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Slowpeach

Slowpeach

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Slowpeach
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  • Joey's cosmetics. Didn't like Frank's personality much for Legion but Joey yeah. Also kinda liked Wraith's Angel of Music. Using that a lot at the moment to go with the masquerade and ringing the bell near invites so survivors find them :D. Only had two find it this way because of it.

  • @Jivetalkin13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3004102#Comment_3004102

    I was thinking more along the lines of an old man that owns a flower/ gardening shop. Possibly a veteran from Vietnam (so early 90's to early 2000's depending on how old he'd be). He lures people to the back of his shop to show off his "private" collection. A lot of carnivoreous plants, plants with thorns, poisonous plants, etc. Stuff that you wouldn't see in a "normal" shop. There he would kill those people and turn them into mulch for his plants. That's a basic summary of the idea, but obviously it could be fleshed out.

    Btw, my idea for how he'd look in game is very different from how he'd look before being taken. Imagine a sort of man/ venus flytrap/ vine monster hybrid, with a 3 pronged rake built into his hand/arm.

    For the survivor mid 2010's would probably be best, but any time could work honestly. He's an adventurer. He goes out, finds treasures lost to history, and has fun while doing it. I'll be honest, he's a bit shallow in terms of character, but for the kind of character he is, I think it's fine.

    Most survivors aren't that 'deep'. If you deliberately create a 'shallow' character it's usually because what they are about is less important then what they stand for/do which is the case for all the survivors in DBD.

    I like the old man owning a flower shop and having a private collection but killers typically need to be a bit 'deeper'. Like survivors just try to survive but for someone to be driven to murder they either need to be crazy or something (or many things) caused them to snap and the entity can drive darker impulses. In this case it could be merely scientific curiosity, especially if you involve something like blight serum or something similar. I'm pretty sure there is actual science behind using human remains as fertilizer.

    Mind you a backstory doesn't necessarily have to be tragic (because many killers go tragic) but it's easy to fall into cartoon villain territory where the bad guy is bad because he's bad. It's especially perverted when looking at Claudette because she uses her knowledge of gardening for good. To have someone use it for evil is something I'm surprised hasn't been done before.

    I say timeline because Bill is the oldest survivor (and also a Vietnam veteran) yet we have killers dating back to Babylon, the British East India company and the old west. Always felt that was off but concluded most survivors just fall to the void. I agree fairly recent would be best in this case regardless.

  • @dreamsy10 said:

    If they nerf dstrike they are crazy. The perk is nowhere near as good as it was back then. In this form is good, maybe except the locker abuse, or the gate-openin which should disable the perk.

    The fact it used to be stronger is not a justification against future nerfs. It's still one of the most used perks despite this. Also if they did exactly as you said it would still be on the list of 'changes'.

    Having said that, Decisive Strike is one I'm 50/50 on if only because it so often gets used in ways that aren't what it's designed for such as stopping a killer targeting someone else knowing that they cannot be hooked. I'd be in favour of some mild changes to it for as long as the anti-tunnel aspect of it is either base kit or kept in some form.

  • Keep in mind it is said that there will be base game changes as well. They've said they are aware of the reason why these perks get used and won't just nerf blindly.

    How much faith do I have in this sentiment? On a scale of 1-10? Maybe 4 or 5. They are the right words but from other developers I've heard them before and then they go and do stuff completely out of touch with reality.

  • @Jivetalkin13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003828#Comment_3003828

    Thanks. I plan on making backstories for these two characters, but I'm definitely more of an idea guy than a storyteller. I've got a vision for the survivor to be a cocky adventurer type, who would relish dangerous situations. Plans for the killer are a bit slow, but so far I'm thinking about the harmless old man, that turns out to be a murderer trope. I've got an idea of how both look, but don't have an art program to draw them out. Not to mention I do these on my phone, so that's another challenge.

    I can give it a shot if you'd like if you give me time frames/eras for the characters. I am an amateur writer, I've studied a bit but never written anything. I did a Joey thread so you can get an idea of what my 'concepts' are like though in that case it builds what already exists. Personally I'd like the harmless old man to be the whole 'nice guy pushed too far' by jerks who kept screwing with his garden so then he took increasing measures to 'dispose' of pests.

  • Thanks for your feedback :D.

    Not particularly fussed on the in game effects just how they fit in with the lore I wrote. Admittedly I wanted a better/different totem hunting perk most of all. Small game just isn't reliable and counterforce can get messed with due to boons and detective's hunch is limited time only. Yes the idea is tap and find it later in case you can't complete the cleanse.

