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TWiXT

TWiXT

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TWiXT
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  • @iBetClaudette said:

    Same. I had back to back killer dc's followed by back to back survivor dc's. Please bring back the dc penalty

    I'm playing in the red ranks currently, and just an hour ago I was using my favorite breadwinner the Doc, with full intentions of making it apparent I'm DTF (Down to Farm), but for 3 games in a row... as soon as my TR hit them, or I approached them, I'd get 1-2 DC's immediately. these games had 5 cake offerings, and I was trying to get them to farm, but nope "ah ######### its doc!" = DC. sigh... nice way to kill the fun there guys.

  • As killer, I spent 7 cakes last night, capped at 1 mill BP, pumped that 1 mill into my major breadwinner (doc, but I'm doing this with legion too), and gained 29. That's a net gain of 22 cakes for the 7 spent... so, there's no harm in spending them now since I'll be getting back 1-3 for every 60-80k BP I spend. I currently have 56 on Doc, 52 on Legion, 36 on Pyramid head, 22 on Plague, 28 on Feng Min, etc... and there is another 10 days left in the event, so as long as everyone is using them throughout the event, by the time it ends I'll probably be well stocked for the next year. but yeah...

    Did I miss a message from the devs about removing the DC penalties?

    Is this an intentional test to prove that the DC penalty system was working to deter DC's?

    Or is this a bug?

    Either way, it couldn't have happened at a worse time... I mean I know everyone's getting plenty of BP right now, win or lose, but I noticed the DC's are increasing and it's starting to ruin the event for me too.

    If someone has a response from the devs about it, I'd appreciate a link. If there hasn't been a response, I'd likewise also appreciate one from them about this.

  • I use the same logic I have for any game that allows me to choose my character and has a 3'rd person view: "If I'm gonna be stuck staring at a characters ass all game, it might as well be a nice one I don't mind staring at."

    Plus... Feng Min makes cute noises.

    @mouse0270 said:

    If I have to stare at a butt for 8-12 minutes I would prefer to to be a woman's butt...

    Edit: dang, they beat me to it! 😋

  • Nope, the Recharge meter won't be for reloading with huntress and clown, It'll replace their cooldowns between throws! For example, currently default clown can charge and throw a bottle once every 1.25 seconds: 1 second for cooldown +.25 seconds minimum for another windup and throw. so the recharge meter will either visually show you when you can wind up your next bottle in 1 second of cooldown, or like nurse, it'll have a count on it that once depleted won't let you throw another bottle until it recharges...

    probably gonna be a count of 2, y'know, to give survivors a chance to gain distance before you throw another, because that's what survivors hate about clown, he closes distance on them too quickly giving them no chance to escape from his barrage of rapid fire bottles /s.

  • They gave us compensation, Now PH players, who are good at guessing where the cage spawns, can play "keep away" with them if they get there first. This happened to me today by accident, and it was funny as hell.

  • @Peanits said:

    The tell I feel is pretty obvious. Once you see someone go down from healthy once, you know she's using it. Ideally you don't want to get hit by a hatchet even if she's not using it, so it's not really a "too little too late" situation.

    Anyway, I'd be totally okay with that personally. The most interesting idea I've heard was to make long range hatchets (>24m or 32m) instantly down people. That way it stays powerful, but requires a lot more skill to use and has way more counterplay. What do y'all have in mind?

    I could see 15-24 meters max before insta-downing, but not 32. 32 Meters is in the "lucky shot" territory that would be nearly impossible to hit, and would make the add-on completely useless. For consideration, you gave us a challenge for Huntress in Tome 3, Level 3 called "Bullseye: Hit 2 survivor(s) 15 meters away with the Huntress's Hatchets. Complete this challenge in a single trial."

    https://youtu.be/NFGz7ENCsgE?t=80

    I have to admit, I'm a pretty decent huntress, but that challange was difficult as hell, not to mention impossible on indoor maps, or maps cluttered with tons of LoS blockers. I tried that challenge 5 times before I finally got it on Wretched Shop due to there being some nice, open dead zones. If say, you limited it's insta-down ability to 20 meters, that alone makes it practically useless on all indoor maps, makes it crazy difficult on heavily cluttered LoS blocking maps like Suffocation Pit, Haddonfield, Badham, or Rotten Fields, and only useful to skilled killers on the more open maps like Wretched Shop, Blood lodge, Sheltered Woods, Torment Creek, or Disturbed Ward.

    What I'm saying is; while making that change is a good Idea... you should take into account, if you can, the average distance the average Huntress player typically lands a hit, and add a few meters to that distance to match the higher skill needed for above average Huntress players. I would say, 20 meters, which is her default TR, is definitely a skill shot range, but any more than that is in the "heavily nerfed/useless add-on" territory, which is something you should try to avoid doing if you don't want an equally heavy community backlash.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1406379#Comment_1406379

    I can't claim to speak for anyone else, but my concern was ALWAYS the lack of information. Information is power in this game, and denying him it when he uses part of his ability when any other killer would have information had me worried.

    https://forum.deadbydaylight.com/en/discussion/comment/1406342#Comment_1406342

    I've yet to see the cage actually teleport away, what's the animation for it?

    Sadly didn't see it happen. I first injured the other rescuer who tried to lead me away, then went back and picked up the downed one. As I was carrying that survivor to a hook the opposite direction of the cage, the injured attempting rescuer came back running right at me and cost me a swing. I continued on and hooked the survivor, but to my surprise when I turned around, all I saw was the other survivor hoofing it out a door, but noticed that caged boi had not been rescued, which means he must've vanished right before they could get to him. I'm guessing the timer on it is around 10-ish seconds or so, maybe less. Still, funny as hell though.

  • Funniest thing happened for me today: It was on the Game map, I caged a survivor, then followed another over to where the caged survivor was, downed them right before they could reach it, picked them up to hook them, and before another survivor could rescue the caged one, caged boi vanished! I had already hooked the survivor, and now had a new one to chase while the caged one entered struggle phase on the other side of the map.

    I actually like this new mechanic, it can turn into a sick game of "Keep Away!" After experiencing something as funny as that, I had no qualms about the new changes.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402548#Comment_1402548

    You stole my spotlight lol. Making me sound like a caveman in comparison.

    That wasn't my intention, I apologize. As you can tell though, I've thought an awful lot about how they could change Fire Up to make it more viable/useful to killers. It still baffles me that when they did the Freddy rework last summer, they never even considered bumping Fire Up by 1%, and because they didn't it's still considered one of the worst perks available to killers. Lets face it, by the time there are 2 gens left, there's not much the average killer can do to stop them from completing, especially if none of the survivors have died by that point. Fire Up could be a good safety net in that case, with just the 1% increase, but because its locked at 4% per token, it can't even meet up with Brutal Strength or Bamboozle until all 5 gens complete... Which makes it almost useless in the scenario.

