TWiXT
TWiXT
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Boon: Ring of Warding
A boon that protects loved ones from Malediction.
Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a boon Totem
Soft chimes ring out within a radius of 24 metres.
Survivors inside the Boon Totem's range benefit from the following effects:
Nullifies Curse Status Effects caused by Hexes.
Reduces the active time of negative status effects by 30/40/50%, if they are temporary effects caused by the Killers Perks and Add-ons.
Does not Null or Reduce Effects caused by a Killers Power.
Hexes cannot activate within this boons range.
Boon: Ring of Warding benefits from its own effect.
Boon: Ring of Warding does not stack with other instances of itself.
You can only bless one Totem at a time.
All equipped Boon Perks are active on the same Boon Totem.
Basically, If there's a Hex effecting anyone, the effects are gone as long as they remain within this boons range, that means no Exposed from Devour Hope, No gen regression from Ruin if the gen is within the boons field, and no Blood Favor blocking windows in range of the boon. However, if you leave the boons range all the curse effects apply again. Furthermore, if the killer is using a perk like Make your choice, you can remove 50% of its current Exposed time by entering the boons range, or do the same for blindness, hindered, etc effects caused by a killers add-ons.
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@solarjin1 said:
Showboating
You love to show off!! the more watching the better.
When the killer within 20 meters of u with a clear line of sight your crouching speed increase by 80%.
@solarjin1 said:
nodding off
Drunk off power! your fuel by the suffering of others.
Gain 50% increase in head nodding while the survivor is in the struggle state on hook
Sigh, I guess requesting of anyone in THIS community to "Be Serious" was asking too much.
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@GoodBoyKaru said:
Every time this comes up I will use the same perk because it's something I want to see.
Catch Me If You Can
After performing a rushed action or stunning the killer by any means, Catch Me If You Can activates.
For the next 3 seconds, any Scratch Marks and Pools of Blood will spawn in the opposite direction as to where you ran, relative to the location of the perk's activation.
Catch Me If You Can has a cooldown of 50/45/40 seconds.
OOOH that is nasty!
I Love it! totally a way to throw off a killer to the direction you actually went! Add Blinding to it, because that would raise it from an Ok perk to a "Tactical must have" for our flashlight and flashbang enthusiasts!
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@Akumakaji said:
Just Leave:
The survivors dispear in the face of assured victory is the sweetest morsel for The Entity and it loves to toy with their hopes and relieves.
After the exit gates are opened, standing within the exit area for 20s or crouching more then 5 times in total reveals the survivors aura to the killer, blocks the exit gates and exposes them. To get rid of this effects the survivor has to move further then 28m away from the exit gate.
I actually had something for this in one of my original killer concepts...
Hex: Times Up
A Hex rooting its power in Time, it commands the end of a trial.
Once a gate has opened, Hex: Times Up activates on a dull totem (if any are still standing) and survivors have 90/60/30 seconds to leave the trial grounds, otherwise the gates will slam shut and can’t be opened again until Hex: Times Up is cleansed.
Any survivors trapped behind the doors when they slam shut, that have not escaped, are automatically sacrificed.
The End Game Collapse Continues to count down during this time.
All survivors still in the trial grounds automatically Escape if You get trapped behind the doors when they slam shut, hooked or not.
Although the original concept was made before the EGC era, I've adjusted it since then. Does that sound like a decent enough alternative?
Don't get me wrong, I'm all for punishing T-baggers at the gate, but also want to give them the chance to "Just Leave"
Here's a link to the original concept if you care to read it:
@TWiXT said:
The Clockmaker
Appearance/Mannerism:
A tall and thin elderly man who is bald, save for the long strands of hair crowning his head and draping his shoulders, he has scars covering his face, a magnifying eyeglass ruthlessly jammed into his right eye socket, and a broken, crooked nose. He wears a long waistcoat and suit pants that have seen better days, a torn and bloodstained tie, and carries a broken pocket watch. This killer has a 20 meter terror radius, Moves at 4.4m/s, and the longer he chases survivors, the younger he appears.Back-story:
Richard Head was a man of precision, analysis, attention to detail, efficiency, cold-blooded commitmentto tasks and loyalty.. These were the best traits for a Hitman of Chicago, USA in the time before prohibition and the great depression. Initiated into a “The Family” when his talents for analyzing people and predicting their habits or behavioral tendencies when he was 15; he quite literally became responsible for “killing the competition.”
Established in his deceased fathers clock shop as his cover, he was out of sight and mind to authorities. He resented being referred to as “Dick” from all except the Don of the family as it paired poorly with his surname, and he knew that those who used it did so to antagonize him, but his reputation eventually earned him the utmost respect from all members of the family as well as the nickname: The Clockmaker. When someone’s time was up, his punctuality and precision could always be relied upon. After his greatest victory, the Don gifted him an old pocket watch, one of the first ever made, as a sign of recognition for his deeds, and he kept it close to his heart at all times as a solid reminder of his importance to the family. He never believed in any “God” and did whatever he was told without question, or feelings of remorse during his time as the families’ best professional assassin. Up until his late 50’s he never failed them, and had no fear of repercussions as long as the family still needed and protected him, and he netted and unconfirmed number of kills estimated to be possibly more than 200 by the families’ recollection. Eventually however, time took its toll on him; Due to his age slowing him down, he missed a deadline which was something he had never done before, and unfortunately the task he was given was of the greatest importance to the family. His failure caused them to scatter and regroup in other countries in order to evade their enemies in America, leaving him alone and unprotected. Despite being left behind, his cover was so flawless that the police had no reason to suspect him of anything other being a meager clockmaker in a shop that only paid protection to the family.No longer having the support or structure of the family, he put his dedication and skills to use in clock making, and proved to be exceptional at it. His cover had become his life, and his life was one of finely honed precision, purpose, and decent success. Years passed, but despite his age, his hands remained steady, and his clocks and watches were undoubtedly unmatched in quality. Earning a greatly reduced amount of money, never marrying, and filled to the brim with regrets over his failure for the family, he muddled on in mediocrity while waiting to die, and even found himself hoping for it most of the time.
He had survived into his late 80’s; a highly unexpected lifespan for a human born in the late 1800’s America, and the world was changing in ways that made his craft unnecessary. Digital clocks of all shapes were being introduced as the new and best way to tell time, and yet, he still held onto a belief that his craft would still hold its charm, elegance and appeal to the more refined. Finally after too many years, the family had returned to Chicago, but unfortunately the latest of the young blood in the family had no idea of how his deeds paved the foundation upon which they now thrived. This fact was ungraciously thrust upon him when they sent a few men to offer his shop “protection,” and despite his attempts to inform them of his relation to the family and their lifestyle, they showed no leniency or mercy. He rightfully demanded that they leave him alone for a debt already paid with his years of loyalty, and continued silence, but his words fell upon deaf ears.
Instead the young, disrespectful, fledglings of his once great and powerful family decided to ignore his claims. After refusing them for the third time and retelling his story in an effort to make them value him again; they decided that he was just an old man in an old shop refusing to pay them, and didn’t need to be around anymore. He was in the midst of putting together a large clock using his magnifying eyeglass when they assaulted him. First they hit him from behind and smashed his head into the table impaling the eyeglass into his eye socket. After that, years of pent up murderous intent, rage and offense for being used and discarded by the family erupted, and in his final act of retaliation for these disrespectful blights upon the families once proud name, he expertly and unexpectedly killed 2 of them with the minute hand of the clock he was commissioned to replace for the local library. His speed and ferocity shocked all present due to his age, but proved sadly too much for him, and the moment he faltered due to his years catching up with him, they took brutal advantage. While he was trying to catch his breath and ready himself for the next attack, they sent him head first through a glass window, and when that didn’t seem to do the trick, they picked him up, spit in his face, and beat him with brass knuckles, and all manner of blunt instruments at hand.
Once they felt they were done and left him to die alone in immense pain, barely hanging onto life, and teeming with regret; he found himself begging for just a little more time while reaching for his busted pocket watch across the room. If only they had faced him in his youth, he could have dispatched them with ease, and if he only had a the chance to recover, he could simultaneously obtain retribution and remind the family of his wrath. Coughing up blood, unable to see though one eye, and crippled, he slowly crawled towards the watch to clutch it and remember all it stood for… Despite using all of the strength he had left, he couldn’t reach it. In his last moments, a voice spoke to him, and a fog rolled in through the open door and shattered windows. It offered him all the time he would ever need while the watch glowed and dangled in front of him, waiting for him to just reach out and take it, and a pact was sealed when he did. That night Richard Head, “The Clockmaker” disappeared, and Chicago woke to reports of “The families’” blood staining its streets.
Weapon:
The sharpened minute hand of a large clock fashioned into a sword with a lightning bolt like shape and barbed arrow tip.Power: Time Weaver
Passive:
As the Clockmaker chases a survivor while moving forwards he steals time from them charging up his active ability, once he has chased survivor for 12 seconds it becomes ready to be used. Stopping or walking backwards halts the charge up rate. Any time stolen from survivors after 15 seconds of chasing slows them at a rate of .2m/s every 5 seconds. Breaking the chase will return survivors to normal speed.Active:
Activating this power, he pulls out his darkly glowing broken pocket watch and rewinds time for any survivors within his terror radius. Effectively resetting their physical positions, health states, Perks, cool downs and the progress they have made on any healing in the past 6 seconds, but the Clockmakers physical position, survivors hooked status, generator progress, or pallet positions are not affected.Memento Mori:
The Clockmaker viciously stabs his weapon into their midsection and presses his watch to it. Time moves forward for them rapidly; they die, rot and decay to a skeleton and finally to dust all within a few seconds.
