TheOwl
TheOwl
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On Ace, I've been using Borrowed Time, Urban Evasion, Self Care and WGLF for extra bloodpoints. I've had some decent results with this combination.
When I play as Feng Min, I use an aura build consisting of Alert, Bond, Borrowed Time and Self Care and have been getting some good results. However, I am thinking about switching out Self Care for Urban Evasion since I run Bond. I'm glad to hear that others also enjoy using Alert as I feel that there is a real lack of appreciation for it. It is a fantastic perk for map awareness.
Out of the two survivors, I suffer more deaths with Ace, but I think that has less to do with the perk build I am using and more to do with the fact that Ace is much more visible to killers than Feng Min.
@Poweas said:
Balanced landing, Adrenaline. Iron will and We'll make it. I run Sprint burst if I'm tilted. If I'm really mad I run Sprint burst, Iron will, Botany knowledge and Adrenaline.Do you have much luck with Adrenaline? I don't think I've ever run it simply because it is a perk that relies far too much on your team completing the generators. When you play solo, you can never be sure that the generators will get done.
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I feel that the way Rancor currently functions is fine. The obsession should be able to see the killer's aura to make up for the fact that the killer can instantly down and kill them without actually needing to hook them. Additionally, when using the highest level Rancor, the aura only lasts for three seconds per generator completion, and this isn't enough time to give the obsession any critical information, especially since they don't have the same freedom to travel the map as the killer does.
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As somebody who plays both survivor and killer myself, I think that being a survivor main puts you at an advantage to many players who only play killer as you have a better understanding of what your opponents are doing throughout the match.
To answer your question, I find breaking generators very helpful, especially when it comes to finding survivors. If you break a generator and come back to see that it is no longer regressing, you know that a survivor is nearby. If you played the match without breaking any generators, you would have no idea whether a survivor was just on a specific generator or if they haven't been at that spot for quite some time.
You are right about leaving chases. Applying map pressure comes down to getting hooks and injuring survivors, and you want to do this as quickly as possible. You should not be afraid to abandon a chase if a survivor is very good at looping and wasting your time. Too many killer players chase one survivor for far too long, and this often costs them the match. You can even gain some momentum by leaving a chase as the other survivors may unknowingly run to an area where you broke the pallets during your initial encounter.
You have some great perks in your loadout. BBQ and Ruin are two perks that can provide benefit to pretty much every killer. In regards to Nurses Calling, it is terrific on killers like the Spirit who can appear out of nowhere and have a lower terror radius, but I find it very situational on other killers since, in my experience, higher rank survivors will usually stop healing when the killer is nearby.
Finally, to address the comment you made about survivors sounding quiet, the sound is currently a little messed up after the recent patch, but a fix for it should be coming soon. That is likely why you are experiencing some problems.
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With all due respect, as has been said, this is not the place to report players. Additionally, naming and shaming are against the forum rules so you may want to edit/delete your post.
If you didn't do so when the match took place, I believe that offending players also need to be reported in-game first so that the correct players are the ones getting investigated.
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If I may offer a suggestion, your issue should be posted in the bug report section: https://forum.deadbydaylight.com/en/categories/bug-reports
Not only will the developers be less likely to notice your post in this section, but if there indeed is a game-breaking Myers bug, posting it in general discussions could make people more curious what this bug is, and then they will potentially look it up and replicate it themselves.
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I agree that loading into 3 vs. 1 matches isn't exactly pleasant. It also happens too often for my liking, especially after this most recent patch. However, I do believe that the developers are looking into it by trying to gather logs from people who are experiencing the infinite loading screen glitch which is a primary cause for these types of matches being so prevalent.
One thing I respectfully disagree with is your choice to disconnect when you load into a 3 vs. 1 match. When you disconnect, you essentially destroy any possibility the other survivors have of escape or at least getting a safety pip, and you assure the killer an easy victory. Just keeping the killer distracted for a little bit by getting into a chase and choosing to die on the hook is better for your team and will not give you the double depip and chance of ban that disconnecting will. Although it is indeed harder to accomplish, I've been in several 3 vs. 1 matches that all of the survivors were able to escape, and it is entirely possible if a team is proficient enough at doing generators and keeping the killer busy.