    It's the same old story, Perk has potential to be useful, or a game changer, but the devs either don't listen to the communities feedback, or they briefly experiment with it, chicken out due to too many complaints, and nerf it to the point it's useless. The latter of which happened to Thanatophobia, which was momentarily increased to 24% de-buffs for having all 4 survivors injured. The least they could do for us is allow us to test any of the suggestions in this post in one of the PTB's, not that they'll listen if it turns out decent.

  • Current Description of Fire Up:

    For each Generator completed, gain a stack-able 3/3.5/4 % buff to Picking-Up, Dropping, Pallet Breaking, Generator Damaging and Vaulting speeds for the remainder of the Trial.

    First Proposed simple change to Fire Up:

    For each Generator completed, gain a stack-able 3/4/5 % buff to Picking-Up, Dropping, Pallet Breaking, Generator Damaging and Vaulting speeds for the remainder of the Trial.

    The reason why this simple buff makes it better is all in the numbers and how they relate to other perks. Fire Up is basically a different/arguably worse version of Brutal Strength, and Bamboozle. BS at max level gives you a 20% bonus in speed to Destroying Pallets and Damaging generators, While Bamboozle gives you a 15% boost in vaulting speed while blocking windows for 16 seconds, both of which do so from the moment you start the match. Fire up however, grants only a 12% boost to both breaking pallets and vaulting speed when 3 generators have been completed, and a combined 20% boost to both when all 5 gens are done. Stacking Fire Up with BS and Bamboozle makes Breaking Pallets is 40% faster, and Vaulting windows is 35% faster when all of the gens are done, which is great for chases in the endgame, but also means that it's practically useless at that point since you have roughly 20 seconds before someone opens a gate and the remaining survivors escape. Basically, The current version of Fire Up doesn't do enough to help when you're attempting to prevent survivors from finishing the last generators, even stacked with BS+Bamboozle, and is pathetically under powered on its own.

    However, If the max buff it gives was increased by 1%... the change makes it much more useful: Gaining 5% per stack means you reach Bamboozles vaulting speed when 3 gens are complete, as well as match Brutal Strength's gen damaging and pallet breaking speed at 4 gens complete. This gives you much more pressure in chases by the time there is 2-1 generators left, giving you more of a chance to prevent that last generator from completing, and makes pairing it with BS and Bamboozle straight up double their potential when 3-4 gens have completed. With this small 1% buff, the perk becomes viable, and really decent for chase builds like, Enduring, BS, Bamaboozle, FU, or endgame builds wherein downing survivors quickly by the time the last gen is powered is crucial to making the builds work. It overpowers both the pallet breaking and vaulting speed only when there are no gens left, which would make it Ideal to have against a gen rush squad, without being completely broken considering the trade off for earning these buffs is that the survivors primary objectives get completed.

    Another alternative suggestion for if you wanted to make FU really nasty... they could reduce the % from 4% to 3% at max, but also include gaining a stack for every totem that gets cleansed. With 5 gens and 5 totems, that would mean that if all of them get cleansed, and all generators get finished, you now have 30% Vaulting, Pallet Breaking speed for using Fire Up alone, and 50% Pallet Breaking speed when paired with BS, or 45% vaulting speed with Bamboozle. Considering that the Wraith has add-ons that already make these speeds possible from the start of the match, and even better when paired with BS or Bamboozle... I see nothing wrong with this kind of buff to Fire Up, and It would open up some really nasty Hex builds to encourage survivors to keep buffing Fire Up for you.

    The last alternative Buff I'll propose: Like the OP has suggested, an increase to movement speed would also be Ideal, but having it increase movement speed by 1% per gen completed at every stack would make it pretty broken by the time only 3 gens are done (increasing MS to 4.8 m/s on the average killer). Instead I would propose simply having it gain a 5% movement speed bonus once all generators have been completed. Paired with NOED that would make the killer move a 9% faster, which would be a devastating change to how the endgame proceeds, and really make the survivors regret having ignored "doing Bones". Either way, that 5% increase to movement speed puts it in line with 1 stack of Play with your Food, and allows you a better chance during the endgame to actually down a survivor before they can escape. Which, in essence, is what the perk seems to have been originally meant for: "sure the survivors completed all of their objectives, but they also made it easier for you to catch them in the endgame."

    These are just some alternatives to buff Fire Up and make it more viable than it currently is. My personal favorite is the first suggestion of simply increasing it to 5% per stack, since that seems to be the most balanced and fair trade off. What do you guys think?

  • @Inji said:

    Unfortunately you dont get a notification for the log in rewards. You should be getting them when you log in and they are in your inventory.

    Check your character's inventory to see if they are there.

    https://us.v-cdn.net/6030815/uploads/TFPWDVKE9GQR/image.png

    Source: https://deadbydaylight.com/en/news/4th-anniversary-event


    The anniversary trailer shows a new Coat cosmetic for Deathslinger, and a New hat, and pants for Claudette:

    https://youtu.be/RxYqehgJSnI

    But I see none of those listed in the rewards... Are they earned in week 2 after June 30th?

  • @vizzibilitie said:

    This is a really awesome concept and I loved all the detail you put into it!! I’d love for this killer to be implemented in some form; the multiple bodies aspect shakes up the typical survivor confidence of knowing if you can see the killer, that’s all you have to worry about (except for trapper, hag, freddy, etc but you get the idea). I do have a few questions if you’re willing to answer them:

    can dolls open or enter lockers? Think of the jump scare potential if you chase a survivor towards a locker and then cut them off by jumping out of it lol

    is there a range that you can possess dolls at? Or can you cross the map with your possessions?

    about the red stain/terror radius, when does it fade after you’ve left a doll? Do all the dolls have rs/tr by default? Do they have mini-rs? that’d be cute lol

    anyways' thank you for all the effort you’ve put into this!! I love this concept and think the variety to gameplay it would provide is something dbd could do with more of. Thank you again!!