    Scapegoat is meant to divert attention away from weaker players so you can carry better. It doesn't help 'you' but it helps the team. Maybe what you said is best but I was going more for flavour win here.

    Defiant resolve was the one I was least sure of. There's a lot of 'protection' hit effects like Mettle of Man, so I was cautious of stacking too many together. We're Gunna Live Forever I suppose only gives blood points for protection hits rather then any gameplay effect so I suppose that doesn't count.

  • @EQWashu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003318#Comment_3003318

    It's alright, there's nothing negative about this post...in fact, it's pretty darn wholesome.

    Just to clarify: So long as names are not shown or discussed in negative context (aka, Name & Shame, as the rule is called), it is ok to show them.

    That is definitely some chaotic good "toxicity", Raccoon! I have yet to officiate a slug race, but I can happily say I have been a part of quite a few (my favorite are with active Pig traps and we race to see whose party hat goes BAKOOM first lol). Glad to see so many awesome people enjoying the Anniversary Event ❤️

    Meanie. I just give out inactive ones after five generators are done so they can keep their party hat forever!

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003929#Comment_3003929

    Some people need to get called out after the match. It hurts nothing imo and maybe the bad player can use it as a learning experience. I also hate this mentality when swf is a thing. We have like 1/10th of the community who go out of their way to use this game as a bully sim then gaslight people. The devs dont do anything about that and havent spoken out on that, but we are the bad people for calling out bad plays in the endgame chat or using curse words in a game about murdering people. smh

    There's a lot of double standards in how they choose to administer the rules in this game. That's their right sure but it seems and is arbitrary. In some cases it honestly feels like they are fueling toxicity to the point where it's hard to tell whether it's complicity or incompetence. Don't get me wrong, this sort of thing isn't easy to manage and I haven't come across a solution yet that works well but could they be doing better? Definitely.

    On a personal level at least because I play killer I can generally control the game a bit more. I choose not to kill most of the time unless a tome requires it or someone is being a real jerk.

  • I kick gens a fair bit. I like Surveillance yo. It's not the best compared to say Pop+Pain resonance but it could be that might be what BHVR is subtly looking for. How often people bother to kick generators.

  • It's to stop calling someone out I assume.

    Oh this Leon was such a bad player. They just walked around doing nothing did totems and didn't do any generators and got hooked twice.

    Meanwhile the Leon is trying to do find and cleanse totems for tome.

    Of course it's pretty clear who they are talking about whether Leon is censored or not. If you want to be a jerk to someone the censor is not going to stop that from happening. It's just a nuisance the way it is.

  • Solid. The design is well thought through. I'm not sure how useful it would be but the things have niches and such. Especially like Laugh at Danger, this gives a strong 'lore' vibe of the type of character they are. Why use a thousand words when three will do? Something I'm not so good at :D.

  • You could technically throw the game on killer too. I agree it's kind of silly the survivor needs to survive in order to get their cosmetic when the killer merely has to play in any way they want provided they don't dc.

    Well I'm only one man, but I'm not killing any survivors in this event unless they really ask for it. Like this one person who stole an invitation from another survivor. I downed one, it spawned in front of us, I already had my invite so I was going to let them have it. In comes a Yun-Jin and YOINK! I killed her.

  • @LegendaryPain said:

    Don't listen to these jokers, you have to actually kick 30,000,000 generators! Get to work killeroid >:)

    Afraid not. Even if you had a survivor cooperate with you it'd take more than 1,040 days :D. The event ends in 14. Yes I'm fun at parties. The taking things too literally kind.

  • @anarchy753 said:

    It's not even exaggerating to say how terribly designed the perk is when the killer has to put in all the work to outmaneuver and mind-game the survivor, while the survivor just has a button they press whenever they feel like it that undoes all that work.

    Killer's don't have a button that just says "push this button any time you're within 10m of a survivor and they'll be damaged no matter what," but that's essentially what the reverse of the perk would be.

    The equivalent would be Coup De Grace. Which only works 5 times once for each generator, you can easily waste it without meaning to and has a reason it's very rare to see it and even then if used against Dead Hard, Dead Hard STILL wins. Oh and Dead Hard can be used by EACH survivor once every 40 seconds. Yay!

    @LegendaryPain said:

    DH is awful. It's an awfully designed perk. You have to act like everybody has it and attempt to wait it out which is not fun gameplay, and if you don't do that and they do have DH you miss a hit and the chase is unnecessarily extended because they pressed a button. Using it for distance is worse, because you can perform a successful mindgame or make a really good play but then oh, they have DH so I guess it's all for nothing and they reach the window or pallet. The issue is that it's just high reward, no skill. It's not like flashlights or even sandbagging where it requires some sense of skill of coordination. No, you just press E and you just get away. It's so annoying and I feel robbed whenever I see it.