Unique Perks:
**Impending Deadline – **
Your presence forces survivors to perform under pressure. Survivors within 18/24/30 meters of you experience skill-checks at a Slightly/Moderately/Considerably faster rate (the rate at which the dial circles the skill-check timer) which further increases in rate Slightly for every 6 meters you get closer to them.Regressive Strike –
Your fury over losing control of the trial empowers you with a second chance to prove your worthiness. Once per trial you may kick a completed Generator and regress it from the completed state as well as remove 25/50/75% of its repair progress. This cannot be preformed if all generators have been completed.Hex: Times up –
A Hex rooting its power in Time commands the trial grounds. Once a gate has opened, this Hex activates on a dull totem and survivors have 90/60/30 seconds to leave the trial grounds, otherwise the gates will slam shut and can’t be opened again until this Hex is cleansed. Any survivors trapped behind the closed doors that have not escaped are automatically sacrificed. All survivors still in the trial grounds automatically escape if you get trapped behind them, hooked or not.Map: The Clock Tower
An urban location with narrow, splitting alleyways, parked 1920’s era automobiles, and wide open 2 lane roads, parking meters, and closed or broken shops line the streets. A large accessible library exists in the center with a 4 story tall clock tower featuring a spiral staircase. Falling from the top of this tower will cause damage to survivors. The rest of the building connected to the tower is a library with an open reading area littered with broken and moldy tables, while rows of book shelves make a maze of its basement area. The clock at the top of the tower is frozen at the witching hour. All hooks on the grounds are brass Clockwork frames with moving gears when the hook rotates.Survivor: Morena Nice
A black haired vixen with rich taste in clothing, cars, and men; she wears only the best styles of a modern 1950’s woman. If you read her surname with an English pronunciation instead of its native Italian, then you might be inclined to think this woman is a good person, but you’d be horribly mistaken. As the only daughter of a mafia crime lord, she was raised in a surreal world surrounded by thieves, extortionists, thugs and hit-men, and all of them were at her beck and call. Spoiled rotten has a new meaning when “Not getting what she wants.” usually resulted in a body count and payoffs. As an ally, she’s vicious, conniving, intelligent, and will make it worth your while as long as you play by her rules.Unique Perks:
Bribe –
Your willingness to sacrifice your aides pleases the Entity. Once per trial you may purposely drop and destroy an item you are carrying during a chase to become immune to the killers’ attacks for the next 1/2/4 seconds. The destroyed item must contain at least 100/75/50% of its remaining charges for the bribe to work.Getaway Plan –
Your knowledge of the killers’ tactics gives you an edge when repairing generators. This won’t be useable until there are only 2 generators left to repair in the trial grounds. Pressing the activate ability button on a generator that has been repaired under 25/50/75% will power it down and make it appear untouched. It reactivates at its currently held state of repair progress when a survivor interacts with it, the killer damages it, or when you use this ability on another generator. Cool down is 90 seconds.Committed to the Job –
You have a Slightly/Moderately/Considerably lower chance of triggering skill-checks while performing repairing, sabotage and healing actions, and gain a speed bonus of 3/4/5% for those actions. If you or any survivor cooperating with you on an action fails a skill check, the aura of the one who failed is revealed to the killer for 5 seconds.TL;DR Version:
The Clockmaker
Appearance/Mannerism:
A half bald elderly tall man with a scarred up face and magnifying eyeglass jammed into his right eye socket, and a crooked nose. He wears a waistcoat and suit pants that are tattered and bloodstained with a torn up tie, and has a broken pocket watch. He has a 20m Terror radius, moves slower than avg at 4.4m/s, and he grows younger the longer he chases survivors.
Weapon: The sharpened minute hand of a large clock fashioned into a sword with a lightning bolt like shape and barbed arrow tip.Power: Time Weaver
Passive: Chasing survivors while moving forward steals time from any in his terror radius slowing them by .2m/s every 5 seconds past 20 seconds of chasing, and charges his active power. Breaking the chase will return a slowed survivor back to normal speed. Chasing survivor takes 12 seconds to fully charge his active power. Stopping or moving backwards halts the charge up progression.
Active: He whips out his pocket watch, and rewinds time for all survivors in his terror radius by 6 seconds. This affects the survivors physical positions, health states, perks, cool downs and healing progress, but doesn’t affect the Clockmakers physical position, survivors hooked status, or pallet positions. Using this power breaks the chase.Mori:
The Clockmaker viciously stabs his weapon into their midsection and presses his watch to it. Time moves forward for them rapidly; they die, rot and decay to a skeleton and finally to dust all within a few seconds.Unique Perks:
Impending Deadline –
At Max, survivors within 30 meters of you experience considerably faster skill checks (The speed of the dial in the skill check circle increases), and gets slightly faster for every 6 meters closer you get to them.
Regressive Strike –
At Max, once per trial you may kick a completed generator and regress its repair progress by 75%. This cannot be performed if all generators have been completed.
Hex: Time’s Up –
At Max, Once a gate is opened this Hex activates, and the survivors have 30 seconds to exit the trial grounds before the gates shut again. The gates can’t be opened again until this hex is cleansed, and any survivors trapped behind a closed gate who haven’t escaped are automatically sacrificed. Any survivors still in the trial grounds automatically escape if you get trapped behind a gate, hooked or not.Map – The Clock Tower
An urban map with streets, alleyways, cars, shops and a large library with a 4 story clock tower featuring a spiral staircase. The library itself has an open main floor reading area with broken tables, and basement area filled with book stacks. Falling from the top of the Clock tower does damage to survivors, and the hooks on the map are brass clockwork frames with gears and cogs that move when the hook rotates.Survivor: Morena Nice –
A Mafia bosses daughter who has rich tastes in clothing, cars, and men, and is as intelligent, conniving and vicious as they come.
Unique Perks:
Bribe –
At Max, once per trial while being chased you may purposely drop and destroy an item you are carrying to gain 4 seconds of immunity from damage. The dropped item must hold at least 50% of its charges for the bribe to work.
Getaway Plan –
At Max, once there are 2 generators left to repair in the trial grounds you may press the activate ability button on a generator that has been repaired under 75% to power it down and make it appear untouched. The generator activates at its currently held repair progress when a survivor interacts with it, the killer kicks it, or you use this ability on another generator. Cool down is 90 seconds.
Committed to the Job –
At Max, you have a Considerably lower chance of triggering skill checks during repairs, sabotage and healing actions, and gain a 5% speed boost on those actions. If you or any survivor cooperating with you on an action fails a skill check, the aura of the one who failed is revealed to the killer for 5 seconds.Any creative criticism is appreciated and welcome.
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- Add Voice Communication for survivors as a built in feature. Not a perk, not proximity based, and not implemented over services like steam, epic, windows, or whatever, but just a part of the game that is on by default for the survivor players, but gives them the option to mute if certain players are being annoying/toxic over comms. BHVR have been doing everything they can to make perks and adjustments to the base kit for solo queue survivors that will bring them up to par with SWF, but lets be real, the only and fastest way to do that is to give them voice comms. The fact that BHVR have been trying to give them the advantages of voice comms via non-verbal communication through perks, add-ons, and in game mechanics is just frustrating for both solo queue and themselves at this point. After doing this, they'll have to adjust all the perks and mechanics that having voice comms eliminates the need for, and they'll have to buff killers to adjust for advantages of voice comms, but overall this will be the thing that finally puts solo q on equal footing with SWF.
- Remove the "Training Wheels" of DbD after "x" many times encountering a perk or mechanic, but leave people the option to toggle it on or off in their settings. We have more than enough visual and audio queues built into the game via progress bar color, skillcheck windows, that noise and effect when exposed, status effect icons, etc... at some point having the perk icon, and name cluttering up out hud every time it's active against us just feels like condescending coddling. I know when ruin is active just by seeing the gen instantly start regression after I get off of it. I know Coulrophobia Is slowing down Healing progress by the red healing progress bar every time I try to heal in the TR, and I know the Killer is using Perks Like Huntress Lullaby or Dissolution the first time they start working against me. I don't need the perk icon popping up in the lower right, and I don't need the perk name notification cluttering up my screen, there's already more than enough info that's given through visuals and sound effects, or the very nature of the perk. For new players, encountering these for the first 200 or so times may need all that bloated coddling, but for myself, and many of the players who have well earned gamer instincts and can flush out when a killer is using BBQ&Chili without any of that crap telling us, it's insulting. This game is Mature rated for adults, and yet the devs insist on treating its player base like a throng of mentally challenged children. To be fair, with all the juvenile antics on these forums, and overall bratty, entitled, or toxic ways we lambast them over the smallest changes, we may deserve to be treated this way, but the least they could do is give us the option to turn off the training wheels in the settings as a courtesy, so we don't always have to feel like the devs regard us as complete idiots.
- Incentivize going for Hooks over Kills, and Overall Team Performance Rating over Escapes. You want Killers to stop camping and tunneling? give them a reason not to. You want your solo queue teammates to stop Hook suiciding, DC'ing, and intentionally sandbagging you? Give them Motivation to be actual team players. Incentivizing hooks over Kills with an additional BP, XP and Emblem progress bonuses, may be all the motivation killer players need to go after multiple downs and hooks since going only for kills will make ranking and lvl'ing slower for them. Offering similar incentives for how well the team performs in order to maximize everyone's gains, may be all the solo queue survivors need to get their head in the game and cooperate towards the win together. Who knows really? All I know is that, it's at least worth a try.
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https://www.youtube.com/watch?v=qhOwIxH365s
The Proof is in the Pudding.
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@Sally_S_gay_son said:
https://forum.deadbydaylight.com/en/discussion/comment/3289018#Comment_3289018
not you writing an entire chapter of war and peace there to defend this perk against solo players just to sneak in equip empathy to counter it as if empathy shows you the killer aura as well
these people never play solo q I swear
What part of my "chapter of war and peace" sounded like I was defending it? Eruption is a useless waste of time that provides survivors more advantage than killers, and only gives killers an edge if they manage to pull off the setup and activation before the targeted gens are completed, and only if someone is actually on the gen at the time to get hit with incapacitated. That's a lot of requirements with too many variables imo.
In my experience, when I tried it out, 7 out of 10 times Eruption triggers, either no survivor is on the gen to get afflicted with Incapacitated, or 1 person gets afflicted but they have a 2 other teammates that can take over for them and stop it from damaging the gen any further. When it comes to Empathy, I was using it as an example of a perk that shows you when a teammate is injured and being chased, which gives you the advantage in predicting when they might go down, it's not perfect, but it's better than not having any information while going up against an Eruption user.
Unless the killer is super speedy in chases or can 1 shot down people consistently, every gen they kick for the sake of Eruption is just giving the survivors more time to gain distance from them, and do other gens. To me, the investment of Eruption is too costly when perks like SH: Pain Resonance, DMS, and Jolt can do similar damage more frequently, and doesn't distract killers from chases.
If I'm defending it in any way, I'm simply saying that I think survivors are overreacting to how useful a time wasting perk like Eruption really is to killers. There's no reason to demand nerfs or get all butt hurt over a perk that gives survivors distance and longer chases just because it "occasionally" works in the killers favor. I don't use it or any other Manual Slowdown perks because of this, and I guarantee you, if every killer realized that Automatic Slowdown is better, these forums would be frothing at the bit, Begging the devs to nerf all of them.
Also, I exclusively play solo queue when playing survivor, as I hardly ever have any friends online at the time I play, and yes, I have been hit with Eruption, but not so crazy often that I feel like it deserves the Hex: Ruin treatment.
I swear, these people never play killer... smh
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My Friends and I did a few 3 man SWF games wherein all of us brought in Reassurance with the sole purpose being to punish any rando who tries to suicide on the hook, or facecamping killers.
It worked like a charm, We'd see them try to struggle off the hook, hit em with reassurance, wait for it to run out, and hit em again, until they'd been on the hook for an extra 90 seconds, and then rescue them and repeat the process if they got hooked again. This turned out to be too frustrating for most of them, and they'd just DC instead, which gave us all a good laugh. Otherwise we'd use Reassurance as it's intended to frustrate a facecamping killer, or provide us an edge in the endgame rescue attempts. Love that perk, and it's perfect for this kind of situation, provided you have a team that can coordinate with you.
