prevents it being used purely as a distance tool in a dead zone, as the distance made is countered by a small slow effect afterwards. It can still be used to dodge telegraphed attacks, or to make pallets and vaults, but that takes precision.
BP
BBQ and WGLF only apply a 25% bonus to each individual BP category that can cap out at 8,000, similar to other perks with BP bonuses. Their current effect of applying a total BP bonus after capped categories after unique hooks/saves is made basekit, but reduced to a maximum of 50%.
Plus overall nerfs to healing speed perks (due to compound percentages stacking), buffs to stealth perks like Distortion and Lucky break, and buffs to aura perks (both sides).
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/3006084#Comment_3006084
Tell me how you counter a demogorgon who is readying his pounce as you run towards a window or pallet. If you vault you get hit, if you fake it he either cancels instantly and gets a hit or just pounces and hits you anyway, the pounce is unreactable at close range and has a pretty big hitbox making it near impossible to successfully juke unless the demogorgon is very bad, and even if you make it to a pallet or something, he just breaks the pallet immediately with the pounce and keeps going. The double standards with this community, I swear. At least deathslinger and pyramid head don't break the pallet when they shoot.
You fake it and he's forced to cancel, slowing him down. Or better yetn you fake it at the last possible moment, and he lunges right past you. That's better than a stun or a dead hard.
His portals can be closed, and are only useful when active and closable, and ge can only have 7 at a time (+/-1).
Demo is by no means a strong killer. That's why you don't see him anymore.
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@Regulus47 said:
Yes, and maybe for the best. Hawkins was awful, and demogorgon was the most overliked killer in the entire game. People are always like "oh, he's so wholesome and fun to go against", but he has unlimited map traversal with only a bit of setup and no real way to counter it as he can instantly place the portal after you cleanse it, and he just gets free hits in every window, pallet or straightway with little you can do about it. He's just as busted at zoning as pyramid and deathslinger and nemesis. Will never understand the diehard love for him, it's just loop until you get to a window and die.
And the award for the worst opinion of the week goes to Regulus47.
Please learn to play killer.
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@killer998 said:
https://forum.deadbydaylight.com/en/discussion/comment/3005931#Comment_3005931
True talent said on stream a gen with 2 survivors is 40 seconds and 40-%15 is 34 so 34 seconds
2 people on a gen with Prove Thyself should be 40s, that's what he meant. (Although a quirk in the maths means it's actually 41s)
All Prove Thyself does is (almost) negate the penalty for stacking survivors on a gen.
It works out exactly the same if survivors split up and do gens seperately, then there's no penalty to negate.
Survivors basically get basekit Prove Thyself by not working together. And that's what genrushing is, survivors splitting up and doing multiple gens at once. That's how non-OP Prove Thyself actually is.
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Shattered Hope. Should be deleted so breaking boons is basekit.
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@Tostapane said:
what about genrush? this is one of the causes of killers camping... if you want resolve camping, you have to resolve how fast gens will pop 1st (i bet that the numbers of players camping will be greatly reduced in that way)
That just makes camping more profitable.
Killers will know survivors won't have time to pop 2-3 gens while the hooked survivor dies, and so camping could secure a 3k instead of a 2k.
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@caramelpudding said:
No, cause neither the tunneling, sweaty killer nor my teammates, who think it's an extra awesome time to milk other teammates, are worth it :)
And this is where hatred and spite influences illogical decisions.
You get more BP in the long run using your flans now.
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@Grandpa_Crack_Pipe said:
Just play killer :)
This was a joke and not serious advice it really is dumbNo it's not dumb advice at all.
There are usually too many survivors, making survivor wait times atrocious and screwing up the matchmaking.
The more playing killer the better.
And it really is easier to get masks as killer, I have 10/12 already.
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Because if you didnt, survivors would find their invitation, then kill themselves on hook to get to the next game quicker.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/3004363#Comment_3004363
I’m confused- then why do more people submit party streamers, envelopes, and cakes during those times? People even make threads like this motivating players to do so. There was thread just a few weeks ago saying the same thing.
No idea.
All bloodpoint bonuses are additive, not multiplicative.
Party Streamers +100%
Bloodhunt +100%
Flan +106%
It really doesn't matter when you use them, providing your base score is on average pretty similar, you're getting the same amount of BP.