    To answer the questions in Order:

    1. They can't enter lockers themselves, as is pretty standard for killer, however, they can open them to search for survivors. The Dolls themselves don't open the lockers, Instead, as mentioned in the concept, Breaking, Vaulting, Carrying, and Hooking interactions are done by the Invisible spirit of Agnes who possesses the dolls. Naturally she's the one who opens the lockers as well, so It should be pretty creepy to see a doll move up to a locker, and the locker opens by itself due to an invisible entity. Even more frightening is if there is a survivor in the locker, wherein all they see is the locker fling open, and suddenly they are being carried to a hook by an invisible force while the doll stands motionlessly staring at the locker. When it comes to carrying survivors to hooks, Agnes's spirit has 1 drawback and 1 advantage: She can't strike survivors while carrying, but also can't be body blocked by them. I felt this was a decent trade off, and a nice, feasible way to allow the Dolls to hook/interact with survivors and the environment.
    2. You can possess dolls at unlimited range simply by targeting their auras, but if you haven't targeted one, pressing the power button transfers you the the nearest Doll. However, the range also determines how fast you reach them. For example, If they are really close by, like less than 20 meters, it only takes 0.3 seconds to possess, but if they are all the way across the map or more than 64 meters away, that takes 3 seconds. For the sake of balance I had to give them this possession timing variation, because otherwise players would just jump from doll to doll with no consequences to their time. Honestly it's similar to how Demogorgon teleports between portals. He can teleport to closer portals in less than 0.2 seconds, but cross map portals take a maximum of 3 seconds to reach. The big difference being that unlike Demogorgon, the Dolls are already scattered all over the map, or placed wherever you last left them, which I imagine will become a key factor in how the killer player strategizes while using the possession power.
    3. RS is normal sized, otherwise survivors would hardly ever see them coming due to their size. As for the TR, it's 24 meters despite their higher than average movement speed of 6 meters per second. Why did I do this? Simply put, they are smaller than most objects in the maps (even grass) but they can be stopped in place by survivors just by looking at them when they are within 16 meters. For balance sake, I had to give them some increased visibility while simultaneously giving them a speed advantage so they can actually get in close enough to hit a survivor before they get transfixed in place. Same goes for the smaller than average TR; If they had the standard 32 meter TR and 4.6 meter per second movement speed while also being able to be transfixed... the poor little things would be the easiest killer in the game to go up against. As for how long their TR and RS linger after you leave a Doll to possess a new one, that lasts for 6 seconds, and if a survivor was transfixing the Doll at the time you left them, the survivors Aura is also revealed for those 6 seconds unless the get far enough away or break line of sight with it. The reason I included this in the description is because these little devils are meant to be expert ambushers. Imagine a scenario wherein you are chasing a survivor, but they transfix you in place, so you immediately possess a doll ahead of them... now not only does the survivor not realize that you already left the Doll they are looking at, and are waiting to ambush them up ahead; they also still hear the heartbeat and see the red stain on the Doll they feel they can't take their eyes off of. If it wasn't for that deceptive nature of the Dolls, and if the RS/TR immediately dissipated after you switched, they wouldn't be very good at ambushing.


    Overall, I'm very glad you like the concept, Appreciate that you took time to read it despite it being a concept that is over 2 years old, and hope that more people like yourself will see it and enjoy it as well.

    I want to do more with this concept... like add concept art, and a full add-on list, but I'm not talented enough to do the art myself, and will honestly not even consider making the post even longer with the add-on list unless the devs themselves take an interest in it. If that were to happen, and they were to ask me for more, I'd gladly meet their demands, and even spend money to contract an artist to make the concept art for me. I would DO ANYTHING if it meant this concept had a chance of being put into the game, and wouldn't even ask them to pay me for it. A name drop is All I would ask for if it meant that I contributed something meaningful to the game I love.

    Thank you again for your support, and I hope my answers to your questions are satisfying (Despite being long winded). 😜

  • Survivors never hold back on their builds or strategies, so why should the killer?

    Holding back is something only amateur killers do in the hopes that it will increase the fun for everyone, but eventually killer players all come to the realization that the survivors have no intention of returning the favor, as well as relentlessly mock them for being "weak." At which point, eventually Killers all fall under the same rule: "Play the game how you want to Play, and enjoy it." No matter how brutal or vicious you think this sentiment is, it's really only matching what survivors are already doing in order to compete effectively, and if you want to ######### about the legal game mechanics that make this possible, go for it on these forums all you want, but you honestly can't ever blame the killers for using them because that would be hypocritical of you. Hate the game, not the player.

    TBH I tried "farming" with survivors multiple times in the first few days of the event so everyone would get their crowns and an abundance of BP, and how did they thank me? They spewed toxic hate messages, and told me they "wanted to play the game" instead of farming. After enough of that I said "######### it" and proceeded to play mercilessly, because, after all... it's what they really wanted, right? I get hypocritically blasted in endgame chat constantly just for playing normally and taking full advantage of my perks, builds, and strategies, but even when I try to "play nice" in order to get points, I get blasted all the same.

    Damned if I do, Damned if I don't... I'm honestly just sick and tired of your survivor BS, so rather than put up with it, I just play how I want to play, and it's the survivors own fault for making me this jaded and merciless, even during events like this one. I assume I'm not alone judging by OP's complaints, but I'm betting that the OP never even considered the Killers "fun" before coming here to ######### about them for ruining theirs, all while being just as guilty in "not holding back" as the killers they are complaining about.

    You all brought this on yourselves... DEAL WITH IT.

  • The only thing I hate about Punishment of the Damned is the sudden and heavy change to turning/aim sensitivity. Many have compared it to Doc's Shock Therapy attack, and rightfully so as it seems to have the same kind of telegraphed delay before it "detonates", but Doc doesn't suddenly lose his aim control when powering it up. The aim sensitivity issue would be fine normally if, like Doc, It didn't punish the killer so heavily for a missed attack. As a survivor, I've Honestly only been hit with it maybe 20 or so times, but otherwise, I've been able to dodge it consistently since his release. Sure, that could be due to the killer players inexperience with him, but I feel that, Like Demogorgon, It's just too easy to see coming and dodge. The only times I've been hit with it are when the killer does it from behind a wall, but even then If I keep my ears open, I can still avoid it for the most part.

    The best PH player I ever went up against used cover constantly, and Mind-gamed me by threatening to use it at loops, but not actually doing so unless I Vaulted or Dropped a Pallet. Otherwise he was a simple M1 killer that I happily juked consistently. Regardless of how skillful he was at downing my teammates, I still felt that he was too easy to juke, and his power was equally too easy to avoid once I learned and adapted to his mind-games. I was the only one to escape that match, but considering how easy he was to predict, I couldn't help but wonder why my team didn't adapt as I had. I won't say I was smarter than them, and while I do feel that PH was a good one, I can't help but wonder why any of my teammates fell for his Mind-games so consistently when they were very obvious and easy to avoid.

    Overall, I sincerely wish PH's aim sensitivity issue was removed, as this would make his ranged attack power more of a threat, despite how telegraphed the attack is.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1395288#Comment_1395288

    I think that the killers you mentioned actually have the same issue. The only one that doesn't (didn't?) is Plague. I specifically remember Otzdarva playing Devour Hope Plague on Haddonfield(?) awhile back and confirming with the survivors that Corrupt Purge wasn't giving them the notification that it was active.