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An Average 800,000 per prestige lvl if being "efficient" * 64 characters * 100 prestige levels = 5,120,000,000.
yeah...it's gonna take a while.
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Feng Min and David are my addiction when playing as killer. I just can't get enough of David's hilarious howls of pain, or Feng Mins cute as hell squealing when I spank or down her. It's gotten to the point wherein If I see a David or Feng Min while i'm chasing someone else, Imma drop chase to go after them instead, because nothing makes me grin from ear to ear more that the noises those 2 make. I really appreciate their VA's for providing us with such golden audio entertainment in an otherwise dreary game whose community constantly punches down on killer players.
A close third would be the rare beasty that is Lisa Garland. While not as cute as Feng Min, she's more like the Female version of David because of how funny her screams of agony are.
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@Killing_Time said:
Only potatoes get mad at eruption
Agreed. Personally It doesn't carry me at all because I just don't like taking time to kick gens, and give survivors any more distance than I have to. If I'm going for any slowdown, it's gonna be perks like Jolt, SH: Pain Resonance, Dead Mans Switch, Deadlock, Thrilling Tremors, or at worst Hex: Ruin because I favor automatic gen regression and blocking over the manual versions. True PGTW, Call Of Brine, Overcharge, Oppression, and Eruption are more powerful slowdowns, but they all depend upon wasting time kicking gens when you should be moving from chase to chase asap. Equipping those perks incentivizes you to waste time, whereas going with automatic gen regressors incentivizes you to down and hook survivors as much as possible since they're triggered by doing so.
Eruption to me is just a waste of time, sure it can cause a decent amount of regression, and prevent survivors from doing their primary objective for 25 seconds, but when I compare that progression loss to a good Jolt+SH:PR+DMS combo, of which I can get multiple times in more rapid succession, and triggering them means that I'm winning by gaining hooks and downs... There's no contest as to which is the more efficient choice.
I know some people are gonna say "Eruption is just 1 perk, and you have to use 3 to come close to competing with it" and to them I agree, but if automatic slowdown was as strong as manual, then there'd be no point in ever going manual. The trade off for automatic is that it does less, but is far more consistent, mostly unpreventable, and is triggered by your performance. Most of the manual ones however have the potential to do more, but their trade off is that you waste time kicking gens rather than chasing/downing survivors, and worst of all, they also can mostly be countered by a survivor simply tapping a gen.
The only reason survivors are butt hurt over Eruption is because they can't counter when it triggers by getting off the gen beforehand unless they have a perk like Empathy to see who is getting chased and how close they are to being downed. However, they often forget that Eruption is a 2 part "Setup and Trigger" perk that requires the killer to first waste time kicking gens, and then once prepped, chase and down a survivor. They don't realize how often a killer with Eruption will waste time kicking said gens only to enter a chase that takes longer than 25 seconds to get the down to trigger it, at which point, typically, at least 1 affected gen gets completed, thusly making the time the killer took to kick it in the first place completely worthless. This is exactly why I don't use it, and believe the only killers that can actually get any use from it are the ones that either have high mobility or can insta down frequently, because those killers make up for the time they lose kicking gens by being more efficient at downing survivors quickly. To me though that seems like an awful lot of effort when those same killers could instead just use their mobility or insta downs to trigger multiple automatic slowdown perks, and not have to spend any time dropping potential chases by kicking gens.
If I equip slowdown, it's typically 2 perks at most since the majority of my builds are made around chase, tracking, or downing advantage vs slowdown, because I've adapted my style around "Kill Rushing" in order to combat "Gen Rushing", and it's working out pretty great for me. Either that or complete meme builds designed to waste survivors time or distract them from the gens with perks like Franklin's Demise, Hex: Plaything, Deathbound, Overwhelming Presence, Hex: Third Seal, Hex: Huntress Lullaby or Healing slowdowns, because they're both fun to use and annoying as hell to the survivors. They may not be as effective at getting wins for me as a slowdown or chase build would, but the amount of salt I receive in the post game chat is priceless, and gives me a good laugh every time they complain about perks they could have easily ignored and just gen rushed through instead of falling for the distraction. Seriously, I'll never get tired of survivors Running back for a dropped item only to find it in one of my Trails of Torment, and purposely become tormented just to get it back before it's charges drain... sigh, so much fun!
Overall, Eruption can be very costly to the survivors gen progress and time if its pulled off before any of the affected gens get completed, but honestly the amount of time it wastes for the killer and loss of potential chases is hardly worth the investment to me when I could be using that time to chase, use up pallets, and down survivors instead. In the end, I feel my way of doing things is just more efficient, and Eruption or manual slowdown perks like it, are too much of a time wasting distraction to be useful in the mid to high SBMM games, so I just pass them up when making my builds.
TL;DR:
Automatic Slowdown Perks>Manual Slowdown perks because you are incentivized to gain slowdown by chasing and downing survivors instead of wasting time and potential chases kicking gens. While not as potent in damage to gen progress, It's better to be rewarded with slowdown automatically, and more frequently for doing your job as a killer efficiently, than it is to be distracted by a perk that costs you chase time with the promise that you'll get value from it as long as the survivors don't stop the slowdown by tapping the gen, or in Eruptions case, finish the affected gen before you can get a down to activate it. Survivors don't like Eruption because it wastes their time when it triggers, and they can't always predict when it's gonna activate on them, but they also don't realize how rarely it triggers on all intended gens before they're completed while the killer is chasing a teammate. Eruption and Manual Slowdown perks are inefficient time wasters for killers that gen rushing survivors can take advantage of more often than the killers. Just my opinion.
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What choice do the Killer Players Have? Not only is her Condemnation Mechanic complete garbage unless you build around forcing it, but even using her power to teleport around is more punishing to her than it is the survivors. Add in the Fact that they gave an M1 "Stealth Killer" a freaking Lullaby radius, and what you get is a killer that can't do their job the normal way, so they have to resort to using whatever scummy, or "boring" advantage they can get.
It's just like how nobody thought Clown was useful unless he had the Redhead's Pinky Finger add-on equipped, or Demogorgon without the Rat-Tail. on second thought is actually worse than that, because at least those 2 still got some use out of their powers, and it didn't punish them as hard.
Seriously devs... a Lullaby Radius on an M1 Stealth killer? smh, I thought they learned from the "noisy Ghost Face PTB" debacle.
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They're also broken as far as I know, and no longer work as intended. 2 examples:
Just 2 days ago I started a killer game with the good ol' "Shroud of Separation" and had Lethal Pursuer equipped, we started the match in Azarov's Resting Place (the one shaped kinda like a bone), and while I started on 1 side, all 4 survivors started in pairs on the other. Sure each pair was far away from the other one, but just because they started on opposite sides of the other side of the map, doesn't mean it was any benefit to me at all. Naturally, the match ended with 3 DC'ing the moment they were attacked or saw that I was playing Wesker, and most likely because they thought that "secret" Offering I brought in was a Mori, but who can blame them for thinking that?
Another Time on the same day while playing Squeaker (feng min), I decided to try Vigo's Shroud because I was testing an Aura Reading build with the new Fogwise perk and Object of obsession, and wanted to be as far away from the killer when OoO kicked off in the event that they brought Lethal Pursuer. Sure enough, my guess was correct, the killer totally brought in LP and I saw them immediately... 2 tiles away from me, on the Shack side of Eyrie of Crows! No teammates spawned near me either, and I had traded out Distortion for OoO since they counter eachother, so naturally, I was the first downed, hooked, and out of the match before we had 3 gens done. Thank you SO MUCH Vigo's Shroud! you rat bastard...
In other words, I don't have any trust in the shrouds currently, and they definitely seem broken, but hey, that was only 2 games of trying them, maybe I'll record the start of a dozen or so games with these builds to see if these were just random 1 off flukes, or prove that they need fixing and post a compiled video for the devs... or I could just ignore them and let that be up to someone else, idk, sounds tiring.
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I'm Mixed-Feeling about it...
On one hand, there's the loops with obstructions that "Fat-Pixel Shame" the killers but let survivors run right through. This creates infinite loops that even an average killer with full bloodlust can't win against, and provides a very one sided "safe haven" that survivors immediately run to the moment they enter a chase, making the trial obnoxiously unfair and frustrating.
On the Other hand, The loops with obstructions that hinder both the survivor and killer by making the loop longer, and therefore transform a normally safe loop into an unsafe one, provide an element of surprise and strategizing. Sometimes you can see how the loop has been messed up and avoid it, other times you don't realize it's been lengthened by an obstruction until it's too late, which can be quite jarring and frustrating, but also completely break chaining loops together, and allow the killer to cut the chase shorter than a good looper intended, or inadvertently end up becoming a bigger problem for the killer, depending upon the obstructions position and height.
This new element of RNG has made my games as both survivor and killer a bit more interesting and fun most of the time, save for the broken "Fat-Pixel Shaming" ones, as it's no longer guaranteed that routing from tile to tile will be a bonified time waster for the killer, but can also be more detrimental to the killer as well.
For example: I was playing Wesker, who is king of quickly rounding corners and catching up to survivors in many loops, and I chased a survivor to a TL wall not knowing that on the L side there was this big-ass rock next to the window. After I accidentally slammed myself into it with a bound after rounding the corner, the survivor used it to their advantage since the obstruction had essentially turned the TL configuration into a TT, which was one hell of a difficult thing to chase around, even with Wesker and all my mind games. Eventually the survivor screwed up and I got the down, but not before losing a gen due to the extended chase time.
The very next game however, I had a chase to a jungle gym that had a tree to close to one end, and the survivor ran right into it allowing me to catch em early with a bound and cut the whole thing short.
The way I see it is, for the most part, it's complete randomness as to whether or not these obstructions are going to favor the killer or the survivors adds to the fun of the chases. They have the potential to break the flow or routing from tile to tile, or make it stronger, which adds a new element to the old boring loop and routing routine that forces both players to adapt on the fly, and that makes the game feel a bit more fresh, challenging, and exciting to play.
If they could remove the "Fat-Pixel Shaming" obstructions which provide one side too much of an advantage over the other, but leave the random ones that change a loops overall shape, I'd be happy with it.
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The Knights biggest problem is hands down how telegraphed his power is:
Green Orb showing where he's gonna place his Guard
Visible Detection Radius Rings around the Guards as they move
Visibly stops in place and stabs his sword into the ground when initiating his power
Very Loud noises from him as soon as he initiates his power, and from the guards as they move around
Even if they took away the Visual information for the survivors, the Green Orb and the Detection Rings, A survivor would still know precisely when he initiates his power, and where the guards he places are due to the sound design. TBH, since he already has such loud sound queues, the visual stuff is just overkill (I don't even think the Hard of Hearing would have trouble hearing them due to how loud they are).