The risk comes from putting all your eggs in one basket. You could all play all your flans (as a swf say 1 each) during a bloodhunt for +524% but you might score 10k base that game and so only walk away with 63k (53k bonus total, 43k bonus from flans). Or you could stagger them using one per game over 4 games, score an average of 20k and get a total of 245k (165k bonus total, 85k bonus from flans). Same number of flans used, but double the payoff because you averaged it over multiple games instead of going all in on a bad one.
The difference is what you can buy with your BP, and during this event that's more Flans, which is what makes the gamble of using one every game worthwhile.
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@Juicyman said:
Here's a good rule, if you see 5 flan in the loading screen just task manager out. Every single game I've been a part of with 5 flan have been statistically the worst of this event. Survivors want out asap and to deny you hooks or Killers want to hardly interact with you and just hook camp.
You think to yourself everyone is going to eat but you've barely touched your starter and you're already being kicked out.
Nope. All my best killer games have been 5 flans. Everyone gets 2 hooked and escapes with 30k+ BP, 180k after bonuses. Except the ones who afk forcing me to hook them 10s before the entity takes them and only get 10k because they didn't participate. Or worse, those who suicide on first hook and leave with 5k, only to see their 3 teammates escape with 30k.
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@Triplehoo said:
200,000 players across all platforms.
...yes?
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@Triplehoo said:
https://forum.deadbydaylight.com/en/discussion/comment/3005244#Comment_3005244
More like 95,000 to 120,000 on steam + consoles
The first challenge is already up to 8 million.
8,000,000 ÷ 40 = 200,000
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@Zeon_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/3005283#Comment_3005283
jesus, why do killers play like that during an event? That Spirit deserved what she got.
I almost decided to give myself up out of sympathy once the gates were opened, then I saw NOED light up next to me and thought NOPE.
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@Sluzzy said:
No. Killers "always" gets much more than survivors and can prevent others from getting points.
Always
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@Solomonkane said:
I mean... you could play killer and do what you would want the killer to do? That's what I'm doing, I know how miserable events can be. So I'm just aiming for hooking each survivor twice.
If I get less oh well, I potentially made some poor player happier.
There are two types of dbd player:
1. "Playing survivor sucks because I get camped and tunneled. I'll play killer and I won't camp and tunnel."
2. "Playing survivor sucks because I get camped and tunneled. I'll play killer so I get my turn to camp and tunnel."
So far this event I've had a great time playing Dredge. Getting everyone hooked twice, then letting everyone escape once I've maxed out Destruction and Deviousness. Generally everyone inuding me gets 30k+ base BP, and everyone gets to keep their invites and win a mask.
I say generally because this involves sweating for the first half of the game to ensure I have control over the game and I telegraph my intentions (by chasing and obviously not downing survivors on death hook when I have ample opportunity). Sometimes that early game sweat causes survivors to have a tantrum and kill themselves on first hook.
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They're likely buffing basekit regression, which in turn comes with nerfing regression perks and Overzealous is probably getting a buff.
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So it seems they expect there to be 275,000+ players participating.
So far there seems to be about 200,000.
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@vBlossom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3004725#Comment_3004725
Yes, but the killer will get 25k and +100%.
I don't think that would be fair, sorry, it's a no for me :)
And thus the cycle of spite continues, and all your future team mates and killers who don't camp and tunnel suffer for it, and in turn, turn to spite themselves.
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@Triplehoo said:
https://forum.deadbydaylight.com/en/discussion/comment/3004492#Comment_3004492
Thank you! I don't get it how people don't understand this!
Maybe because a few posts later it's confirmed false.
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@vBlossom_ said:
No I will not, because all games me and my friends are being tunneled and killed with 5-7k BPs.
It's just not worth giving sweaty killers more satisfaction :)
If you all played a flan, that 7k would be 42k and you could easily pick up another or even 2-3 more flans.
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Did about 5 topics get merged here? What a confusing thread! XD
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@CalliopeDESU said:
https://forum.deadbydaylight.com/en/discussion/comment/3004496#Comment_3004496
That is not what i meant, the 40 gen kicks aren't hard neither are skill checks, the problem is that to progress it in the first place you need to have it selected, meaning you can't continue helping the community if you don't have it constantly selected
You can only do 40. Once you've done your 40, you've completed it. At least for your personal contribution.