    I've Been in situations where either myself or an ally is hit by chainsaw and hatchets without the DH being announced, but then the killer basic attacks me or a teammate and it suddenly appears, so I don't think this is a shared issue for killers with damaging powers. Unfortunately Devour Hope is an uncommon perk to go up against, so I don't have any recordings of it in action with those killers, but I swear it never reveals itself unless the killer basic attacks. Hell, I've even used it on Pig, and kept downing people with her ambush attacks (which don't count for exposed survivors) until it reached 5 stacks, and they were none the wiser about its existence. Overall the design of Hex perks is made so that survivors aren't notified of their existence until it affects them. Take Thrill of the Hunt for example: the moment a survivor attempts to cleanse a totem and it affects their cleansing speed, they get the notification, but If they never attempt to cleanse a totem however, they never get notified because it hasn't affected them.

    Personally though, I find most of the Hex effects already pretty obvious, and wish the devs didn't coddle us by spelling it out every time with up to 3 separate on-screen notifications (perk name, icon and level on the left side of the screen, Cursed icon on the right, and for some, the perk icon next to our own in the bottom right). It feels excessive, and after becoming a seasoned player... insulting to my intelligence and earned gamer instincts. I mean as a beginner that stuff was necessary, but after getting used to them and their effects, I hardly even pay attention to the notifications anymore and when I do notice them, they come across as an annoyance. I really wish the devs would add an option in the settings menu that would allow us to turn off "hints" or "notifications" just to allow those of us with Earned game instincts to use them in full and not have our hands held at every step. It's so... Condescending feeling, y'know?

  • @Mikeasaurus said:

    Special Attacks don't work for any Instadown. So NOED, Haunted Grounds and DH won't activate when he uses his ranged attack on you. So this is a bug if it did down you instantly.


    Ok, so the OP is not saying that he was insta-downed by the ranged attack, but is saying that after being hit by it he was notified that Devour Hope was active, and received the exposed status. This is most certainly a bug that needs to be addressed as DH shouldn't notify anyone that it's active or exposing them until someone is taken down by it via basic attack. With Huntress for example, she can hide the fact that it's reached 3 stacks and is insta down ready by downing survivors with hatchets only, and Hillbilly can do the same just by using his chainsaw. If Pyramid Head can't, then that makes the perk much less useful to him because he doesn't have the same "Surprise" advantage that other killers with damaging powers have.

  • @TWiXT said:

    Due to the new Silent Hill Chapter release, we are getting an influx of new players, and so I must say:

    First of All Welcome to Dead by Daylight, and I hope you are all having fun so far.

    That being said, you are likely to see a whole lot of forum posts, and/or chat messages citing "Made up Rules" Killers and Survivors should follow. Most, if not all of these are based on individual experiences, and are heavily biased for what ever side the posting member plays, so before you comment or "side" with anyone, here is a list of unbiased "rules" that I believe everyone can get behind as a foundation to enjoying the game:

    1 - Play how you want to play and enjoy the game.

    2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.

    3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.

    4 - When the gates are powered... Anything goes.

    5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.

    6 - (For PC players anyways) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you either open it again or restart the game. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.

    7 - This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:

    1. A Game breaking bug rendering you incapable of playing a normal match.
    2. A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics/bullying or griefing you. (Record if possible, and Report them after leaving the match)
    3. Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.

    Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.

    Don't be a petty DC'er.

    8 - For survivors, Rage quitting via suicide on the hook is your choice, but as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not currently being punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts the game the most.

    Bad matches happen, we understand, but that's no reason throw a game, especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there's not really any reason to do it other than petty ones.

    9 - If it's a legal mechanic in the game, don't be afraid to use it. Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.

    10 - Take the good with the bad in stride, rise to meet the challenge every new match presents, and overall... have fun.

    Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten" or "Made up rules" is that they're more of guidelines that nobody is obligated to follow. I know it won't change everyone, but I felt if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they use them or not.

    To all you new players, again Welcome to DbD, and if you are going to follow any "Made up Rules", I believe this is a good set to start off with.

    Follow these rules, if any.

  • Don't hold back as killer. Survivors never hold back on their builds or tactics (especially SWF), so why should you? If you want to avoid the "Bully Simulator" experience, simply match or exceed their builds with your own, and don't listen to their complaints. Overall I follow 1 specific set of unbiased rules:

    @TWiXT said:

    Due to the new Silent Hill Chapter release, we are getting an influx of new players, and so I must say:

    First of All Welcome to Dead by Daylight, and I hope you are all having fun so far.

    That being said, you are likely to see a whole lot of forum posts, and/or chat messages citing "Made up Rules" Killers and Survivors should follow. Most, if not all of these are based on individual experiences, and are heavily biased for what ever side the posting member plays, so before you comment or "side" with anyone, here is a list of unbiased "rules" that I believe everyone can get behind as a foundation to enjoying the game:

    1 - Play how you want to play and enjoy the game.

    2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.

    3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.

    4 - When the gates are powered... Anything goes.

    5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.

    6 - (For PC players anyways) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you either open it again or restart the game. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.

    7 - This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:

    1. A Game breaking bug rendering you incapable of playing a normal match.
    2. A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics/bullying or griefing you. (Record if possible, and Report these ones after leaving the match)
    3. Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.

    Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.

    Don't be a petty DC'er.

    8 - For survivors, Rage quitting via suicide on the hook is your choice, but as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not currently being punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts the game the most.

    Bad matches happen, we understand, but that's no reason throw a game, especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there's not really any reason to do it other than petty ones.

    9 - If it's a legal mechanic in the game, don't be afraid to use it. Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.

    10 - Take the good with the bad in stride, rise to meet the challenge every new match presents, and overall... have fun.

    Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten" or "Made up rules" is that they're more of guidelines that nobody is obligated to follow. I know it won't change everyone, but I felt if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they use them or not.

    To all you new players, again Welcome to DbD, and if you are going to follow any "Made up Rules", I believe this is a good set to start off with.

    Read them, keep them in mind, and overall try to have fun.

  • Bumping... I know it's against the rules, but feel that this needs more views considering how many new players are posting on the forums currently.

  • @Snapshot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394432#Comment_1394432

    That would mean as survivor, I would get killer lobby instantly... which is not the case, sadly

    Not necessarily, If say Half of the 64k players playing right now were killers, that would mean that there is only 1 killer per 1 survivor, and this being a 1 v 4 game, that would mean each killer and survivor would have to wait until 3 other people finished their matches and queue up again. With average match taking 10 minutes, wait times can be anywhere between 1-30 minutes of waiting on average. So, more killers = higher queue time.