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For both Leatherface and the Clown, I would recommend ruin, or another game prolonging perk, as they both lack the map pressure that some other killers possess.
The Clown's ability forces survivors to drop pallets earlier than they would when facing another killer so using either enduring or brutal strength to help deal with pallets is very beneficial. Enduring, in particular, is one of my favorite perks for the Clown as it can help combat decisive strike. If you drop a tonic on top of a survivor who has DS, and then you grab them and get struck, not only will enduring help you recover faster, but the survivor will get intoxicated from the bottle you threw and be unable to make much distance before you catch up. If you have the room in your perk set, running spirit fury with enduring can be a deadly combination.
With the Clown, hitting survivors directly with your tonic is less important than forcing them to go where you want them to go by using your gas cloud to control their pathing. You want survivors to be in a position where they have to choose between getting intoxicated or moving towards an unsafe location. Additionally, If you see a survivor running straight for a window make sure to throw a bottle in their direction as they will be unable to fast vault while under the effects of intoxication and the forced slow vault will give you an additional opportunity to hit them.
Unlike the Clown, Leatherface has fewer options for slowing survivors down at pallets, so you will need to chase them until they drop it. If you are using good addons, your chainsaw can help force survivors to drop pallets earlier, but that is still situational. Similarly to the Clown, using enduring to eat pallets can help get through them faster and combining it with spirit fury can be beneficial.
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@suchbeans said:
I would kind of like more diverse dailies, like escape 3 times or something and get more of a bp reward instead of just escaping once, I think it would be cool to be able to earn moreDaily rituals actually used to function in this manner with them requiring more work but providing a larger amount of bloodpoints. However, this was changed to be more streamlined as some of them were just not worth doing with the amount of effort that was needed to complete them.
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@Dehitay said:
Wait, what? I've been told countless times that there was going to be a Santa clown cosmetic skin coming out. It sounded like it had been verified by Behavior. Did that many people claim it was coming out with completely unbased confidence?No, there is definitely a Santa Clown cosmetic on its way. You can even see it in an image on the winter sale annoucement page: https://forum.deadbydaylight.com/en/discussion/35465/don-t-miss-out-on-great-offers-during-the-dead-by-daylight-winter-sale#latest
Hopefully, the outfit will release tomorrow.
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While I don't think the developers intend to mislead people about the killer's power with the Legion's trailer, it does seem to be doing just that. Below is an excerpt from an article written on Rely On Horror, a horror gaming website:
"The trailer showcases two survivors fleeing towards a cabin (likely a key location in the map) from an unknown attacker. Upon reaching cover, it is revealed that one of the survivors transforms into the new killer. Thus we meet The Legion, a killer whose central gimmick is the ability to disguise itself as one of the survivors."
If one site can make this kind of mistake by watching the trailer, then others surely will too, and then people will be buying a killer whose power will be not what they thought.
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@aarongai said:
Disabling post-game chat would make playing as Killer less stressful because Survivors tend to either complain or brag after a match and can easily gang up on a Killer, making for a toxic environment. Survivors always reach the end-game screen before the Killer does, so the Killer is forced to see Survivor messages before they can quit a lobby.This might also be nice for Survivors too if their teammates sandbagged or didn't do well together in a game. Just the option to disable chat for both sides might make the game more enjoyable.
Are you playing on PC? The chat box will close if you press the arrow next to it and stay closed until you turn off the game.
It would be nice to have an option to keep it permanently disabled though. You are not wrong in saying that a lot of toxicity is in the post-game chat.
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I have to agree. With all due respect to the developers, these changes were not enough. My biggest issue with this PTB was the way the deep wound status effect worked, and they did nothing that genuinely made it any better.
The change to nurses calling is just incredibly bizarre and, to my knowledge, one that a large number of players did not even request. If you are snapping out of it or waking up near the killer, then you deserve to be caught by nurses calling.
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No.
I think the deep wound status is quite off in its current state, and all of the issues I have with the PTB seem to result from the effects of it. However, I would have no problem with it if the developers make some changes before the patch goes live.
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@TheDarkLycan said:
BigAsh123 said:Yes, for the PTB, the killer will be free to play and use. As soon as it hits the live game, you'll need to pay/buy with shards.