    Yup. It's really bad. NoED is the killer equivalent in terms of 'feeling' of being robbed of a health state but its got far harsher conditions and in purely balance terms it's not even close. Whatever they do this asinine piece of trash they better nerf it into the ground or better yet, make it not exist anymore.

  • My only complaint is the shrine normally rotates so slowly and also when it's got perks in there from killers or survivors that you start the game with. Admittedly I'd prefer paying a premium in shards to get perks not in the shrine like 3,000 or even 4,000. Still I guess they are trying to get you impatient so you buy the character or whatever. Meh.

  • @EvilSerje said:

    In 99% it's super easy, when you down everyone, just nod, pick one and bring to another one. It doesn't work only on players that are less than 10 hours in the game.

    But, frankly, I didn't see killer player that gives hatch in last 6 months. I barely see ones that just don't camp and tunnel.

    You'd be amazed how often this doesn't work lol. I get it, I'm a 'different breed' but still I'm not alone in this. It is a bit sad how many play this game so seriously and coldly.

  • I feel it should be integrated into gameplay. Similar to how Moris can be used on someone on death hook, in this case you could 'show mercy' instead. Without an offering of course. What it actually does, I'm not sure but it'd basically mean that survivor can no longer be picked up by the killer and can get up themselves as if they had unbreakable.

  • @xBlitzAce1989x said:

    https://forum.deadbydaylight.com/en/discussion/comment/3002357#Comment_3002357

    Yes, yes, yes! That's exactly what I meant. That would have been awesome!!!

    Actually made a new thread more directly asking people who they'd like to see get such cosmetics.

  • @Flawless_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3002372#Comment_3002372

    I don't care if they have 4 DH 4 UB CoH etc. That's what I expect every game. You obviously missed the point so let me spell it for you again: everybody sweats. People should just get over it.

    Also nobody should run noed.

    Not everyone. People on both sides? Sure but not everyone who plays them. Honestly though this game is not built for 'sweating' it's really really not. It gets stale FAST. Most games do, but this one especially because only 2-5% of it is actually viable at best. That's why its more of a contentious issue then it would be for other games.

  • @Flawless_ said:

    https://forum.deadbydaylight.com/en/discussion/328473/killers-are-sweating-profusely-during-event

    Ahh yes OP, killers are definitely the only ones sweating during the event. By the way, here's a screenshot of my first event game as killer where survivors definitely weren't sweating.

    https://us.v-cdn.net/6030815/uploads/ZQP774C8ZXL0/1.png

    Both sides sweat. You're full of #########.

    /thread

    My condolences. Swear for this event Dead Hard should have made survivors trip and throw a tantrum on the floor and NoED should just make fireworks happen where the totem is and have no other effect.

  • I think getting some masquerade themed clothing would have been fun. Fancy gowns and suits and that stuff. Especially if it was really odd or mismatched. Still flan is good :D.

  • Yeah I think it's actually harder to get 8 hooks without killing anyone then it is to get a 4k because all 4 players are always active/doing generators and you cannot reduce this in anyway. Especially if one poor survivor constantly leads you to them via scratch marks. It's like 'oh you again... god damn it *leaves'.

    Was going to make a thread so there is a bone thrown for us killers who don't like to tell other players 'You don't get to play/learn'

  • Yeah midwich is a nightmare for m1 or other weaker killers. It's very doable to lead them from one pallet to the next and there's not a whole lot they can do about it. It's not Gideon levels of bad but it's pretty close. For other killers though? Yeah. Fairly killer sided. Unless of course you get hook bugs where massive sections of the map can have no hooks whatsoever. Frankly I wish they'd bin the map altogether, can't stand it on either side.

    I don't get the love affair with Coal Tower either. It's not awful and it is fairly small, but there are a lot of time consuming loops there. I mean I guess it doesn't cause me to roll my eyes on either side but it's not 'oh this map nice'.

  • @Zachcjjj said:

    https://forum.deadbydaylight.com/en/discussion/comment/2998738#Comment_2998738

    but the thing is you dont need to 4k so wouldnt you want more interesting/harder and engaging chases rather then 4king bots?

    Sure but not too hard. If it feels I may as well stand still that's what I'm going to do. I invoked this today actually. Wasn't pleasant chasing them from one pallet to the next with no counter play. I dropped chase a few times but two of them were doing it and the pallets just kept coming lol. Didn't have a chance with the killers I play. No bad feelings but yeah, just outclassed.

  • The problem here is that Hag's traps can only be disarmed by an item rather then something like how Trapper's work. You can crouch to negate them but never disarm them. Hag is one of the most hated killers and for very good reason.