It's like playing a sad game of Chess against the survivors, wherein they know every move you're gonna make before you make them, and immediately move counter, resulting in a very 1 sided experience solely dependent on them making the wrong decision when countering you. New players may make more mistakes, sure, but honestly, anyone with 50+ hours as survivor will trounce The Knight unless he plays really scummy. At Least with Dredge, as noisy as he is, there's still some elements of surprise and unpredictability allowed by his kit. The Knight however has no such luxury, and to me, that makes him the most asinine killer to play as or face.
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I call
Nemesis: Bouncer since I Gave his Zombies Stripper names : Candy & Randy
Doctor: Sparky
Legion: Stabby
Blight: Pinball
Ghostface: Sneaky/Sneaker
Plague: Miss Pukey
HillBilly: Vroomy
Trapper: Snappy
Wraith: Dingy
Nurse: Blinky/Screechy
Spirit: School Girl
Myers: Stalky
Oni: Boomer
Freddy: Groomer (a nicer term for what I usually call him)
Huntress: Axey
Twins: Sluggy
DeathSlinger: Shooty
Trickster: Knifey
Demogorgon: Pouncy
Bubba: Buubi
Pig: Piggy
Dredge: Noisy
Sadako: Girly
Artist: Squaky/Birdy
Pinhead: Mr. Pain
Pyramid Head: Headcase
Wesker: Dashy Daddy
Hag: Bitey
Clown: Fatty
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Hubris has the same counter to it that Spirit Fury + Enduring does: Pre-drop. You only have to experience it once, or witness someone else fall to it to know not to attempt stunning the killer for the remainder of the trial. Anyone with even a few remaining brain cells can figure this much out, and it will make equipping Hubris a wasted slot. Furthermore, it only exposes a survivor who just stunned a killer for 20 seconds, so while this is an issue at unsafe pallets, it's not a problem for most loopers at jungle gyms, and god pallet locations since they can outplay/outrun the timer at those loops pretty easily (except against nurse, but honestly, when has stunning nurse been an effective strategy anyway?).
Methinks OP is putting hubris on too high a pedestal.
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I remember when they originally tested pallet save and flashlight save "improvements" by making it so that if you dropped a pallet or blinded the killer at any time during the pickup animation, they'd drop the survivor as soon as the animation completed... it was a disaster, no one, not even the whiniest survivor mains wanted the change to go through because a team with flashlights or empathy could completely prevent the killer from ever getting a hook.
When i read that they were doing the flashlight buffer, it just brought back memories of that, and the PTB proved to me that they were just trying to re-configure their original test, but screwed up and accidentally ended up bringing it back for flashlight saves. Here's hoping that it'll be resolved by the time it goes live without any bugs. If however they CAN do it without it being overpowered or unfair, then I'm betting that they'll tackle the Pallet stuns next, and likely give it around the same or similar buffer, but first they have to prove they can accomplish it with flashlights flawlessly before tackling the Pallets.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3269897#Comment_3269897
Is it possible to get tier 3 with fragrant tuft of hair without stalking everybody? I honestly don't know, I thought it was necessary to stalk every survivor for a bit. If not than thats the answer I guess.
You only need to fully stalk 2 and a half survivors to reach EW3 with Fragrant Tuft of Hair since it takes a survivor half stalked to reach EW2, and 2 full stalks to reach EW3, Otherwise you can half stalk everyone, and just fully stalk one of them, which is much more do-able. Shape doesn't have to fully stalk all 4 survivors because that would take a solid 4-6 mins of uninterrupted stalking (depending upon the distance from the stalked target since further = slower), which would be ridiculous and make the tuft of hair a useless add-on. It's still the slowest stalking he can achieve in the game, but fortunately not tortuously so. He also has add-ons he can pair with it to increase the rate at which he earns his stalking points: Memorial Flower (brown), Judith's Journal (Green) and J. Myers Memorial (Green), and by using one of these add-ons with Tuft of Hair he can reduce the time it takes down to around 1.6-3.5 mins of uninterrupted stalking. Judith's Journal in particular makes his stalking rate 40% faster if he's stalking his obsession, and if he's in close range when he does it, Tuft of hair isn't going to do much to slow him down. At close range, he can achieve a tier of EW within only 6 seconds, at the furthest range it takes him 1 minute to tier up, so most Shape players try to go for mid-close range stalks without being detected.
Regardless, If he's close to you when he stalks, its gonna take much less time for him to achieve each EW tier, and if he's far away it'll take more time, so watch out for those sneaky quick stalks he can get from being right next to you or at a different elevation. Also pray your teammates aren't idiots who stick around to blind him at pallets, or t-bag taunt him at the pallet giving him a crazy fast stalk... You have no idea how funny that is when you're on the killers side and these morons are freely feeding you all you need to bulldoze the team.
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The problem with the Knight is simple:
Once again the devs came up with a new and exciting power, but also, out of obvious fear of backlash and "OP" claims from survivor players who don't understand it, the Devs have also coddled the survivors by making everything the killer does too slow, and too telegraphed to be effective (I still haven't forgiven them for giving Onryo, an M1 STEALTH killer mind you, a freaking Lullaby radius, and Dredge a 24 meter directional "Breathing/movement" sound even when he's "undetectable").
The only way to combat this is for the devs to realize that players actually appreciate a bit of challenge and surprise, over an opponent who shouts out and telegraphs to them everything they do! Getting the devs to realize this though? Yeah, Good Luck!
If they simply removed the "Green Orb" and the "Detection Radius Circles" from the Survivors PoV's then His power would actually have some tactical fun to play with. Honestly, if you can tell in advanced every move your opponent is going to make without having to make any educated guesses, then what "threat" are they to you? Chess would be stupidly easy, and incredibly one sided if by playing Black, you gained precognition over all of Whites moves wouldn't it?
The problem with the upcoming live version buffs is that they don't address any of this, and only make instantly planting guards at a loop more effective than setting up patrols. Sure they made the guards chase begin slightly faster, but survivors can still see when and where you are planting them, as well as their detection range, meanwhile the Knight, when using his power, Can't even see the survivors and doesn't know where they are going! This actually makes his power favor the survivors more than the killer, and you can quote me on this when it goes live and everyone realizes how useless it is.
If they'd just make this change he'd at least be a B tier killer, and actually get some usage out of setting up patrols for his Guards. As it stands right now though... His power is weak as hell, and the only way to effectively use the Guards to pressure survivors is to insta-drop one on a short loop, and hope the survivor stuck around long enough to get detected so you can try and pull off a pincer attack. It's such a waste of a good concept, and all they have to do to somewhat fix it, Is follow this suggestion that I and MANY others have already stated.
Side note/rant:
Personally I HATE how the devs over coddle us as players. We're GAMERS, we can pick up on visual queues like a slowed progress bar, off timed skillchecks, Massive Bleeding, That visual effect and sound to tell us we're exposed etc, WITHOUT the freaking excessive HUD notifications! For crying out loud, Dissolution, like Spirit Fury, only takes experiencing 1 time before we know how to counter it, we don't need the freaking Perk Icon to show up in our hud, let alone all the other notification garbage that goes with it! I mean I can see that kind of thing being useful for anyone with less than 200 hours in the game, or encountering it for the first 10 times, but at some point keeping us on these "training wheels" permanently just feels insultingly condescending to our well earned gamer instincts.
And then they go and give us a killer that has No element of surprise to their power; that even a child could figure out how to beat in 2 matches. Sigh... These devs man...
Edit: sorry for the rant...
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@brewingtea said:
>Record if possible, and Report them after leaving the match.
This makes it sound like the "recording" part is optional, which it is absolutely not. In fact, if you're going to bring it up, I'd probably put it way earlier in the process (since, if you've gotten to this line and HAVEN'T done it yet, you're already screwed).
Rule 0: Set your PC up to record matches, or else you will have 0 recourse if you encounter a hacker, which we will get to later.
Not everyone can record, especially if they have low Hard Drive space. While it is Begrudgingly a requirement for reporting, it's not always possible for Players. Otherwise you can still report the match to the Devs, and with enough people reporting the same person in their matches, some recorded, some not, they will pick up on it and take appropriate action.
Just because a player couldn't record the match doesn't mean that their report will go unnoticed. Regardless, anytime someone encounters a hacker/cheater, they should report them, whether they were able to record the match or not.
That's all I'm trying to say.
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Nope, not a health state as much as an extra "condition". Allow me to explain:
Basic attack = 1 lost health state
Basic attack against an injured survivor = 1 lost health state resulting in the Dying state
Basic attack against a Healthy exposed survivor = Dying state
Basic attack against an injured and Exposed survivor = Dying state
Deep wound attack on either a Healthy or Injured survivor = DW state that needs to be mended
DW is paused while Running and Mending
DW against an Exposed survivor = DW state
DW Cannot down a survivor unless they're an idiot who lets the DW timer run out, which TBH is VERY hard to do by accident or unintentionally. They even nerfed the Docs Madness mechanic so that DW mending took priority over it, despite the mending taking 15 seconds vs the 10 seconds it takes to "snap out it" for docs t3 madness.
DW is NOT a health state, it's a health condition that forces survivors to address it first before they can heal or risk downing themselves due to inactivity. But, lets face it, DW isn't as much of a threat as it is either an opportunity for an additional Health state when you normally would've gone down (current Meta anyone?), or a minor annoyance as it make healing take a little longer to do.
If this health condition is not mended before anything that would normally heal 1 health state, then it is mended instead. The reason for this is obvious: Otherwise Nurses Calling could be used to detect anyone trying to mend, and that would make it just too damn powerful for Legion (At least, that's why they made mending not a healing mechanic back when they readjusted it, so you probably shouldn't question the devs overall masterful skill in logic)!
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Also Also, @PhosphorusBullet , Since you are seemingly new to DbD... I highly suggest you take a look at this long ass post:
@TWiXT said:
Ha Ha Ha, jokes on you! This is actually an unbiased list of rules for BOTH sides! That being said though...
Due to the new Resident Evil PW Chapter release, we have received an influx of new players, and so I must start this post by saying:
Welcome to Dead by Daylight, and I hope you're all having fun so far (despite how buggy some of this chapters release has been)!
That being said, you're 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 whatever side (Killer or Survivor) the posting member primarily 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 your experience in DbD:
1 - Play how you want to play and enjoy the game, but understand that you're not the only one playing.
2 - 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! There's no point in whining about it.
This is the Hearts-blood/Core Reality of how this game is played! No matter how a killer or survivor(s) win the match, it's all part of the games design, and no one should waste any time or energy complaining about it as long as they've gained their victory using the legal mechanics, or tactics the game provides/allows them to achieve it!