  • @Snapshot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394397#Comment_1394397

    I have 5 to 10 minute waiting time regardless if I play killer or survivor, so there is clearly something wrong imo

    It's the event. Currently, this event has more people playing killer than normal. Mostly because killers earn the crowns faster, and get more Ghastly Gateau's in their bloodwebs (seriously, I P3'ed Pyramid Head, and with my saved up BP brought him to Lvl 43, and ended up with 36 Ghastly Gateau's!). So... Queue times are increased for both sides because more people are playing killer than the ideal amount.

    Also, it's the weekend, so that means more players which equals higher queue times in general.

  • 4 survivors to every 1 killer... Ideally in that 64k that would mean there are 16k killers, and 48k survivors, but naturally, people want to play the more fun and less frustrating role, so the killer players are more likely in the 10k range, which would mean fast queue times for killers, but longer waits for survivors. However, a new killer was just introduced, so that may increase the killer player amount to 20-25k, which would mean that for them and survivors, queue times increase dramatically. It's just the nature of the game... More players often means longer wait times, unless more than half of the player base is playing survivor.

    Currently however, this event has more people playing killer than normal. Mostly because killers earn the crowns faster, and get more Ghastly Gateau's in their bloodwebs (seriously, I P3'ed Pyramid Head, and with my saved up BP brought him to Lvl 43, and ended up with 36 Ghastly Gateau's!). So... Queue times are increased for both sides because more people are playing killer than the ideal amount.

  • 4 survivors to every 1 killer... Ideally in that 64k that would mean there are 16k killers, and 48k survivors, but naturally, people want to play the more fun and less frustrating role, so the killer players are more likely in the 10k range, which would mean fast queue times for killers, but longer waits for survivors. However, a new killer was just introduced, so that may increase the killer player amount to 20-25k, which would mean that for them and survivors, queue times increase dramatically. It's just the nature of the game... More players often means longer wait times, unless more than half of the player base is playing survivor.

  • @Kirimu said:

    It's so unfair when you loop around us killers and use pallets on us! It literally ruins the experience for players!

    Also why are you doing gens and running away from us? Soooooooo unfair!!!

    This is what survivors sound like when they lose a match, told from a killer's perspective so that fellow killers can understand the pain that we put them through for, *le gasp*, fulfilling the objectives of our side!

    Damn right! Why the hell did the devs even give killers the ability to injure survivors? The killers can literally pres M1 to down me and ruin my experience! This isn't a competitive multiplayer game, this is supposed to be a Bully simulator wherein the survivors pallet slam and blind the "killer" until the gens are done and we can leave. How dare they give the Killers the option to deny us from having our fun! The sheer NERVE of these Devs... Uninstalling, This is a Crap game.

    /s (though I probably shouldn't have to put this here at this point)

  • Here's hoping that when Cross-play is introduced, Queue times will drop due to the increased amount of players to connect to. Although there is the slight possibility that increasing the amount of players will mostly increase the amount of "Survivor" players, which will mean that playing Killer will get instant connections, but survivor queue times will increase... I'm Trying not to think about that while attempting to stay positive.

  • I remember back in the day when "Noobs" were called "Llama's", but not because they were necessarily new to the game, because the plays they made were silly or amateurish. Kinda miss the llama days to be honest, but that was somewhere in the early 2000's when Counter Strike (the original half-life mod) was king, and Tribes, Unreal 3, Team fortress, and Halo 2 were the only main multiplayer competition. The idea behind calling someone a Llama is that llama's are stupid animals, so having a llama on your team meant you had an idiot who didn't know how to play the game right. Of course this was also in the era where "1337 5P34K" was common too, and If you can actually read that or understand it... I sympathize my friend... god I feel old now.

  • Thank you for this! I had a match the other night with a Feng that i couldn't hit no matter how close to her I was. She never even dodged or 360'd, she just ran in a straight line and my weapon passed right through her. Once i realized this, I started recording the session, but alas, couldn't get the steam profile to report her because they took that away from the endgame screen. Thanks to you, I'll be able to record and report these abuses/hacks in the future... as for that Feng player though, they got away with it because I was too stupid to figure this out on my own.

  • @JephKaplan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1392988#Comment_1392988

    Ye i play a lot of plague cuz i get the 4ks and good points but barely pip, sadly red rank is hell full of sweaty swf groups and i always verse reds, when i was purple i also versed many other ranks, weird

    Whenever I reach red ranks, I break out the ebony mori's to purposely de-pip. Just hook everyone once, and mori them the next time you down them. In red ranks, this ensures only 4 hooks, which is a depip, and it drops your rank even better if you also use a 1 shot killer or 1 shot tech since that ruins your chase emblem. After dropping back down to rank 6 or 7, I just use Plague or Pyramid Head now so I won't rank up quickly if at all. It's nice having killers whose base kits enable this kind of control over how fast you rank up. Sadly, because of this event, I'm trying to gain as many BP/Gateau's as I can on my big point earners like Doc, or Legion, which means I'm stuck in red ranks for the moment (why do I have to do so well with those 2?). As soon as I feel I've earned enough cakes though, I'm breaking out the mori's again and returning to purple ranks.

  • Personally I like that he doesn't get pip's easily, even when he 4k's. The reason being because I don't really care for the red ranks, and if I can play well in the purple ranks, get a 4k, but only earn a black pip, then I'm happy remaining in the ranks I'm most comfortable with. It's strange, Matchmaking has been pretty broken for a long time, where-in I play at the lower ranks while getting red rank teams, or heavily mixed ranks, but for some reason every time I achieve red rank myself, I only get red rankers to compete with. At least in purple, I get more mixes than full, sweaty, red rank teams, and I like it there.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391820#Comment_1391820

    Problem is, the coin addon is useless. Going for hard to hit shots is not rewarded when you play Deathslinger. Hence his status as a low C tier killer.

    Well yeah, The Iridescent coin only allows 3 meters of instant down area since his range is limited to 18 meters, and the coin only allows the instant down if you hit them past 15, which makes it extremely frustrating to try and use. Huntress on the other hand has no range restriction to her hatchets, so making them inflict dying past a 20 meter range is not only do-able, it also encourages shots that require more skill to pull off, and lets face it, If huntress pulls off a snipe from more than 20 meters away... she's earned the down. Of course, knowing the devs, They'll likely make it say "from at least 32 meters away" to make it near impossible to pull off.

  • @Black_Fence said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391820#Comment_1391820

    by "to 1" I was implying that it always makes the carrying capacity 1 no matter what else is added on. Because if you add increases carrying capacity by 2 but iridescent heads decreases it "to one" instead of by a certain number then it will always be 1.

    Just being thorough. The "trumps all other add-ons" text just makes it clear that "to 1" can't be affected by other add-on's. for example, Infantry Belt Reads:

    A sturdy utility belt pillaged from a soldier. Its multiple leather loops and holsters are useful to transport tools.