    Some might not know this but all players on both sides SHOULD be responsible for the fun of the other. If you can only get enjoyment by causing others misery that's a bit sad. Ultimately if everyone believed they weren't 'somewhat' responsible for the fun of others you would run out of people to torment very quickly. Sure some people will always whine over accidental slights but at the very least don't seek to deliberately cause misery for others. This game makes it far too easy to do it on both sides.

    True playing optimally and taking advantage of the games' mechanics is one thing, but this particular combination is pretty asinine. Overpowered? No, but it is badly designed.

  • @RoboMojo said:

    Aftercare is once again on the shrine. As a result, I think this post may be relevant again. So, if you've been interested in trying Aftercare, but didn't want to buy Jeff, well perhaps now is your chance! Sorry for not responding to some comments. In truth, I just forgot. I can still respond if those people would want that.

    TLDR: RUN AFTERCARE, YA NERD.

    Anyways,

    I'd like to preface this by saying that this post is entirely based on the premise of playing in solo que. If you mostly play Survivor in a Survive with friends group (SWF) then this post will have little relevance to you (Feel free to continue reading if you'd like though). Furthermore, Aftercare is one of my favourite perks and I am a Jeff main. As such, I am VERY biased here. Nonetheless, I hope this will be a good showcase for why YOU should use Aftercare in solo que.

    First, for anyone who might be unfamiliar with how the perk works, let me just pop this in here.

    https://us.v-cdn.net/6030815/uploads/UHKBNAO06T81/2021-06-12-286-29.png

    Now, I know what you might be thinking. Yes you could run Bond and you'd get aura reading on Survivors who are close to you, without any prior effort. However, there are two key aspects to Aftercare that can sometimes go unappreciated. Firstly, the aura reading effect is map-wide (unlike Bond which is only 36 meters). Secondly, and perhaps most importantly, the survivor affected by Aftercare ALSO sees your aura. This is an extremely powerful effect in solo que and I'll explain why.

    Let's make a scenario here, let's say that you'd unhooked and/or healed Meg earlier in the trial. Now, Dwight has just been hooked after hiding in a locker for two minutes and he needs help! Without Aftercare in this scenario, you and the Meg may both go for the save. Only to realise once you both get there just how inefficient it was. Alternatively, neither of you go for the save and Dwight hits second state or even dies! However, if you had Aftercare, then you would've seen that Meg was going for the save. As such, you can commit to your generator, knowing that Dwight will be unhooked safe and sound.

    You might say, 'couldn't I just run Kindred to get a similar effect with much less effort?' The answer is technically yes, but there is more nuance to this. Aftercare works indefinitely, until you get hooked (I'll talk about this later). Kindred ONLY works when someone is hooked. As such, it can allow for greater efficiency surrounding hook saves, but that's mostly all it does. Aftercare, on the other hand, allows for greater efficiency in almost any situation. Indeed, I'd argue that Aftercare and Kindred have a decent synergy. If you are uninterested in this part of discussion then skip the next paragraph.

    The synergy of Aftercare and Kindred: At first, Kindred and Aftercare may seem a bit contradictory, indeed there is some overlap in their effects. However, I'd argue that they have an effective synergy for solo que. Kindred can make up for the lapse in information at the beginning when you haven't had a chance to engage in anything altruistic. Similarly, as I pointed out earlier, Aftercare is disabled upon you being hooked. With the Aftercare + Kindred combo, this is not as detrimental. Kindred works when you need it to, and Aftercare still does it's job. With this combo, you AND your teammates will be much more informed on what is going on in a match. Kindred can still be useful even if you have everyone on Aftercare as Kindred will still show the Killer's aura. Keep in mind by the way that you can totally run two meta perks alongside Aftercare and Kindred. For example, you could run Aftercare, Kindred, Decisive Strike and Dead Hard which would be a pretty solid build. You've got info galore thanks to Kindred + Aftercare, protection against tunnelling with DS and a bit of chase extension with DH. Overall, not a bad build for solo que.

    Essentially, the combo improves efficiency across the board and Kindred aids to lessen Aftercare's weaknesses. There most definitely is some overlap in their effects but I still think that the combo is worth a try.

    Something worth noting is that while Aftercare does require altruistic actions to trigger on a Survivor, it can also activate if an altruistic action is done on you. This means that Aftercare can often passively come into effect as you play, rather then it being a perk that requires tons of effort to work.

    Now, it may be beneficial to compare the pro's and cons of Bond and Aftercare to give a solid comparison.