In other words ALL IS FAIR when it comes to playing the role you've chosen (unless cheating/hacking, but we'll get into that further down the list in rule 7). If there's anything you feel is unfair about either side:
- Reflect upon your own side and what tactics and builds you/your team are using to achieve your goal.
- Compare it to what your opponent(s) used to achieve theirs.
- If possible, strive to experience your oppositions side FIRST before you post any complaints on the forums about your experience against them.
- Ask yourself if there is something inherently broken in the games mechanics that needs to be addressed before you resort to posting your complaint. e.g. Encountering perks, items, add-ons, mechanics, or abilities that absolutely provide too much of an advantage to your opposition, or are un-counterable by anything you do. If there is a counter to these things, either discovered by yourself or researched, save your complaint and learn/employ said counter the next time you face it, if not... then by all means let the devs know by posting your complaint.
Always remember: If your opponent won a match/trial while using the legal mechanics the game provides, it's not really their fault for taking advantage of it, is it? In other words, if you have a complaint you're just itching to express on the forums, you should first ensure that you're Legitimately Hating the game, not the player. As anything else will be seen as nothing more than a post filled with "banal whining" by the majority of the community.
4 - When the gates are powered... Anything goes!
Don't kid yourself by thinking otherwise! Neither side is just gonna roll over and "let you win" when this happens, and not only do both sides know this... Realistically at that point the only job the killer role has is to secure kills since there aren't any gens left for them to protect, and the only job the survivors have is to escape with as many alive as possible.
So, No matter what tactics or skills you employ at this period in the match/trial... The gloves are off! Recall rule 3, and feel free to do whatever it takes to achieve your goal. No one can blame you for whatever you do in the endgame, and if they do, for the most part they're just being sore sports.
Enjoy your victory, or embrace your defeat. Either way, "When the gates are powered" is, more often than not, the most intense part of the trial, and you should take whatever advantages you can against your opposition as they (mostly) won't show any mercy towards you.
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 wherein you're entitled to eventually 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, builds and knowledge against each-other. If you lose and have nothing good to say in the post game chat or over the console chat system: Either Leave a "gg," or no message at all, and then calm down/lick your wounds, and move onto the next match. This is just a game after all.
6 - Chat grievances/abuse:
For PC players:
Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you open it again. No one deserves abuse for playing the role they picked or the tactics they use, so if you find yourself frustrated over excessive endgame chat toxicity: Feel Free to Report the most egregious offenders, or otherwise Just close it, and continue enjoying the game in peace.
For Console Players:
I understand that many other players can/will attempt to contact you via the consoles messaging service, and that this can't always be ignored or shut off. None the less, you do not deserve abuse, and if anyone is violating that via text or voice messages, then they are violating the policies the consoles communication service stands for! Feel free to let your consoles administrators know that your rights to enjoy this game are being infringed upon by other players, or otherwise, if possible, try to simply ignore the messages they send you, and continue playing at your leisure.
7 - This is a 4v1 Lobby and Match style, or Asymmetrical 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:
A Game breaking bug rendering you incapable of playing a normal match.
A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics, or bullying/griefing you. Record if possible, and Report them after leaving the match.
Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstance(s).
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 if you need to, 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 Suiciding on the hook:
Suicide on the hook is a unique option available to the survivor side of this game and is your choice, but If your suicide on the hook isn't advantageous to your team, 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 likely to ever be punished as it's a mechanic in the game, 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're only hurting the experience for all other players both new and old, but it's with the new players where this hurts their game experience 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 aren't really any reasons to do this other than petty/selfish ones.
Be mindful of when you choose whether to do this or not, and if there is no doubt that the match is lost, then no one can blame you, but if you do it for petty reasons like being hooked by the killer first, you don't like the map, you don't like the killer, you don't like your teammates playstyle etc... then you're the one who's ruining everyone's chances for success, and wrecking their experience. What's the point of playing the game if you don't actually intend to play it? Think about your teams experience before your own, and do what you can to help.
9 - Regarding "Toxic" behavior:
Killers have a limited but impactful set of behaviors that are, by and large, considered "Toxic" by the community, but survivors actually have more of these "Toxic" behaviors available to them. The reason for this is because... while killers can only be "Toxic" towards survivors, Survivors can be "Toxic" to either the killers or their fellow survivors.
I'm certain many of you have either experienced these behaviors, or have seen them reported/complained about on the forums, and While a decent amount of them don't fit the "spirit" of the game... a surprising amount of them do!
Please refer to this article:
https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
This outlines the basics of what is considered Reportable amounts of player Toxicity, but also defines what many consider to be "Toxic" behavior, as simply part of the game.
That being said, there's still a lot of behaviors that, while not ban-able offenses, are ultimately considered "Toxic" by the community: Leaving a survivor to die on their first hook even though the killer isn't "Face-camping" them, Purposely "Sandbagging" another survivor so that they'll get hit or downed by the killer, Face-camping in general, Slugging the Entire Survivor team until they bleed out, etc... While none of these behaviors are considered ban-able offenses, they also aren't any fun for the victims, and they will let Behavior/the Devs know about it!
I Urge all players to Recall Rule 2 when making these choices, and Have some common decency when you play! We're all players, and we all want to enjoy the game together, but when any Player(s) repetitively engage in these kinds of "Toxic Behavior" to the point that the community picks up on it, the community has been known to outright Mercilessly attack/target these players while bringing it to the attention of the Devs, and with enough community pressure/collected evidence, some "toxic" players have been banned for life by the Devs due to enough backlash over their antics (look up a player named "Ochido" on these forums or youtube if you aren't convinced).
There's only so much "Toxicity" this Community and the Devs CAN or WILL tolerate (and believe me, its a decent amount), but, as should be expected of any gaming community; while it's "Okay" to have a little "Toxic" fun at others expenses from time to time, PLEASE, for your own sake... DON'T MAKE A HABIT OF IT!
Consider yourselves Fairly Warned.
10 - If it's a legal mechanic in the game, don't be afraid to use it...No matter what side you play.
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, and there's very likely some good counters for them.
11 - Take the good with the bad in stride, rise to meet the challenge every new match presents, but 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 that this list won't change everyone's minds, much less their playstyles, but I felt that 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 choose to use them or not.
To all you new players, again Welcome to DbD, I hope this was helpful for you, and if you are going to follow any "Made up Rules", I believe this is a good set to start off with.
Any Praise, condemnation, Creative Criticisms or suggested additions to this list of rules are welcome! Please comment if you have anything to add or say.
Yeah, I know it's my own, but it gets a lot of praise, and I feel for anyone starting out in this game, it really helps give you a feeling for how you should play it. Others may mock it, but ultimately, I just want everyone to have a good time, and feel like you'd gain more from reading it than any other post regarding how the game should be played. Read it if you have the time (I did warn you it was a LONG post).
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Also, there's this...
That I just recently came across for playing the Dredge. This has some good pointers tbh, and while it doesn't make me reconsider my own stance of Wesker > Dredge, It still gives some good advice for any Dredge player!
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Also, Plague is far more powerful than most realize, and has good perks too... while she may not be good for beginners, she's still my favorite go-to girl because she defeats the healing meta... if you want to know more just ask, and I can give you a full rundown of why I main her.
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If you are going for the Best BP earners...
Here are The killers that are the biggest Blood point earners, or killers that don't have to do as much to earn a lot of BP due to how their kit works, listed from highest to lowest but still above average:
- Legion and Doctor
- Onryo, Wraith, Oni, Nurse, Blight, Spirit, Mastermind, Trapper, Dredge
- Ghost Face, Hag, Nightmare, Executioner, Cenobite, Nemesis
Q: What is this based off of?
A: How many BP categories earn points by using the killers powers.
Legion and Doctor are at the highest because Their powers consistently earn points in 3 categories: Deviousness, Brutality, and Hunter. For example: When Doctor uses his static blast each scream adds to the Hunter scoring for revealing survivors, Each survivor hit with either his shock therapy or static blast earns him points in Deviousness, and Shock Therapy alone also earns a bonus scoring in Brutality if you hit a survivor soon after shocking them. For Legion, this should be even more obvious due to the high chase, injury, and revealing with Killer instinct potential + the bonus Deviousness + Brutality gained for each chained Frenzy hit.
Comparatively, the 2nd tier on this list still earn in all 3 of those categories, but not as high of a points gain as Legion and Doctor do. The 3rd Tier on this list are killers that earn points in 2 categories consistently while using their powers, but only just enough to go above the Avg that the rest of the killers like Clown, Hillbilly, Trickster, Huntress etc all achieve by normal play.
This is not to say that you can't earn high BP with a killer like Huntress, but that you have to work much harder for it to put as many points into each category as possible, Whereas Doctor just needs to keep shocking and hitting to put points into 3 categories simultaneously. My biggest surprise was learning how many points Onryo earns by using her power and either condemning or striking survivors, turns out she's a little miss moneybags.
Anyways, this should help you in your quest for high BP earning, just always remember to use BP offerings to increase the amount of bonus BP you earn Post trial, and you'll be good to go!
Otherwise, Try the FTP killers first, decide which one you like, and look into other killers that may or may not be similar. All in all, This game has a staggaring variety of killers, powers, and playstyles to enjoy, so if you find yourself liking Wraith more, look at all the Stealth killers! If you Like Trapper, I guess look at Hag and Freddy (not many setup/trap based killers tbh), If you like Nurse, go for Teleport killers like Onryo, Dredge, Hag, If you like Hillbilly, go for High mobility killers like Blight, Wesker, Spirit, Legion, and if you like Huntress, you might consider Plague, Trickster, or Deathslinger. If none of the base killers playstyles/powers fit for you, there's a plethora of others that feature unique powers and playstyles that might be more towards your liking. For example, if you prefer more Map control, then Doc, Dredge, Cenobite and Plague are problably best for you. If you prefer a killer that Stalls survivors from their objectives, Cenobite, Legion, and Pig fit the mold. Honestly, Just ask this community by giving us your Preferred playstyle, and I'm sure we can make a good suggestion!
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One other thing to note about Dredge:
While his Anti-Loop mechanic is fairly effective, it's also incredibly easy to counter. Either the survivor, or one of their buddies runs through the remnant, making your attempts to use it meaningless, or they just leave the loop and hold W to a new one. Dredges anti-loop has the same problem that the Artist has... It's obvious when you place it, and it slows you down. While Artist has a sound she makes when placing Dire crows, Dredge has a sound, and a raised left hand + slower movement speed, 3 things that actually make the anti-loop attempt horrendously weaker than the Artist. Entity help you if you make the mistake of putting a remnant down on a loop survivors can see over, or if you go against players experienced enough to read his raised left hand or hear the sound and decide to ditch the loop. Sometimes you can use this to force survivors to go towards less favorable loops, but unfortunately, the majority of the time it just becomes a waste of your power.