How much shards was it again for only the killer?
it is 9000 Iridescent Shards for a Killer or Survivor.
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@douggie123 said:
Yeah but how much is the the other characters go back cost in iridescent shardsMy apologies if I misunderstand your question, but it is 9000 Iridescent Shards for one non-licensed Survivor or Killer, and the developers estimate that it takes roughly around 30 hours of in-game time to gather that many shards.
If you are currently playing DBD on a console, I think that you would benefit from switching over to PC. The game runs much smoother, and updates are released far quicker.
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You can use Iridescent Shards, earned via playing matches within the game, to unlock all of the non-licensed survivors and killers. This method is the only other way to unlock the characters besides buying them with real currency. However, you still will need to spend actual money on purchasing the licensed killers and survivors should you want them.
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@samirk98 said:
I ONLY play myers with wallhack add on at lerrys reached to 10 rank with no problem is it worth to reach to rank 1 with this build ?It is up to you, but I think you would find it quite hard to use that build with consistent success in the highest ranks. Mirror Myers is slow and good survivors will be able to take advantage of this fact to loop you for quite some time. Additionally, generators get done much quicker in the highest ranks, and your slow movement speed will stop you from putting down the amount of map pressure needed to prevent that fast completion.
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The bloody head is usually the last prestige item you obtain for killers after the weapon (Prestige 1) and body (Prestige 2). However, the order in which you unlocked prestige items for the Hag, and Nurse, was previously glitched and different from the other killers. They did fix this issue though in the last patch so the Nurse and Hag should get their prestige items in the correct order now. Below are the patch notes on that fix:
"Fixed an issue that caused the wrong Prestige item unlock order for the Hag and the Nurse"
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@feffrey said:
No offense but maybe possibly its a connection issue like you just saidIn regards to your statement, what exactly do you mean is a connection issue? If you are referring to me being unable to log into the game, that is not an issue on my end, but rather a problem which the developers have confirmed is quite widespread and are working to fix.
If you are speaking about the OP not receiving the bonus event bloodpoints when they use an event offering, I don't see how that can have a relation to the current connection issues, but perhaps it does. For clarification, when I previously said that I do not know how widespread the problem is I was referring to the issue which the OP wrote about, not the current connection problems as I understand that they are quite prevalent right now.
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@Ihatelife said:
@TheOwl said:
Did you use a "BBQ invitation" offering in the matches that you did not receive the bonus bloodpoints? You need to use that offering to earn bonus points from either the special hooks or generators. If you do not use it, you will only gain progress towards unlocking the event cosmetics.Yes, I used it
Using the BBQ offering but not receiving the bonus bloodpoints certainly sounds like the result of a bug. Has this happened in more than one match for you? If you reencounter this issue, it may be worthwhile to post it in the "BUG REPORTS" section of this website so that the developers can better see it.
Due to the connection issues, I have been unable to play the game today, so I cannot speak on how widespread the problem is, but hopefully, it isn't too prevalent.
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Did you use a "BBQ invitation" offering in the matches that you did not receive the bonus bloodpoints? You need to use that offering to earn bonus points from either the special hooks or generators. If you do not use it, you will only gain progress towards unlocking the event cosmetics.
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Truthfully, I'm surprised that the developers haven't made much mention of preventing the endgame screen from showing the killer's perks until everyone exits the match. It should be a priority in their balance fixes and would be quite easy to do.
SWF being able to see the killer's build, and relay it to their teammates, ruins the surprise element that a killer needs to successfully pull off an endgame build, and makes it incredibly easy to counter. This action also damages non-endgame perks, (Such as Devour Hope), if the survivors do not yet know that it is in play before the killer gets the necessary stacks.
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The developers confirmed yesterday, during the stream, that matchmaking is not working as intended for some people. Hopefully, they will fix the issue soon.
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I believe that the new ranking system, in which players will be unable to de-rank past 15 should help alleviate a large amount of matchmaking issues like this in the future. Most of the time, newer players are matched against Survive With Friends groups, such as those you described, because one of the members is intentionally keeping a very low rank. However, this will be much harder to do when players cannot lose pips from 20-15.