    Bond's Pros:

    1. Works without any prior effort, slap on the perk and it'll do it's job.
    2. Can sometimes be a somewhat acceptable alternative to Kindred, provided that you are not the one who has been hooked.
    3. Synergises very well with open handed.

    Cons:

    1. Has a limited range. Needs Open handed to get more substantial aura reading.
    2. Aura reading is only for the person using the perk. Doesn't provide any direct benefit for your teammates.
    3. Is hard countered by blindness add-ons and perks (That's kind of a non-factor for the most part but it is something to consider).

    Aftercare's Pros:

    1. When activated, provides value to you AND your teammate(s).
    2. Provides map-wide aura reading, which can be incredibly useful to the team.

    Cons:

    1. At the beginning of a match, provides no immediate benefit.
    2. Doesn't lend itself very well to more aggressive, chase oriented playstyles.
    3. Similarly to Bond, Aftercare is hard countered by blindness add-ons and perks.

    In conclusion, is Aftercare the Super Omega Bestest perk? No. Compared to the meta, it can't really compete. At the end of the day though, restricting oneself to only the meta can cause the game to become stale and uninteresting. Spicing up builds and playstyles is what adds replayability! So, if you have Aftercare unlocked, I implore you to try it for a few games. Who knows, maybe it'll become one of your favourites like it did for me.

    If you read down this far then I think you deserve the ancient secrets. Here: Jeff naked.

    Thanks for reading and have a great day!

    When I saw the title I was like 'Yeah but Kindred is just better because usually you want your team to know where everyone is when you are on hook which is when Aftercare deactivates'. However you are right, they have excellent synergy together. Where Aftercare goes down, Kindred comes into play. Not sure if it's worth two perk slots but aura reading is definitely king in solo.

  • @HungrySnek said:

    https://youtu.be/ZxS3KZGk1oI

    Please

    Last year was horrible with all the people who just hoarded the cakes. Fun fact but if you use your cakes you can get more anniversary items and more cakes :D

    I will. I am the reverse of a hoarder :D. Well when it comes to bloodpoint give outs for everyone

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2998915#Comment_2998915

    A while back I actually wrote a whole post about how survivors spend a lot of time in a position of not being able to do anything and how it's bad game design. Whether they're slugged, hooked, or dead and waiting for their friends to finish the match, survivors can possibly spend a very, very large percentage of their time playing this game not actually playing/participating.

    But OP was specifically asking about slugging, so I stuck to talking about being slugged. On that topic, in solo queue, survivors will leave teammates on the ground for a very long time. I notice this as both a solo survivor and killer. I can spend two or three minutes on the ground being a tap away from revived despite there being three upright survivors, and I'm talking about when the killer is not camping my bleeding body.

    Also hooking is the killers objective and you die on a hook much more quickly then you do being slugged.

    There are a lot of issues with the design of this game that are stuck together like a web. For example you might slug because you know you can't make it to the hook, whether it's sabotaged or something else. In the case of sabotage you might drop a survivor who is nearly able to escape the wiggle. Picking them up at that point is foolish, yet say you down and hook the others. If you want the guaranteed 4k, you have to bleed them out, that's not fun for either side and one of many reasons I simply don't take the game seriously. I'll just pick the guy up and let them go unless they were really a jerk and asked to be slugged.

  • I think the option to show mercy should also be available to give the entity hope to feed on so the survivor doesn't end up in the void as quickly or some other explanation. Whether it's not hooking someone a final time or sparing the last survivor, a lot of players like to show mercy for whatever reason.

    Yes yes you are supposed to be a big bad killer but honestly the game feels more like a Scooby Doo episode sometimes and not all of the killers are heartless jerks and some would definitely try and 'skate' the rules.

  • Yeah this game is simply not suited to being competitive at all. The map and perk design (on both sides) and how much rng is involved mean it's pointless to take it seriously. You are just leading yourself to frustration. So honestly as a killer at least being matched up with a bunch of tryhards with 3 or 4 of them running the same bored tired perks? You may as well just stand still with most killers/builds for how effective you are.

    So you have two choices. Run the boring builds/killers yourself to compete or hope you get matched against weaker opposition so you can actually play the game. There's a lot of ways a killer can 'tone' down the difficulty on the fly if they so choose if they are obviously stronger then the opponent (e.g not use your power) so at least you can salvage some enjoyment. If you are getting crushed though, you are powerless in that game because you didn't equip the 'I want to win' build/killer.

    I myself run goofy builds all the time and mostly only kill if achievements/rituals/archives require it in the hopes it keeps my MMR down. It doesn't really work honestly, I'll still come across squads of 3-4 DH/Borrowed time/unbreakable/decisive strike etc. who then proceed to just taunt me all game if I make any attempt to chase them, especially if the map is in their favour. So I've learned the 'stand still defense'. It makes them go away and we all get on with our lives.