Hope all this helps OP decide who to pick (assuming the reason OP posted this was to decide the next killer they unlock/pay for)
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@ShinobuSK said:
Nurse. Event or not
@Cybil said:
Blight. I've faced two Blights so far that I never had a chance of surviving against. I mean, best add-ons incredibly strong perks and one of them played for a living.
Still more fun than Nurse though.
https://www.youtube.com/watch?v=ASrkxft2VfsFear not, BHVR got everyone covered!
/s
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I do miss me them pulsating pustules...
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Play Nea
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Dredge
Pros:
Fantastic Map pressure
Anti-loop mechanic
Nightfall keeps survivors on their toes
Prioritizes lockers a survivor is interacting with or hiding in when teleporting to one, which is great for jump scares!
Fun to make builds for
Has 1 Good, 1 Decent, and 1 trash perk
Surprisingly big BP earner
Creepy AF, good alternative cosmetics so far (yes, even the "goatse" one, you probably shouldn't google that if you like the skin)
Cons:
Map Pressure is completely map and RNG reliant (seriously, Multiple times I've gone to Lery's, a map that should be loaded with lockers everywhere, and all of the lockers spawned in only 1/4 of the map! WTAF?) Overall way too RNG reliant.
Undetectable status on him is Garbage even during Nightfall, because the damn killer is so directionally noisy that anyone can pinpoint where he's coming from even if they don't have headphones. Honestly, what's the point of giving a killer Stealth as part of his kit if he's gonna be screaming at survivors "I'M UNDETECTABLE, DON'T NOTICE ME!!!" The LEAST the devs could do is make his Nightfall "Lullaby" radius Omnidirectional like huntress's Lullaby so even if survivors get a warning you're in the area, they can't immediately pinpoint where you're coming from. FFS, he even "glows" when within 24 meters of survivors so that he can be seen beyond the Nightfall blindness radius! A Directional Lullaby just makes the Undetectable status completely worthless!
Always Prioritizes appearing in a Locked Locker when there are 2 paired together and either of them is locked instead of an unlocked one, and the only thing that takes priority over this is if a survivor is interacting with the other locker or hiding in it.
Breaking locks takes too much time, either from outside the locker or from within it.
Wesker/Mastermind
Pros:
High mobility
Power is capable of knocking survivors away from advantageous positions
Max infection slows survivors to a crawl
Hold W strat doesn't work well against him
Can Vault windows AND Pallets at a good rate with base kit power
All around Good perk package
Extremely versatile to make builds for since almost every perk works on him
Large TR makes the underappreciated TR perks actually useful
Funny as hell to use Stealth/Undetectable perks on because he hardly makes any noise, and is the same size as any male survivor
Total Chad who does all the trash talking for you
Cons:
Buggy Power means frequently dropping or throwing survivors without damaging them, especially when you damn well should have
General Collision issues with Power
Survivors have 12 uses of First aid spray, making it nearly impossible to even get a survivor fully infected for long enough to take advantage of it
Tight loops/LoS blockers are surprisingly effective against him
Telegraphed Long charge time for his power + heavy movement slow down while charging = easy for decent-vet survivors to dodge
Grabbing survivors on a ledge = instant drop instead of flying off the ledge for an epic slam, or at the very least a further throw from the ledge for dramatic effect
Surprisingly average BP earner
Trash Talking voice lines get REALLY annoying the 100th time you've heard them, the guy never shuts up!
Conclusion:
Both of them are very fun to play, But where Dredge requires a decent learning curve, Wesker can be picked up immediately after just a few matches. Other than that, of the 2 Wesker just hands down wins because while he's a bit buggy, at least his issues aren't an intentional part of his base kit. Whereas Dredge is just too Map and RNG reliant, and his "Stealth" mechanic, which I suppose was meant to make him more scary, is god awfully laughable and deserves at least a minor change. Dredge can be a complete monster that flat out dominates, but it all comes down to the conditions of the map you play on, and not so much the skill of yourself or the survivors, which makes picking him/winning as him feel more like a roll of the dice vs. player skill.
Wesker on the other hand, Yeah, the bugs CAN screw you over, but not so much that you can't make up for it, and because he's not Map or RNG dependent, he's the obvious choice overall for how a good killer is designed. If they fix his bugs in a few updates, then he'll easily be high A-S tier in most peoples tier lists.
Poor Dredge though... yeah, It's not entirely his designs fault that he's on the Low B-C tier, mostly its the RNG that's screwing him over, which is a damn shame because he's just so fun to play!
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I just LOVE the irony(?) of how often on these forums people create posts demanding the removal of the DC penalty system, and yet EVERY SINGLE TIME the devs temporarily deactivate it, we get posts like this demanding its return!
Before the DC penalty was instituted Back when there was what was coined "the 2019 DC epidemic" (more like a Pandemic because it affected all servers in all countries), The game damn near died because of how many players were dropping it entirely, since no one could have any fun when 9 out of 10 matches had 1 DC or more. I remember that very dark period of this game, and it still took them 7 months after the DC Epidemic peaked before they introduced the penalty system.
I can't help but laugh at this situation tbh, because all the DC Penalty deniers are finally getting a taste of the hell we went through 2 & 3/4 years ago, and now people are realizing just how obnoxiously entitled and petty most of the player base actually is, and why the penalty is actually a GOOD thing.
It's honestly Hilarious!
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In Related News: "A striking surge in Lightborn favoritism just rose its rank to the #3 most used Killer perk. What will this mean for the next Perk overhaul and rebalancing patch? Stay tuned, We'll have all this and more News at 11."
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A dev done goofed, but at least you can't say the event won't be interesting!
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Looks at title.
Reads Post.
"Sigh... SSDD.." (Same #########, Different Day)
My Primary response to this, Banal, and often repeated whining about Franklin's Demise is first of all: Wait a while, you're young yet 😋/s. Second, There are far better targets of contention among the killer perks that have some actual merit in their debates, due to how imbalanced they are/seem. Finally 3rd, If you're gonna pick on one of the few perks the killers have that are meager counters to survivors items, FIRST get your Facts straight:
- Franklin's Demise USED to destroy items after 90 seconds instead of removing charges, giving you no opportunity to reclaim them, much less leave the game with them after the fact. This was changed with the Nemesis DLC update to only removing items charges in order to keep it from destroying Vaccine syringes, for obvious reasons.
- FD Was the ONLY counter to keys for the longest time, and while that doesn't matter as much anymore due to the changes to the hatch mechanic and survivors using less of them, it still is.
- FD is the most EASILY countered killer perk ever! Once you realize the killer has it, Simply DROP the item yourself before you enter a chase, or even during a chase, and retrieve it afterwards, or when you need it. FD cannot harm the items charges, or affect it in any way unless the killer knocks them out of your hand with it. You can do this in .5 seconds, but if you leave the match without re-acquiring your item, that's on you, not the killer, even if they knock it out of your hands at the gate (it takes less time to pick your item back up and escape at the gate than it does for the killer to finish their strike recovery animation). When keys were THE go-to OP mechanic/item of the game, this counter made equipping FD extra useless, as survivors would simply hide their keys in a corner of the map until the hatch spawned, retrieve it and escape anyways.
- Survivors acquire Items from both the Blood Webs AND Chests in the trial grounds. Add in all of the survivor perks that center around ITEMS such as Plunderers Instinct, or Appraisal (which can give you 6 random items to pick and choose from, as well as having the bonus benefit of searching the chests a 2nd time 80% faster), or Built to Last (which basically gives you 3x the charges on an item, that you recharge any time an item is depleted, so, extra powerful against FD), it's not like LOSING an item/Items charges is such a TRADGEDY that you have to come on the forums to whine about it!
- "Oh my GOD... I LOST AN EVENT ITEM TO FD! THIS PERK IS BROKEN AND NEEDS TO BE REMOVED!" Please... As if you don't already have a plethora of them in stock, and it's not like they were a "1 time unique item" that you'll never see again (holiday event items return every year, and by the time the event is over, your inventory is typically overstuffed with them)! Regardless EVERY survivor item is easily replaced via spending blood points in the blood web, or collecting them from chests in the trials, and with the aforementioned survivor perks that focus on looting and even tripling your chances of getting good items to pick from out of those chests... you don't have a leg to stand on with this complaint. FD killed your item, so what? You can get more just like it easily enough that you really shouldn't be so sentimental. For crying out loud, my survivor has so many items in stock it's impossible to believe I'll ever run out. Honestly it's the add-ons I'm lacking, but that only seems fair since the killers lose add-on's every match as well, and only a black ward can save them. Survivors on the other hand have both the White Ward AND Ace in the Hole to keep theirs, so there's no point in getting all butt hurt over losing your add-ons/items to a perk that counters the survivors options to keep them. Overall, Items are a dime a dozen, accept the loss as you would even if you hadn't brought in a white ward, and move on. TBH, with how easy it is to collect/replace items in this game these days, I'm surprised White Ward sees any use at all.
With these facts, I HARDLY see how Franklin's Demise is "OP" when there are SO many other things in this game that have so little counterplay... You picked the wrong perk to mess with my dude, FD is fine as it is, and ultimately used for WHAT it is: A MEME PERK... rarely seen, sometimes funny, and as far from meta as they get.
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Hag is part of the older roster, they're just working backwards from newest characters to oldest giving them their own music, so with Hag down that only leaves about 4 or 5 left, so don't worry, they'll get to trapper, probably by February 2024.
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@TheRockstarKnight said:
I wouldn't be surprised.
As far as I'm aware, the Shroud of Separation for Killer has been bugged and has done absolutely nothing since 2019.
To be fair, I've never submitted a bug report or tested it within the last year though, because it's not even a worthless Offering, if it works it's actively detrimental to you as Killer.
shroud of separation isn't bugged, it still tricks survivors into thinking I brought in a mori, and they all DC after taking the bait! Seriously, it's like the easiest win you ever get as a killer, and you don't waste any of your precious mori's!
/s
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Here's a suggestion I made for changing Insidious back in 2021:
Insidious:
Overhaul the perk to - Reduces your Terror Radius and Red Stains Brightness by 5% for every 3/2/1 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor regains your TR and Red stain at a rate of 20% per second (5 seconds), once your Terror Radius has returned to normal, Insidious has a 40 second cooldown.
Explanation - This perk has been a bane on the game since it came out since it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.
As for the survivors going up against this updated version, Premonition or Spine Chill still proc on stealth killers, so relying solely on the TR reduction is still no guarantee against those kinds of perks, and gives the survivors an advantage. Up until then, unless the killer has spent 20 seconds avoiding survivors, Aura reading perks like OoO, Alert, and Kindred still have an advantage for tracking the killer.
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Obviously it's because Nurse is OP, so the SBMM put her up against survivors that might present a challenge instead of one's she'd just bulldoze through. /s
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@Rulebreaker said:
https://forum.deadbydaylight.com/en/discussion/comment/3214379#Comment_3214379
While you stockpiled more moried than we ever had, sadly the answer is no, its not weird you got more moris than hatchets.