Hopefully, your niece considers giving the game another chance as it is addicting when you get into it. Perhaps ask her to play a few rounds of SWF with you, or ask her to try the game again after the Mid-Chapter patch hits so she can see if the issue is any better?
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@Jack11803 said: Except that’s debunked by killers saying they’ve faced this perks and didn’t think it was a problem. Only sprint burst has the free ability to escape if you got caught with your pants down. That’s why it’s hated.
It is undoubtedly true that Sprint Burst gives a free, undeserved escape to careless survivors. However, that is not the only complaint I hear about it. Many killers also complain about the perks ability to regenerate randomly during a chase and get survivors to another loop. This particular issue is the one that I believe that the developers are trying to address with the exhaustion change, and I am merely trying to explain that just nerfing Sprint Burst alone would not fix this issue.
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I'm no doubt coming into this thread with an unpopular opinion, but I'm sure that the developers have their reasons for this change, and I think that it is reasonable. They would have just nerfed Sprint Burst itself unless they felt like the current exhaustion mechanic was the issue, which they clearly do.
In my opinion, the reason that nobody currently complains about the other exhaustion perks going off more than once during a chase is that they are not used as much as Sprint Burst, so the issue rarely occurs with those perks. Yes, Sprint Burst is undeniably the strongest of the exhaustion perks as it has no activation requirement compared to Balanced Landing, Lithe and Dead Hard. However, those perks, (especially Lithe), still have the capabilities of being just as powerful, and going off multiple times in one chase. Only changing Sprint Burst would simply cause more players to run the other sprint perks in its place and suddenly those perks would be an issue that would have to be fixed by the developers down the line. By changing exhaustion now, they avoid this issue.
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It is the result of a visual glitch. You can still unlock all of Leatherface's masks by completing the necessary sacrifice requirements. The glitch only causes you to be unable to see the locked masks in the customization menu until you unlock them.
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While I try to stay positive, I have to agree. I don't know why people have to act this way, during an event, but toxicity is incredibly high on both sides right now. On the solo survivor side, I don't think I've ever seen so many insidious campers and people who use moris before. On the killer side, everybody seems to be playing toxic SWF complete with teabagging, flashlight clicking, and running decisive strike. Additionally, both sides are guilty of leaving the nastiest post-game comments.
I really want to get as many bloodpoints as possible during this event, so I will likely play for the remainder of it. However, I think that I will be taking a break from the game once it is over. I've played for a long time, I love this game itself, but the community is one of the worst I've ever encountered. Neither the Killer or Survivor side is concerned about giving the other faction a fun match anymore and I can only put up with so much toxicity.
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I may be in the minority here, but I do feel that this change will make the other exhaustion perks much more powerful. Currently, Sprint Burst is such a popular choice because it has no requirements to activate, unlike other perks such as Lithe, Dead Hard, and Balanced Landing. However, with this change to exhaustion, survivors would arguably be better off playing more strategically with their exhaustion perk and using one that they have more control over opposed to Sprint Burst.
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The amount of toxicity in this game is very high, and it does get to me as well. As a solo player, I've been the victim of survivors who work with the killer, too, and I have to agree that it is anything but an enjoyable experience. Recently, I have even thought about playing more killer, so that I do not have to deal with teammates who ruin the match for myself and the other survivors.
However, despite this issue, I am under the belief that although we cannot control the toxicity of other players, we can control our level of sportsmanship and try to keep it alive in this game. I recently decided to give a "gg" in the post-game lobby of every match that I play, despite how the game turned out. It may not affect what others will think of the match, but it does make me feel better.
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I play mostly solo survivor, and I agree that this is a feature that needs to be in the game. The killer's perks should be hidden from view until all survivors are no longer in the trial, at which point they reveal themselves.
I understand that many solo players want to see the killer's perks, as do I, but if somebody wants to look at the killer's perks that badly, then they have the option to wait until the match is over for everyone. The change will undoubtedly be an added inconvenience for solo survivors, but it will not have the potential to be game ruining like the current system is for killers.
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I noticed the same thing when the PTB first went up and I even made a thread here about it in the PTB feedback section, but my thread did not get much attention...I hope that this change is not intentional as the entire reason I got the headcase DLC was for the tomstache, and it just does not look as good as it did before.