  • @Biscuits said:

    I don't get how not using NoED is this humble brag, you are literally choosing not to use free real estate. NoED punishes survivors for ignoring bones or finishing gens at the wrong time. I know that NoED is on a list to be changed/nerfed but there are much better perks than exist, that I would rather not play against as a survivor main. Pain Resonance and Pop is some of the most degenerate gameplay you can experience, and there is very little you can do about it aside from just not going down at all.

    There are huge mistakes you can make when it comes to facing against a killer with NoED and I feel like 90% of the community walks right into those traps. It takes several chain links of mistakes for a killer to get NoED value, if you break just one of them, its useless.

    It's not intended as a brag more like of... 'There's more to the game then winning/making the other side pissy' which I know is a concept that will never get through to some people just as telling me NoED is free real state is meaningless to me. That's not mockery, bragging or saying I'm right and you are wrong either, just stating how different people see and value things. Also I think it's honestly better to leave bones vs. NoED because it may spawn on one you know about already. If you can't find the last one and some of those spawns are nasty, you can be worse off.

    NoED is just a bucket load of no fun to go up against which I don't wish to impose on the other side. And yeah, it doesn't stop people running Dead Hard or being bullies or jerks or whatever, but some people do appreciate the effort. I don't believe it's imbalanced or anything unlike Dead Hard it's just not fun and it tends to lead to visibly degenerate playstyles most obviously via making camping easier. It's also a crutch and ultimately hinders growth.

    Pop is more passive and Pain Resonance gets regression all the time but the scream 'should' only work once. Sure these perks are very strong and are dominant at higher levels for a reason, but considering that the math of generator time vs. find/chase/hook cycle is strongly against the killer... well their existence is more understandable and at least facing it, it's not so bad from a mental stand point. NoED cheats a health state though and from a psychological point of view, well oversimplifying it, it just sucks regardless of it's actual 'power'.

  • To be honest even when I was new to the game a few months ago and used Wraith I didn't ever use NoED because of it's associations with both being not fun and a crutch. I used Shadowborn/Bloodhound/Sloppy Butcher and Predator. Eventually realized Predator was actively harmful because I was missing scratch marks in some cases and swapped in Jolt. I did alright. It's not a great build but it's not bad for starting out and only uses Wraith or generic perks.

  • @TragicSolitude said:

    Beast of Prey is one of the perks I use on all my killers. Specifically for the BP, but I do think that it confuses survivors when the red stain disappears.

    Whatever changes are made to it, the important thing is that the BP boost stays or is increased.

    The problem with those perks that aren't BBQ and Chili and We're Gunna Live Forever is that they don't allow you to negate the cap so they don't help all that much in that area. I think it'd just be better if all perks that boosted blood points no longer did this and you just got 100% blood points that you do now. If you really want to be technical you could use the same requirements as BBQ and WGLF.

    I think making Beast of Prey merely speed up the bloodlust progress would be a start of keeping its original design. Undetectable is very powerful so it has to be used cautiously.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2996824#Comment_2996824

    You could quite literally just make it so they have no collision during those 12 seconds and the majority would be fine with it.

    This. I'd also be fine if weapons did not hit that survivor at all during that time frame so you can't hit them by mistake if they do try and block that way. I don't know if they can do that without the game have a heart attack with the spaghetti code but one can hope.

  • @brokedownpalace said:

    Stop spending BP on perks you don't want (if you are doing that). Because if you buy tier 1 then you are much more likely to get tier 2 and 3 in subsequent bloodwebs, meaning less room for perks you want. (Though you do have to buy perks in early bloodwebs unfortunately)

    I've done it both ways and the perk remains there regardless. I'm fairly sure there's an increased bias for certain perks that appear, presumably because they don't want people being sad over having two things they want and missing out on one. It's just better to buy garbage perks then no perks because at least it can't appear again once it's at tier 3.

  • Yeah I think because IRC Nurse has one of the worst kill rates it's considered as 'fine' but reading into numbers and statistics incorrectly would not surprise me. They are really useful tools for sure but understanding the reason for them is vital otherwise they do more harm then good. I really don't know how they come to their conclusions but I think that's a good guess.

    I have seen worse conclusion making before though where I honestly believed a developer was throwing darts at a board to determine what was changed and whether it was nerfed or buffed.

  • I run We're Gonna Live Forever for the bloodpoints. It's nice to get to use it for something else :D. So yeah. I pick people up constantly.

  • Cool. Didn't actually know. Even so though, the survivor restrictions are far harsher.