....unless you ment your doing survivors a favor, in which case, whatever sooths your conscious
Heck no, I use them a lot, especially when my SBMM seems to get a bit on the High side and the survivors are either challenging, or only seem to want to bully me. I go by my own set of unbiased rules which you can read here:
@TWiXT said:
Ha Ha Ha, jokes on you! This is actually an unbiased list of rules for BOTH sides! That being said though...
Due to the new Resident Evil PW Chapter release, we have received an influx of new players, and so I must start this post by saying:
Welcome to Dead by Daylight, and I hope you're all having fun so far (despite how buggy some of this chapters release has been)!
That being said, you're 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 whatever side (Killer or Survivor) the posting member primarily 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 your experience in DbD:
1 - Play how you want to play and enjoy the game, but understand that you're not the only one playing.
2 - 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! There's no point in whining about it.
This is the Hearts-blood/Core Reality of how this game is played! No matter how a killer or survivor(s) win the match, it's all part of the games design, and no one should waste any time or energy complaining about it as long as they've gained their victory using the legal mechanics, or tactics the game provides/allows them to achieve it!
In other words ALL IS FAIR when it comes to playing the role you've chosen (unless cheating/hacking, but we'll get into that further down the list in rule 7). If there's anything you feel is unfair about either side:
- Reflect upon your own side and what tactics and builds you/your team are using to achieve your goal.
- Compare it to what your opponent(s) used to achieve theirs.
- If possible, strive to experience your oppositions side FIRST before you post any complaints on the forums about your experience against them.
- Ask yourself if there is something inherently broken in the games mechanics that needs to be addressed before you resort to posting your complaint. e.g. Encountering perks, items, add-ons, mechanics, or abilities that absolutely provide too much of an advantage to your opposition, or are un-counterable by anything you do. If there is a counter to these things, either discovered by yourself or researched, save your complaint and learn/employ said counter the next time you face it, if not... then by all means let the devs know by posting your complaint.
Always remember: If your opponent won a match/trial while using the legal mechanics the game provides, it's not really their fault for taking advantage of it, is it? In other words, if you have a complaint you're just itching to express on the forums, you should first ensure that you're Legitimately Hating the game, not the player. As anything else will be seen as nothing more than a post filled with "banal whining" by the majority of the community.
4 - When the gates are powered... Anything goes!
Don't kid yourself by thinking otherwise! Neither side is just gonna roll over and "let you win" when this happens, and not only do both sides know this... Realistically at that point the only job the killer role has is to secure kills since there aren't any gens left for them to protect, and the only job the survivors have is to escape with as many alive as possible.
So, No matter what tactics or skills you employ at this period in the match/trial... The gloves are off! Recall rule 3, and feel free to do whatever it takes to achieve your goal. No one can blame you for whatever you do in the endgame, and if they do, for the most part they're just being sore sports.
Enjoy your victory, or embrace your defeat. Either way, "When the gates are powered" is, more often than not, the most intense part of the trial, and you should take whatever advantages you can against your opposition as they (mostly) won't show any mercy towards you.
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 wherein you're entitled to eventually 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, builds and knowledge against each-other. If you lose and have nothing good to say in the post game chat or over the console chat system: Either Leave a "gg," or no message at all, and then calm down/lick your wounds, and move onto the next match. This is just a game after all.
6 - Chat grievances/abuse:
For PC players:
Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you open it again. No one deserves abuse for playing the role they picked or the tactics they use, so if you find yourself frustrated over excessive endgame chat toxicity: Feel Free to Report the most egregious offenders, or otherwise Just close it, and continue enjoying the game in peace.
For Console Players:
I understand that many other players can/will attempt to contact you via the consoles messaging service, and that this can't always be ignored or shut off. None the less, you do not deserve abuse, and if anyone is violating that via text or voice messages, then they are violating the policies the consoles communication service stands for! Feel free to let your consoles administrators know that your rights to enjoy this game are being infringed upon by other players, or otherwise, if possible, try to simply ignore the messages they send you, and continue playing at your leisure.
7 - This is a 4v1 Lobby and Match style, or Asymmetrical 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:
A Game breaking bug rendering you incapable of playing a normal match.
A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics, or bullying/griefing you. Record if possible, and Report them after leaving the match.
Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstance(s).
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 if you need to, 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 Suiciding on the hook:
Suicide on the hook is a unique option available to the survivor side of this game and is your choice, but If your suicide on the hook isn't advantageous to your team, 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 likely to ever be punished as it's a mechanic in the game, 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're only hurting the experience for all other players both new and old, but it's with the new players where this hurts their game experience 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 aren't really any reasons to do this other than petty/selfish ones.
Be mindful of when you choose whether to do this or not, and if there is no doubt that the match is lost, then no one can blame you, but if you do it for petty reasons like being hooked by the killer first, you don't like the map, you don't like the killer, you don't like your teammates playstyle etc... then you're the one who's ruining everyone's chances for success, and wrecking their experience. What's the point of playing the game if you don't actually intend to play it? Think about your teams experience before your own, and do what you can to help.
9 - Regarding "Toxic" behavior:
Killers have a limited but impactful set of behaviors that are, by and large, considered "Toxic" by the community, but survivors actually have more of these "Toxic" behaviors available to them. The reason for this is because... while killers can only be "Toxic" towards survivors, Survivors can be "Toxic" to either the killers or their fellow survivors.
I'm certain many of you have either experienced these behaviors, or have seen them reported/complained about on the forums, and While a decent amount of them don't fit the "spirit" of the game... a surprising amount of them do!
Please refer to this article:
https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
This outlines the basics of what is considered Reportable amounts of player Toxicity, but also defines what many consider to be "Toxic" behavior, as simply part of the game.
That being said, there's still a lot of behaviors that, while not ban-able offenses, are ultimately considered "Toxic" by the community: Leaving a survivor to die on their first hook even though the killer isn't "Face-camping" them, Purposely "Sandbagging" another survivor so that they'll get hit or downed by the killer, Face-camping in general, Slugging the Entire Survivor team until they bleed out, etc... While none of these behaviors are considered ban-able offenses, they also aren't any fun for the victims, and they will let Behavior/the Devs know about it!
I Urge all players to Recall Rule 2 when making these choices, and Have some common decency when you play! We're all players, and we all want to enjoy the game together, but when any Player(s) repetitively engage in these kinds of "Toxic Behavior" to the point that the community picks up on it, the community has been known to outright Mercilessly attack/target these players while bringing it to the attention of the Devs, and with enough community pressure/collected evidence, some "toxic" players have been banned for life by the Devs due to enough backlash over their antics (look up a player named "Ochido" on these forums or youtube if you aren't convinced).
There's only so much "Toxicity" this Community and the Devs CAN or WILL tolerate (and believe me, its a decent amount), but, as should be expected of any gaming community; while it's "Okay" to have a little "Toxic" fun at others expenses from time to time, PLEASE, for your own sake... DON'T MAKE A HABIT OF IT!
Consider yourselves Fairly Warned.
10 - If it's a legal mechanic in the game, don't be afraid to use it...No matter what side you play.
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, and there's very likely some good counters for them.
11 - Take the good with the bad in stride, rise to meet the challenge every new match presents, but 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 that this list won't change everyone's minds, much less their playstyles, but I felt that 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 choose to use them or not.
To all you new players, again Welcome to DbD, I hope this was helpful for you, and if you are going to follow any "Made up Rules", I believe this is a good set to start off with.
Any Praise, condemnation, Creative Criticisms or suggested additions to this list of rules are welcome! Please comment if you have anything to add or say.
Rule 10 in particular applies to my stance on using Iri Hatchets. Although, I have been holding off on using them more recently because... well, lets just say survivors don't tend to follow Rule 7 when facing an Iri Hatchet Huntress :(. What I find weird though is that it seems to me, I'm getting more Ebony Mori's than I am any other "Ultra Rare", and that just feels baffling, of course it could also be that I just use them much more than Mori's, which is why I have less of them... That's probably the case.
Overall this my stance regarding using what the community considers OP or Unfun builds: "If your opponent(s) isn't/aren't going to hold back on their builds and tactics, why should you?"
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@Rulebreaker said:
Why not split it? Half for death and chaos now, half for bloody bonus later~
@GoshJosh said:
I’ll be using them as often as I do now.. which is only for dailies. If mori dailies are even a thing after this update.
ok, i like your guys style!
I'll have my cake, and eat it too!
Although feel kinda bad for the survivors... then again... I hardly get 3 games without someone DC'ing anyways, so, I'm probably doing the rest a favor. (btw, I also have almost 100 iri heads, anyone else think it's wierd that I got more Ebony Mori's than iri Heads?)
Please tell me I am...
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@tippy2k2 said:
I'd save them but I only use Mori's if I have a daily. Using the mori's just to see them I find just kind of meh. If you save them, you can actually get something out of them.
But it sounds like you actually do like using Moris to see the death so if that's the case, go nutter butters friend! Spill the survivors blood until the Realm runs red!
Hag has 2 Mori's, both cypress.... I really like her Mori animation! So yeah, I do like using them, but for some reason, when it came to Huntress, I was more focused on getting the good add-ons, than I was the Mori's. IDK, I generally only took them if I had to, and with over 3k hours in the game, apparently that amounted to 126 times for her. On other killers, I usually don't avoid them, and on some (like Hag, Clown, Oni) I'm always running out because I buy them up every chance I get. IDK, maybe I should just start saving up on all killers at this point, because an extra 20k, for a situation I often find myself in (3 dead, 1 left), seems pretty tempting tbh.
Ugghhh so confused!
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@Jarky said:
You're thinking of this, right: https://www.youtube.com/watch?v=H9qg0KnE-A4&ab_channel=AndersonRamos
I don't think it's the same sound, but the new PTB sounds do sound like they're from a Halloween film. I like them a lot.
yes, that's what I was thinking of! been so long since I heard it, I totally mistook it for the new sound, sigh... Well, to me it's still back, and that's good enough!
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/3208579#Comment_3208579
Isn't that not possible anymore after they changed undying?
Survivor x undying = no HG effect, and HG can only trigger 1 time
Survivor x HG = HG Triggers, Undying is deactivated, HG takes over the Undying totem, HG can be triggered 2x
A killer with HG and Undying as their only hex perks leaves survivors with a 33.3333-% chance of Cleansing the Undying totem first, and a 66.66666-% chance of cleansing one of the HG totems first.
The reason HG can trigger twice is simple, HG can only activate once one of its totems is cleansed. When you cleanse an HG totem while Undying is active, you still cleanse the HG, and all undying does is bring the hex back to life on it's own totem. Undying doesn't take the fall or replace the cleansed totem, it revives it at it's location while deactivating itself. So if you cleanse an HG totem, you still activate it, and undying gives it an extra life by reviving it at it's location.