    • Start with 2 extra Hatchets.
    • Increases Hatchet Carrying capacity by 2.

    While the change in text for Iridescent Head reduces capacity "to 1", it still may not be clear to people that Infantry belts effect won't increase the carrying capacity anymore when using Iridescent Head. You may be thinking "reduces carrying capacity to 1 is absolute" but when reading it they may be thinking "reduces carrying capacity to 1 + increases carrying capacity by 2 = 3 hatchets!"

    That was why they added that text to the Hags Scarred Hand, and Waterlogged Shoe add-ons, because while they both prevent hag from teleporting to her traps, her Mint Rag should be able to bypass that with it's text which says she can teleport to any trap in the map once every 15 seconds without them having to be triggered. So to make it clear that her other add-ons couldn't change the loss of her ability to teleport, they added the "trumps all other add-ons" text.

  • OP forgot to add "Iridescent Head trumps all other add-ons" Making it clear that the "Reduces Hatchet Carrying capacity to 1" can't be affected by any other add-ons that increase her carrying capacity. Hag has Add-ons that have this text as well, making it impossible to teleport to her traps with other add-ons like her Ultra Rare Mint Rag that would otherwise allow her to Teleport to any trap at infinite distances.

    Making Iridescent Head trump all other capacity add-ons is a good idea, but if I'm being honest, because of Deathslinger's Ultra rare Iridescent Coin add-on, I believe the way they are actually going to change Iridescent Head is by making it inflict Dying only after hitting a survivor past a certain range, like 20 meters. It just seems to me that they were experimenting with this idea on Deathslinger, and they may incorporate it with Huntress as a way to reward the killers aiming skill, rather than just letting her keep a consistent Intant-down add-on. Otherwise, even with OP's change, Survivors will still complain that it's a no-skill 1 shot add-on.

  • For me, I personally don't have much against DS, or BT, etc in general, save for one surprisingly common situation that leaves killers with 0 options to secure the kill: The No-win Endgame Scenario.

    Here's the (common) Scenario: Hook a survivor, Last gen pops and gates are powered, Survivor gets unhooked and runs for the gate, Killer downs hooked survivor less than half the map away from the gate... what can he/she do to prevent escape?

    1. Pick them up? Eat the DS for 5 second stun, Survivor t-bags before leaving
    2. Let other survivors heal them while trying to down one of them? Survivor gets up, runs out the gate anyway, teammates also run out the gate as soon as they are struck once.
    3. Try to wait out the DS and pick them up? They typically have roughly 40 seconds of DS left, you can't body block a crawling survivor, and if you are near the gate they'll just crawl out. The Best you can do is pick them up right before they escape and hope the timer for DS ran out.

    The same thing applies to BT, which is commonly paired with DS to absolutely ensure escape for an unhooked survivor. What's worse is that unless you are completely on the other side of the map from the exit gates when you hook the survivor, and if instead you go after the healthy rescuer, both survivors will escape. Hit a healthy survivor that is half the map or less away from the gate = escape, Hit the unhooked survivor while they have BT = escape. The only scenario where you can gain the upper hand during the endgame against perks like these is if you have NOED equipped, or are using an instant down killer/similar instant down tech, Otherwise, they are going to escape, and there is NOTHING you can do about it.

    Your best strategy as a killer to avoid this "no-win endgame scenario" is to eat the DS early in the game, but doing that loses you momentum which allows the survivors more time to finish the gens. True it will put a stop the the no-win scenario, but it'll also speed up the endgame dramatically. Other than that, slugging them for a minute, or downing and hooking them after you know DS is no longer active are all you can do.

    I swear, if survivors had "Blessed Objects" scattered around the map like the killers Totems, and like NOED/Hex perks, they allowed DS, BT, Unbreakable, Soul Guard etc, to activate/stay active, killers wouldn't hesitate to seek out and smash every one of them, despite how time consuming doing that may be.

  • "Rock x Hard Place" Plague Build:

    Dying Light, Thanatophobia, Surge, BBQ/Corrupt intervention/Pop goes the Weasel.

    Add-ons: Efficiency, Cooldown, or Black Incense.

    Summary: This build is designed to heavily punish survivors that refuse to cleanse. 4 stacks of DL + full Thana debuff = -28% repair efficiency. Surge popping a gen with its 8% damage can normally be repaired in 6 seconds, but with this build it ends up taking around 13 which buys you more time to pressure the survivors. The only team member that is mostly immune to the heavy slowdown is the Obsession, so after hooking them twice, just leave them slugged every time you down them afterwards unless/until you've already killed 1 or 2 survivors. If they choose to cleanse in order to defeat the slowdown caused by Thanatophobia however, you just take advantage of the best ranged damage in the game and really let them have it. Typically by the time there are 3 gens remaining the repair progress is slowed to a crawl. The Survivors are literally screwed either way: Cleanse = Get rocked by Plagues ranged attack. Don't Cleanse = Remain in a 1 shot state and suffer very slow gen progress.

    Rock... meet Hard place.

  • It's a decent buff that allows him to finish chases faster, but it still does nothing for his gen pressure, which is where he suffers the most. We'll have to see what the devs do with his "update" or "Rework" they've got in their plan, and hope that it raises him up at least 1 tier.

  • Survivors. I'm a killer main, and so the majority of my experiences comes from survivors being toxic against me, but even during the 600+ hours I played survivor, they were just as toxic to me and other survivors as they were to the killer. Their toxic mentality Reminds me of this:

    https://www.youtube.com/watch?v=i2q0T7QXETs


  • @EpicBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1382925#Comment_1382925

    Yes that's what I've been doing and it pains me to see people wasting them lmao


    I still have 40-ish Gruesome Gateau's from last year (stocked up over 300 during last anniversary), So I'm currently using those up in order to stock up on Ghastly's while waiting for them to fix the bug.

  • @DeadByFreddy said:

    You remind me that this game is a good outlet and that its ok to be savage and to please myself in the game, disregarding what people think of me. Thanks man, I appreciate your time.

    Glad to help! 😄

  • "Welcome to the higher ranks, Ill be leaving soon, just need to depip with mori's"

    Or

    "Depiping with Mori's" for short is a good response in chat.

    I've almost got 2k hours in this game myself, and have come to the conclusion that "If survivors never hold back on their builds or tactics, why should I?" If it's a legal mechanic in the game, there's nothing wrong with using it to your advantage, even if said advantage is to punish your own rank scoring potential. Currently however, during this event it's okay to be a bit more chill overall and make it apparent that you're okay with farming for BP with them. It's also pretty effective at de-ranking you since you only get 8 hooks, not many chase points, while they get all the gens and escape. Plus, while you play this way instead of using mori's, you come across as less of a scumbag and more of a chill guy that just wants his BP same as them. So while the event is going on (especially when they fix the Cake bug), it's fine to Have some fun farming with them. Not all survivors are gonna be up for farming of course, but it's hard to resist when 520% more BP is on the line.