  • The kicker in comp games is that the survivors are neutered because they can't bring the same perk more than once except for Borrowed Time. Even with this handicap, survivors usually 3 escape or 2 escape and that's after insane tunneling by the killer. 4k's do happen but they are exceedingly rare and are usually because the survivors misplayed or got exceptionally unlucky with rng. The scoring system even encourages the killer to not tunnel and they still do it because of the simple fact 3 survivors doing things is less then 4. Less of an issue in comp since unlike solo dbd a team wins or loses together but for solo players on their own? You get tunneled = you lose even if the team wins.

    Also watching some of those games... you do that stuff in public games? Big oooof...

  • As the video says Dead Hard is used at the end of the chase, Sprint Burst is used at the beginning of one and Lithe and Balanced Landing are situational. If someone speeds off at any point you can make the call right there and then whether you should pursue them or not, you may or may not choose to use time on that chase. With Dead Hard you must commit to the chase and waste all that time only to find out you have to waste even MORE time. Also if they use any other exhaustion perk you also know with 100% certainty they do not have Dead Hard, or at the very least don't have it available which factors into whether they are worth chasing.

    Dead Hard on the other hand can be used whenever the survivor feels like it. This is a big deal and is the number one reason why Dead Hard has a massive advantage over the other exhaustion perks, the player has 100% control when to use it for as long as they are wounded. Granted with baby survivors this is a liability. I personally like Lithe because there is 'some' control when to use it but it's not total control. You may wish to quick vault during a chase but you don't want to use the speed yet. Too bad, you MUST use it. Dead Hard doesn't have this issue. You get your third health state whenever you want it and can extend chases by 20-40 seconds or more depending on how badly designed the map is and the killer is now invested because they don't want you to be able to Dead Hard later.

    The concept of why Dead Hard is disgustingly unfun to go up against and why the other exhaustion perks are not on the same level is so basic that I am amazed some people still don't get it. Maybe it's because as I said, having player agency for baby survivors is actually a liability. Either that or they are desperate not to have their crutches taken away. Kinda wish for a while that Dead Hard causes the survivor to trip and fall over and throw a tantrum on the floor until they decide what to do with it.

  • I will always think of it as a sentient broken washing machine.

  • @FrostyEyesSusie said:

    Dead Hard should be attached to No-Mither with DH being given a brand new effect altogether. It would balance DH naturally because of the tradeoff of a healthstate AND make No Mither more than a troll perk.

    It's killing two stones with a single bird.

    I thought this at first too but honestly I've grown to despise EEEEEEEEEEEEEEEEEEEE so much that I just want it gone. I'd accept this if nothing else, there's certainly worse things that you can do (like nothing or just making it's cooldown longer or something stupid like that) and further it's also got the advantage of the fact it's public knowledge that the survivor has it so you don't have to sniff their butt for 5-10 seconds to confirm they don't have it. If they aren't broken from the start, they ain't got magic invincible.

  • @Maelstrom808 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994658#Comment_2994658

    So killers will give up the expose perks while survivors give up the insta-heals and practically insta-heals. I'm good with that.

    More talking about Dead Hard but generally speaking, yeah I'm good with that. Also expose perks that are known before a hit for example Starstruck, Make Your Choice etc. are less of a problem because unlike NoED you are notified of it before you get hit. On top of that the conditions for applying those perks are very limited. NoED is much harder to play around if you don't get lucky with totems but I suppose that works both ways. It's counterable most of the time but it's just a bucket load of no fun.

  • @EvilBarney666 said:

    Detectives Hunch is my fav survivor perk. I can usually find 3 totems after one gen pops. I just remember where they are and go get them. Usually by the 3rd gen I have most if not all of them destroyed. Don't sleep on Detectives Hunch.

    I want this perk honestly. Small game is just unreliable on some maps and counterforce is not efficient.

    As for topic, yeah surprise health state cheating perks are unhealthy for the game. Wraith in particular I think is weaker then he should be primarily because this perk exists and is so strong on him.

  • @Ogurcha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994583#Comment_2994583

    Yeah. This game has so many ways to piss of another team. It cant be fixed, its part of the design. And either you adapt or find something more suitable.

    Amount of suggestions to disable Bubba's chainsaw near hook is immense atm and always will be. And I don't think this crap would work. But what came to my mind:

    What if bubba near hooked survivor and shortly after unhook could not chain several hits. So he would be basically hillbilly in terms of damage output.