That's the nature of Undying. Whereas if you cleanse the Undying totem first instead of one of the other hexes, then it just goes away and can't bring any other cleansed hex back to life.
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I also remember when Freddy was released with a 4 second dream state timer after he used his ability to pull them into the dream world. This didn't make him that strong since survivors could just purposely fail a skill check and keep repairing a gen, and overall he was the only killer who couldn't even hit survivors unless they were already affected by his power and in the dream state.
But then I remember when so many survivors complained about Freddy right after his release, and the Devs did a knee jerk reaction nerf to him making it take 7 seconds for his power to put them into the dreams state among other heavy nerfs. After that they said they'd no longer do knee jerk reaction nerfs or buffs, but even though they nerfed him that hard, it still took 2 years before they re-worked him, during which time, he was unanimously slated as the worst killer in the game.
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@humanbeing1704 said:
A lot of people may not remember this but ghostface at launch emitted a noise go to 1:52 and that played when he was near you in stealth
I remember that too! Such a heavy and unnecessary screw up on the devs part for a stealth killer. It was lauded as one of the worst design choices by the devs because using his stealth ability was like having GF shout "I'm in stealth now survivors, and stalking you, don't look over here, i'm being stealthy!" It was so unreasonably stupid. I mean the devs sometimes over-coddle survivors when they come up with new killers because they don't want the killer to be too oppressive, but that just made the fact that GF could go into "stealth" completely useless.
Sigh, on a related note, I also remember that time the devs gave ANOTHER stealth killer a freaking Lullaby radius that warned survivors the killer was coming from 24m away! can you believe that? I mean it's not like the lullaby was directional or anything like the aforementioned GF problem, it's just, you'd think the devs would've learned that you don't give a stealth killer, who rely on their ability to approach to get the jump scare on survivors, an "early warning" system if you want them to be fun and scary.
Whew, Man I'm soooo Glad they fixed that, because the killer could also be seen while in stealth, and made loud local area directional and Global noises when using their power to go in and out of stealth, interact with gens, windows, pallets etc, which is more than enough of a warning for survivors.
... wait... that's Onryo/Sadako?... WHAT DO YOU MEAN SHE STILL HAS A LULLABY RADIUS? DEVS...WHAT THE FU--- *table flipping noise*
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@dugman said:
Oh yeah that's right, I wanted to run the Sunglasses build and totally forgot! (Lightborn, Shadowborn, Awakened Awareness, and a fourth perk that I'm not sure of yet (maybe Hex: Third Seal to punish the survivors for not wearing cool shades?)
Overwhelming Presence, that way it heavily punishes survivors for even trying to blind you with a Flashlight, and as a bonus, they get only half the usage out of their Medkits, Keys, Maps (seriously I never see maps these days) and Toolboxes while in your huge TR, so it has more practical application as well.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3192362#Comment_3192362
I’m curious…
Do you suspect the players describing poor solo queue experiences are lying?
Near the end of your comment you typed you don’t want to drop your own ranking to test the quality of lower solo queue matches. But that bewilders me because if you’re certain people are hyperbolizing their experiences, which appear quite contrary to your own, it stands to reason you would think you wouldn’t face much or any difficulty if you entered similar match conditions (low to mid rank solo queue).
I don't suspect they are lying, only that they are heavily exaggerating, so yeah, Hyperbolizing their experiences. They may have found the game more challenging as survivor, and easier as killer, but to be frank, I just don't believe it's as bad as they are claiming due to my own experiences.
I'm not trying to "gatekeep" or flaunt my excessive experience either. Just point out that what the devs have done recently isn't as bad a thing as they are saying.
As for lowering my SBMM to "noob" levels, there's no point in it for me, as while I can admit that doing so, the solo queue vs killer experience will probably be very different from where I currently am, and having taken multiple months off to re-experience this, I'd probably get a glimpse of where the majority of those complaining about the experience, namely the newer players, are coming from... yet, because I know how to play this game better than any new player would, and have much previous experience, that change in my opinion wouldn't last very long.
I don't want to drop where I am in DbD, because honestly, I feel that it would be the same as if I created a new account and "Smurfed" despite having been absent from the game for a few months, and while that may give me a few rounds in the beginning wherein I get the new player experience, ultimately, I'd still have years of knowledge beyond the normal new player, and ultimately just win too easily, regardless of which role I Play. You're damn right I wouldn't experience the same difficulty as an actual new player, so there's no point in trying to.
Overall, to do that would be asinine, disingenuous, and a heavy waste of my time. As far as what I believe about them, and this will sound cruel: they are overblowing the situation, and doing so because either they don't have enough experience in this game to be at the mid-high level of players, they are noobs that hate losing to killers and refuse to improve their tactics, or they just want to whine about it in hopes that the devs will change their minds and undo the aforementioned "reasonable nerfs" survivors have recently received because they simply had more "fun" in the previous patches due to the lack of challenge in their opposition. An opposition that was, and always has been the minority of the player base.
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3191522#Comment_3191522
It still comes out as a way less fun game. I am a long time killer main and I actually hated 6.1.0 because it made the bar so low for killer anyone can pick up a mid tier killer and kill survivors with thousands of hours. Survivor has slowly gone from superpowered to regular human over the past 4 years and it's an objectively more boring experience on both sides. Survivor was way more fun with things like exhaustion while running, the real iron will, etc etc with killers balanced around those power levels as well.
Now I can easily use perk combinations and killers that literally guarantee kills even if I play like an absolute dog and it's a lot less rewarding. Q times through the roof don't help either
@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3191522#Comment_3191522
But the same thing could be said for the other side.
Nobody is going to want to play the role of the 'good guys' if the role is too weak and are being killed left and right. Imagine new players getting into the game with killers being like this. and this is not taking account of camping, tunneling, slugging, bleeding out purposely.
i didnt play dbd before last year so i dont know how the state of the game was before the first resident evil chapter(when i started) but while i totally agree that dbd must never be a bully simulator against killers, it also does not need to be a slaughter of soloQ players.
Maybe the devs made 6.1.0 to improve killer QoL but at the same time it made soloQ worse than ever.
I'm not sure either of you grasp a good part of what I was getting at, so, I hate to do this, but let me "spell it out" for you (ugh, putting it like that makes me feel so dirty... I don't mean to be an ass here so understand that in this response I don't mean to sound hostile, and no condescension is indented):
40k players, 1/5th of which needs to be Killer in order to make this game work, and any less than that means that survivors experience higher queue times, and if killers aren't appealing means that at worse, less players will want to play the role that makes this game work. Despite everything you may believe, the reality of this game is that the MINORITY of players choose to play killer, and the MAJORITY play survivor.
Making the game slightly less appealing to the MAJORITY, has much less impact on the function of this game than making it unappealing to the MINORITY since without anyone wanting to play that role, the game doesn't work.
For the longest time, the devs appealed heavily to the MAJORITY (survivors) to the point that it left the MINORITY (Killers) starting to wonder why they even played in the first place. The recent mid chapter patch Changed all of that, not just for the veterans, but also for the new players interested in taking up the minority role.
While you may THINK the survivor role, especially the solo queue is "Worse than ever", honestly, it's not so bad that it's unplayable, a far cry from being a bully simulator for them, and the killers aren't in fact "Guaranteed" a win just because they chose to play that role, no matter how bad they are at it!
TBH, as someone who plays both roles relatively equally for the past 4 years, I haven't noticed too much of a difference in my survivor win rate to think that it's unplayable. In fact, I also haven't noticed that much of a difference in my wins vs losses as Killer either, but maybe that's because I've been playing this game since it was released, and have thousands of hours of experience, and thus am only playing on the mid-high SBMM.
Honestly, while your rebuttals to what I've said do have merit, at the same time, I just haven't experienced anything anywhere near the "solo queue survivor experience hell hole" that you are emphasizing in your responses. In fact, I find that the survivor experience, while getting a bit more difficult, is still very manageable, and killer is only a slightly better experience. Something tells me that this may be very different for me if I took a few months off to reduce my SBMM level to a noob rating, and then picked it back up, but I'm not gonna do that, because I've earned my place in this game, and I'd hate to purposely make myself weak just to prove a point.
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if there are 40,000 players online in a day, at least 8,000 of those players needs to take up the killer role in order to meet the demand of the 32,000 survivor players. That's 1/5th of the player base with the weight of having to take up the role the majority of the players oppose, generally punch down on, and despise because it's the 1 "powerful villain" against the 4 "good guys". For an Asymmetrical game to work, you have to make the role of the Villain appealing enough that at least 1/5th of the player base will actually WANT to play it.
Nobody is going to want to play the role of the villain if the role is too weak to do their job. New players especially need to be able to pick up on it fast and enjoy it until they get experienced enough to start competing against the mid-higher skilled survivor players, otherwise the game becomes what it what it was considered to be for a long time in 2016-2018... "a bully simulator" wherein 4 players gang up on and humiliate the 5th for their entertainment because of how unbalanced the game is in their favor.
Every Patch leading up to late 2018 were historically infamous for making the game easier for the survivors, and so much harder for the killers. Finally in late 2018, and throughout all of 2019, the devs decided to start making balance changes to the game mechanics to improve the Killer experience, while nerfing the survivors to a reasonable degree. This sprung new life and interest in the game, and lowered the survivor queue times, because the killer role could more comfortably compete in the mid-high end as they no longer felt like they were queuing up to be bullied.
Post 2019, the game slipped again down the path of making survivors more and more powerful, while the killers were getting weaker, culminating in a particularly egregious couple of patches (SBMM going online and hour of the witch DLC) that resulted in making the killer role less appealing to new players, caused a lot of killer players to drop the role, raised the survivor queue times and basically almost killed the game. This last mid-chapter patch however was a massive overhaul of balance improving the QoL of the Killer, while again reasonably nerfing the survivors back to a more balanced level.
That 8% rise in killers win rate? That's mostly factoring in all the New killer players at lower competitive levels of play due to how the killer role became a little easier to take up and enjoy, which resulted in enough players wanting to take up the role that we now have a surplus of killer players to meet the demand of survivors. So now, if there's 40k players online at a time, the amount of killers is above the minimum required 8k, resulting in lower queue times for survivors and killers in total, but also meaning that the demand for survivors is higher, which is why you hardly ever see the "BP bonus Incentive" switch over from survivor to killer.
What the Devs have been doing recently are GOOD things. Despite popular opinion/whining, They haven't actually nerfed survivors "into the ground" making the role completely unappealing to play (that's a gross overreaction), and have improved the QoL of killers to make it fun enough for new players to enjoy.
Basically what I'm saying is this: Powerful killers = more available to meet the demand of the rest of the player base. Powerful Survivors = Less killers wanting to play resulting in longer queue times.