    There are a surprising amount of survivor players at the high ranks that play like they don't deserve to be there. They are usually boosted by SWF, or just got there because ranking up for survivor is fairly easy since they don't even have to escape most of the time to earn a pip. You notice these players very easily since they stand out from the rest in terms of how much skill they lack compared to others.

    I'm a sadist irl, and find games like this to be a great outlet for me as nothing does it for me more than when they DC, or vomit up hate filled messages in the post game chat. Knowing I outplayed them, and it's causing them emotional pain irl due to a bruised ego, or has cost them a DC penalty which forces them to wait longer for their next match, is very satisfying to me. I digress, I know I'm not normal in that sense, and not everyone gets the same satisfaction I do from playing this way. I'm not toxic, or a troll, mind you, I like to think I have some class; I just feel more alive when I know I've humbled a few cocky survivors who are used to winning, as opposed to being a total dick out to hurt their enjoyment for laughs. Regardless, at any time outside of events like the one going on right now, I have no qualms with using mori's to de-rank to the less frustrating ranks, because while I do enjoy a challenge, I also play this game to relax, and not get too frustrated. I need my outlet, and I don't feel the need to apologize for using legal game mechanics to reach that goal, and neither should you.

    We're all people playing this game to enjoy the experience while pitting our earned tools, skills, strategies, and wits against each other, but if you are at a rank that you feel is no longer enjoyable to play, I feel that there's nothing wrong with using the games legal mechanics to bring yourself back to the ranks you enjoy the most.

  • Don't DC like a filthy survivor, killers have a much better tool for dropping rank while still having fun: Memento Mori

    As long as you Mori every survivor after their first hook, there's no way you can gain enough emblem points to earn even a black pip while in the red-purple ranks.

    Bonus: Insta down tech also reduces your Emblem points, so if you use Intsta down killers, Perks, or Add-ons, and pair it with the Mori's... You're guaranteed "Entity Displeased" every game until around rank 8 or 9 where this strategy actually starts counting and you end up earning Brutal Killer scores.

    Sure this isn't nice to the survivors, but if you want to drop rank while still having fun, and not get punished for it... Use the Mori's

  • You should check out this post:

    @Zwergz112 said:

    Is there anything specific? Someone running Object Of Obsession, that one P3 Claudette flashlight clicking at you, someone wearing the Lisa skin (that's a thing now apparently) or someone with "toxic" in there name? Anything that makes you go to any lengths to make sure they die no matter what.

    It's pretty enlightening.

  • Hook rush: Seriously, if a healthy survivor rescues you off of the hook and I'm less than 20 meters away, what the hell do you expect me to do? Hit the healthy guy and go on a big chase, or down the injured person to punish the rescuer for being an impatient idiot? Now don't get me wrong, I don't always immediately pick the rescued survivor up again to put them on the hook. Not just because DS exists, but because, tactically, after downing the injured one, I can typically pursue and down the Healthy rescuer which will mean I have 2 down, and at least 1 of the other team mates has to come to help 1 of them recover instead of doing a gen. Really though, If I hook someone and look around only to see scratch marks, another survivor, or I walk only a few steps away and they get rescued... I'ma commin back with my ass whoopin boots on to teach you children a lil lesson.

    Unintentional happenstance: Scenario - I'm a decent distance away from the hook, Survivor is rescued, so naturally I start heading back in that direction to see if I can catch the rescuer retreating from the area, but instead the recently rescued and still injured survivor runs right in front of me while the rescuer is seen in the distance running the opposite way... Am I to just let the closest survivor go scott free? No! I down them, and if I suspect they don't have DS, I pick them up and put them back on a hook. It's unfortunate, but I've seriously had moments like this, and even some where I actually chase the Healthy rescuer right into the recently rescued survivor, and I'm not passing up the chance for an easy down.

    Hook Healing: Similar to the previous 2 scenarios, I come back to the hook and what do I find? The rescuer healing the rescued survivor right under the hook... Again, what am I supposed to do in that situation? Second verse, same as the first.

    P.I.T.A. : You know the type, they're either really good at chases, really toxic, or a combination of both, either way they are a Pain In The Ass to deal with, and the game will go much smoother if they're out of the picture. I have a high tolerance for survivor shenanigans, and don't like to treat anyone any differently from the others, but if I'm against this kind of player and I do catch them, I have no qualms with taking them down while they're easy pickins. If they're the really good player, they should take this as a compliment, if they're just a toxic douche though, they should already know they had this commin.

    No Second Chances: Congrats, you and your buddies brought in the full meta builds such as DS, BT, Unbreakable, etc. and you are confidently using them to gain every advantage you can. I can't begrudge you for doing so, they are legal mechanics in the game after all, so I know you don't mind it when I decide to respect you by commin down hard on your asses. If you're not holding back, I'm not gonna either. I'll down your ass fresh off the hook, pick you up, let DS do its thing, and then take advantage of the fact you no longer have it for the rest of the game. It's the law of the jungle in DbD, and second chances are a finite resource... as in they run out.

    Under Pressure: First chase finished, and 2-3 gens pop... Now ya gone and dun it. I'm at the end of my rope, and tryin my best to salvage this mess, and if your team is stupid enough to put me in that situation, and do any of the previous things that get me in a hardcore tunnelin mood, your ass is mine. I'm likely gonna lose, but spite is a ######### ain't it?

    Implements of Pain: I came to have fun, and pit my wits against yourn fer some healthy competition, but your whole team queued up with full flashlights, keys, or toolboxes filled with intent to win and only to win. Naturally, I'll be a bit hesitant at first and see how you use em, but when the going gets tough, and if you're usin em to cause me no end of pain... I know y'all came prepared not expectin no mercy from me, so I'm obliged to give you none.

    SWF: You know who you are, you know what you do, and I ain't puttin up with your BS or over-altruistic clownin around. SWF commits all of the previously mentioned sins on the regular, and worse because they also have a communications advantage that brings them up from normal difficulty, skips hard, and goes straight for sweatin-my-balls-off-Insane! They use every Filthy tactic in the book, so if they're gonna play dirty, It's inevitable I'm gonna get some on my hands too. "Anything Goes" is the new rule of conduct, and SWF were the ones that made it. I know you're used to winnin against killers who don't know that rule, so don't ######### about it when someone like me serves up a healthy dose of good 'ol fashioned humility.

  • Inflict the survivors with blindness and you remove the yellow generator aura as a problem. While this in no way puts it on par with Dark Devotion because you have to blind the survivors first, and because it has a short duration + long cooldown between activation's, It is a bit of a meme way to use it more effectively.