    I dunno, I think it can be fixed or at the very least acted on but what's disturbing here is the general indifference and mentality of the devs. The 40 perk change and potential rework of mechanics has promise but I am not getting my hopes up. Like why didn't they say what they were doing? If it was guaranteed to be positive they'd share and hype things. I just get the distinct feeling of being strung along and they know that they don't honestly know what they are doing and unsure of the returns. Despite this though, they know the potential of vague promises so rely on that. You are never going to make everyone happy but imagination is a powerful drug and when you say something vague like that, everyone can imagine how they'd do it and that makes them happy. Then reality hits.

    If you simply addressed face camping and second chance perks saw where things went and made further changes or retractions as necessary at least that'd be seen as doing 'something' rather then letting long standing problems just sit there unaddressed. I really hope I'm wrong about this and ultimately I'm still able to enjoy the game on average but I think in terms of addressing the grievances of many it's just not going to happen.

  • Is it just me or am I the only one who dislikes iridescent addons in general? Like for any killer or survivor. Hell even addons that basically can't be used every game I'm iffy on and reluctant to use. I mean sure they aren't easy to come by and you can't use them every game but the mere concept of 'an obscenely overpowered boost that can be used very rarely' just seems really off. If the concept were to be introduced into most games it'd be laughed at. I get the game is not meant to be competitive or whatever and I certainly don't take it as such because the design direction clearly doesn't support it but still...

    Myers addons are of course the easiest thing to make a valid argument over this particular issue but it's not limited to him.

  • @VonCrow said:

    The devs said during the stream that they are going to address toxicity.

    However, I don't think teabagging o clicking is in the "toxic" category for them. I think they will mostly address the endgame chat verbal abuse.

    The best thing you can do against toxic survivors is to ignore them. They just want the atenttion their parents never gave to them, if you ignore them they might even disconnect.

    If their standards of toxicity is 'whatever we deem it to be' without much ability for empathy, I would not expect much to change.

    Ironically the chat censor does more harm then good. People know the general vibe of what you are saying if you want to be a jerk. Yet some sentiments are hard to convey and can be hard to understand and misunderstandings can lead to thinking someone is saying something negative when they aren't.

  • @DrDeepwound said:

    You have done well.

    We are Legion.

    Damn right. Wish there was a Joey icon.

    I got to Iri 1 as well for first time but not exclusively with Legion. Mostly with Plague, Mr. Puddles, Trapper and whatever dailies required except Nurse. On Iri 4 on survivor too... so that's been fun. Should look up how much is given for each.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2992323#Comment_2992323

    It does have the broken icon next to their name though and I physically spawned in injured so theres next to no reason for people not to know especially ones that SHOULD be near my mmr

    MMR is a joke. At least in my personal experience. The difference in skill that can occur in two consecutive games is utterly mind-blowing. On killer I can go from being completely run round and have no chance of getting more then 2 hooks or I can get 8 hooks without dropping a generator and I end up feeling bad and letting them go because of it. Also it's not like this game has a good single player/learning experience for these clueless souls to go to. Granted some people can't be taught and will insist on screwing up games to learn the hard way, but some people can be helped.

    Take the hag example given. How are they to know crouching does not trigger traps? Unless they loaded the tooltip that tells them such and those are complete garbage in some cases they can't possibly know that. Just because they see someone else crouch walking to a hook might just mean they are being careful until they've got them off the hook then think it's time to run because they know the killer is notified by this. That is one of the things the bare bones tutorial DOES cover.

  • @tippy2k2 said:

    When the devs did their new animation, they specifically stated that they made adjustments because they wanted to make sure the T-Bag animation looked and felt good

    They've made their thoughts on their players being jerks to each other perfectly clear. Basically if it's not slurs or death threats, it's not toxic and just "part of smack talk"

    Sigh. This does not surprise me and yet it kinda does... Why the hell would you ENCOURAGE toxic behavior? Online games usually find their own way to be toxic no matter what. I get it's hard to police it but you can do stuff to limit it. The developers can decide numerous things with this game HOWEVER they DO NOT get to decide what is and what is not toxic, the victim does. Treat others as they wish to be treated. Why is this concept so revolutionary? Granted sometimes toxic behavior can occur by accident and not deliberately but teabagging is a very deliberate action.

    I know some people are gunna argue 'Get tougher skin' or some other apathetic nonsense but you have no idea what people endure every day and people usually play games as an escape from reality, not to be harshly reminded of it. Find some AI or something to crap on and be toxic towards if you want but leave real people out of it.

    Rather then making teabagging fluid they could have put taunts in the game or something that could be used sparingly, especially something that is intended to provoke the killer into chasing them, maybe even attach bloodpoints for boldness for doing so and rewards for killers who catch them. See that sort of 'smack talk' I can get behind because it's within the game universe.

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