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@Rizzo said:
I'm going to quickly quote Peanits here:
https://forum.deadbydaylight.com/en/discussion/comment/3002278#Comment_3002278
Besides the conflicting ifo we've had regarding this...
Realistically, do you expect all players to go above their required 40?
Most players won't be on the forums or even dbd social media, so they won't know that the goal isn't 40 skillchecks/kicks, but is actually closer to 400 on average.
Average. So for those of us who are trying... 1000? To compensate for those doing the bare minimum.
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That's not the problem. There's nothing hard about doing one additional challenge for 40 skill checks or gen kicks.
The problem is that there aren't enough players for everyone to only contribute 40.
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Fitst one won't break 10 mil. Each player can only contribute 40, simply not enough players.
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@[Deleted User] said:
What good changes could be made to Tinkerer?
It has a 14s cooldown, and only procs once in those 14s. So if two gens reach 70% within 14s, you only get the notification and undetectable effect from one of them.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3004431#Comment_3004431
Note: the numbers I quoted above assume everyone can contribute after their 40 is done. If it doesn't work like that, then these are straight up impossible.
Considering there's going to be 8 of these challenges, it should be completed by now.
Whatever the current total is, that's what the goal should be, not 30 million.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3004400#Comment_3004400
Can't contribute after you complete it. Mandy confirmed on different post that you can't and that Peanits was incorrect when he said you could on another post.
Then it's just flat out impossible. We're not completing this first challenge, there's simply not enough players.
They ######### up the maths.
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The noise means it it's either moved or been claimed, or respawned after being claimed.
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@hex_uwu said:
Everyone here complaining about how long it's taking them to kick gens meanwhile 40 skillchecks is doable in a 1-3 games...
I did the community challenge first and it literally only took me a couple of matches. While I'm waiting for everyone else to catch up I'm doing the survivor and killer personal challenges.
I understand it's frustrating but they give you the option of doing it as killer or survivor. Pick the easier role and do that. With the chases community challenge I'll probably play killer because chasing is the primary objective for that role, whereas I'm not guaranteed long chases as survivor.
That's not the problem. The problem is that 40 is the minimum required, not the goal.
Yet if everyone only did their own 40, there wouldn't be enough to complete the community challenge.
With an average of 100,000 active players, everyone doing 40 only gets us to 4 million.
Everyone needs to do around 300-400 on average, which means we need around a third to a half of the playerbase to do around 700 to compensate for those only doing 40.
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5 hits out of a locker just happened naturally over the course of 2 games. If you're not, you're not playing Dredge properly. 15 seconds is a long time.
Vaulting is usually where you get hit anyway
Run Iron Will for a couple of games. (I've recently done both the 60s and the '60s as David in a single game', it's not that hard)
The community challenge is ridiculous though.
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@GodDamn_Angela said:
So, if I was reading the challenge correctly everyone can only do a max of 40 actions for it right? Skill Checks is obviously the easier way to do this as kicking gens is next to useless and most gens get done before you have time to kick them anyway.
40 is about 0.000133% of 30mil. That's 750,000 players needing to do the challenge.
I feel the "Your Contribution: 0/40" has to be misleading because this is outrageous and honestly, if true, impossible.
I'm guessing 40 is the minimum expected, so we're supposed to aim for more than that. Once averaged out, the average contribution is expected to be 400. But that's quite a range to play with, and expect over half the players to exceed 400 to account for those that just hit 40.
They should have tuned it to an average of 75, with a minimum of 50, or something like that. Which would be a target of 5 mil, basically where we are now last I checked. Considering there's going to be 8 of these challenges, one per day isn't unreasonable.
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If every active player right now contributes their allotted 40... that's still only around 3-4million. The challenge is for 30 million.
The target is way off, everyone needs to kick around 400 gens to complete this.
Now maybe their stats say the average killer kicks 400 gens a week or something, which is where they got the 30 million figure from. Unfortunately without having the challenge selected for an entire week that's not going to happen.