  • It becomes more useful if you blind the survivors with Hex: the third seal, or add-ons like legions Smiley Face Pin (brown), PH's Rust-Coloured Egg, Or Pigs Face mask. If you do, Survivors no longer see the generators aura, and don't know you've activated it, which leads to some fun surprise attack moments. Unfortunately, its still too brief of a stealth period, has too long of a cooldown between activation's, and having to blind the survivors before using it just to make it useful is a real chore when you can get a similar effect that lasts for longer, and isn't as obvious, just by using Dark Devotion.

  • I'm totally with OP about Deathbound but Also a fun thing, It turns out that the Blindness status affects survivors ability to see the yellow generator aura caused by Trail of Torment. I've been experimenting with it on Legion, using the Smiley face Pin add-on (brown), and ToT. Sure, ToT is only active for 16 seconds, but that's 16 seconds of undetectable that the majority of the team struck with blindness doesn't know you have active. So far, I've surprise attacked quite a few survivors, and its also funny to use with Feral Frenzy since you can approach survivors to chain hits on them, and they don't run away from where they are unless they hear you. Its a bit of a meme build for me so far, and it also employs Deathbound for the same reasons OP has stated, but so far I'm having a blast with it.

    Originally I tried it with Hex: The third Seal instead of the Smiley face Pin, but that totem never lasted long enough to make the combo work, and while Smiley Face Pin only inflicts blindness for 60 seconds at a time, It seems to be more effective than the Hex totem, and I can consistently re-apply it. The current build I'm using is: NC, Deathbound, Trail of Torment, and BBQ. Add-ons are Smiley Face Pin, Stolen Sketch Book... But after reading this post, I will have to try trading up BBQ for Blood Echo, that sounds real fun.

  • "Rock x Hard Place" Plague Build:

    Dying Light, Thanatophobia, Surge, BBQ/Corrupt intervention/Pop goes the Weasel.

    Add-ons: Efficiency, Cooldown, or Black Incense.

    Summary: This build is designed to heavily punish survivors that refuse to cleanse. 4 stacks of DL + full Thana debuff = -28% repair efficiency. Surge popping a gen with its 8% damage can normally be repaired in 6 seconds, but with this build it ends up taking around 13 which buys you more time to pressure the survivors. The only team member that is mostly immune to the heavy slowdown is the Obsession, so after hooking them twice, just leave them slugged every time you down them afterwards unless/until you've already killed 1 or 2 survivors. If they choose to cleanse in order to defeat the slowdown caused by Thanatophobia however, you just take advantage of the best ranged damage in the game and really let them have it. Typically by the time there are 3 gens remaining the repair progress is slowed to a crawl. The Survivors are literally screwed either way: Cleanse = Get rocked by Plagues ranged attack. Don't Cleanse = Remain in a 1 shot state and suffer very slow gen progress.

    Rock... meet Hard place.

  • 4 indoor maps out of 35 total... if anything we need more indoor maps.

  • The 50k gift the devs give you is the only thing that breaks past the 1 mil cap. The devs did this intentionally as they wanted everyone to get it no matter how many BP they had, especially since it began on the day PH was released, and many killer players had saved up 1 mil to pump into him as soon as they bought him (plus saving up shards, and finished but unclaimed challenges/dailies for all that juicy reserve BP). You'll be fine.

  • Can we get an obese male survivor (should I have said "plus sized" to keep from triggering anyone?)? It'd be great if there was an overweight male survivor that seems intimidating, but in his backstory he's really just a big, sensitive guy with the heart of a hero. Someone who wants to protect his friends, but is misunderstood due to his physical appearance. The kind of large guy you'd normally take one look at and try to avoid... kinda Like Shrek, but y'know, human.

  • @NopeStillHere said:

    https://forum.deadbydaylight.com/en/discussion/comment/1369496#Comment_1369496

    Ah, the ever classic "I don't have this issue so it doesn't exist and everyone else who claims they do are liars". Tell me, do you also believe that no one drives Ferraris because you don't? Same concept.

    I would like to refer you to this comment I made on page 2 responding to another who chided me for being dismissive:

    @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1369711#Comment_1369711

    I wasn't trying to come across as dismissive so much as I'm curious as to why it's not affecting myself or the streamers I mentioned, but is affecting others. For example: For the longest time, almost a year in fact, I had sound issues with the game as well, but when I turned off the virtual Surround sound enhancements in my windows sound device properties for my headset about 4 months ago, all of my sound issues vanished. I was really outspoken about the issue until I discovered that fix, and it was a solution to the problem that was simple, but normally wouldn't be thought of. Beforehand, having that option ticked in windows wasn't a problem for the game, but after they updated and gave us Plague, the game sounds regarding survivors noises apparently became incompatible with the windows virtual surround sound enhancement.

    Naturally you can understand why I blamed the devs for this for so long, only to discover all I had to do was a simple fix on my end to get everything working normally again. So now here we are, again, with an update that has broken the sounds in the game for many players, but for some reason it hasn't broken them for myself or the streamers like Tru3, Monto, and Otz. This raises the question of why this is happening for so many, but not others. For me, I obviously don't have that windows enhancement turned on, and I don't have the headphones option ticked in the games settings menu despite using headphones, so that may at least be a starting point for people to test for themselves.

    Of course, this could be something else entirely, like the games spatial sounds no longer being compatible with certain soundcard drivers, or something along those lines. All I know is that, despite it getting through the testing phase, many are complaining about it, but not everyone is experiencing it, and it would be nice if we could suss out why, which would help the devs come up with a hotfix solution on their end as well.

    I'm trying to inform about the possibility that the sound problems are not universal, hopefully address why this is happening, and if there is a simple fix for it that others can take advantage of. I'm NOT taking the stance that "it doesn't exist", I'm looking for answers as to why I seem to be mostly immune to the problem, and offering up how I have things set up on my computer in hopes that it may help others narrow down the underlying problem so that we can come up with a quick fix solution until the devs resolve it on their end.

    @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1370356#Comment_1370356

    It sounds weird to suggest that something might be wrong with one's settings when the sounds play most of the time and then just don't sometimes. Especially when they play fine in a match and then don't later in the same match.

    Most of the time I hear downed survivors just fine from a pretty wide radius. Sometimes I can be standing right on top of a downed survivor looking at them and absolutely no sounds are playing. (Actually had to apologize to a survivor once because I was just kinda standing on top of them and then running around trying to hear their sounds, and they thought I was just slugging them and being a jerk. Hah!)


    I do still sometimes get the "downed survivor not making any noise" issue the devs said they fixed, regardless of my sound settings making me mostly immune to the overall issues others are having, but I have noticed it's become more rare. It's not fixed, and is definitely something wrong with the game in this case because of how random it is.

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