They'll either come out and say they ######### up, reducing it to 10mil or something (so that everyone only needs to contribute about 100-150. Or They'll fudge the numbers and say "well done guys ypu collectively acheived 500 million which isn't even possible you're so awesome!"
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/3003566#Comment_3003566
Hmmmm so is the 120k based off of 1 flan or 5?
5, hence why everyone should be using flans. You will still save just as many flans for use after the event.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/3002256#Comment_3002256
As in what? Survivors stopping you from getting any BP/items?
As in from 6 killer games, survivors didn't bring Flans even though I did, and gen rushed and played super sweaty and toxic, escaping (after teabags) with 15k BP.
While 3 of my killer games where I wrecked them from the start, was able to control the flow of the game, had time to find the invite, ultimately letting them go on purpose, everyone got 30k+ base BP.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/3003027#Comment_3003027
What do you mean?
Use your Flans to get 120k bp per game. That gets you 3-4 bloodwebs for about 3-4 more Flans as survivor (9-12 for killer)
Rinse and repeat.
You multiply your Flans if you use them now, giving you more to use later. If you don't, you gain Flans linearly.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/3002991#Comment_3002991
How does it harm me in this case? Not getting extra bp?
Because everyone ends up trying to make games as miserable for each other as possible, cheating themselves out of BP in rhe process.
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@KerJuice said:
Idk…I feel like they’re best used when there is a 2x blood hunt event. People tend to use more party streamers and envelopes during that time, and those of us who have hoarded anniversary cakes also kick in.
Except you're not able to invest you BP in even more cakes if you wait for the off chance of a bloodhunt.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/3002856#Comment_3002856
If you ignore the fact that you could be giving said more bp to survivors that are not so pleasant, then yes.
This emotion is called spite and it harms you as much as them.
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@xfireturtlex said:
Im only a couple hours in on survivor. Im not burnin another single cake. Ive been lookin forward to the event for weeks and its so bad that i dont even wanna play now. Every damn match has been killers hard tunneling off hook. This is stupid.
Please play killer.
1. You'll have a better time and earn more BP.
2. There's an overabundance of survivors playing, which is wrecking the matchmaking.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/3000090#Comment_3000090
I see really toxic behavior during events. I don't want to reward people for being jerks with even more bp.
Ah yes, give in to the spite and become what you hate.
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@FireGlitter said:
I’m sorry but I will not be using my cakes for anything other than a blood hunt. I still don’t get why there isn’t one active during the ANNIVERSARY event.
Why? Bloodhunt doesn't increase base BP, it's effectively just a bonus cake.
You're sacrificing one +106% bonus for another +100% at a different tine. That's it.
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Playing distusting MYC/Floods of Rage/Pain Resonance Dredge, get everyone to death hook, then just defend my 3-gen for a while to ensure everyone gets their invite before letting them all go. Everyone walks away with 30k+ base BP (129k+ total) and a mask, win-win.
Except for when survivors panick, sweat, gen rush, and escape outside of my control for 15k and no mask. Typically by not going for the wide open hook saves and letting their teammates die on first/second hook. And generally it's the ones who don't burn a Flan...
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/3001906#Comment_3001906
it looks like a totem pole / pedestal with skulls on it. About as tall as a survivor. You’ll hear a universal high-pitched “sheeeng” sound every time one appears/moves.
When you’re near, it’ll have a purple aura if it’s on the other side of a wall (range is short though, like 2 meters). I found mine between 2 stacks of crates against a T-L wall at Macmillan.
Once you get one, you’ll sparkle all match. Might make you a target, but it’s worth it!
Theres a visual bug or something, other players can't see your sparkles.
I learnt this after I spent about 15 minutes slowing down a game but not killing the survivors so they had a chance to find theirs, only for it to transpire that they all found invites early on and were frustrated that I wouldn't just let them leave!
I wasn't just going to let them leave if they hadn't even picked up their invites, would've been a waste, but I couldn't tell that they had.
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@THE_Crazy_Hyena said:
https://forum.deadbydaylight.com/en/discussion/comment/3002203#Comment_3002203
I never had this issue back when the rank-based system was in place. I always got chill survivors who was nice to play against.
Nowadays, they are always like the ones you describe
Well I did, and I don't now, outside of this event.
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No, it's one of those perks that's useless at high end play, it's a noob-stomper only.
