Toybasher
Toybasher
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- Toybasher
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The cooldown no longer affects movement speed but it does still prevent vaults, attacks, throwing another bottle, etc. IIRC.
The addons are not super important like they used to be, but they're not entirely useless.
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@Generator_Repairer said:
It doesn't do any sound so I'm not sure if it means they crashed, but this happens almost every game that someones game crashes or they disconnect.
It was changed for some unknown reason so intentional disconnects (They manually hit "Leave Match") do not play the sound. Maybe I sound like a tin-foil hatter but what if BHVR is trying to make it harder to tell if the survivors are ragequitting or having genuine connection problems so killers can't judge other players? (Originally, Leave Match would play the sound, a real connection drop was silent. Now both are silent.)
The ONLY way to tell if a DC was intentional or not now is if they leave behind a body. If they had a genuine internet issue/crashed they'll vanish.
0 votes and 1 comment so far on Reddit16 votes and 2 comments so far on RedditIf they hit Leave Match their body will be left behind until they actually leave the lobby. This does mean if someone DC'd on first down and their body is still there when you go back to check after hooking the last survivor (or after the exit gates are open), they've been literally spectating the entire match so you know you're about to get BM'd in post-game-chat by them.
Likewise if they leave the lobby immediately like in the video and you're not there to see them faceplant (Maybe they HATE doctor for example, they hear another survivor scream, and they immediately DC to find another match) it's impossible to tell what happened since their body will be gone before you can reach where they DC'd at.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1614258#Comment_1614258
Yea, they sink killers.
That's why nurse is still the strongest killer in the game, it's why spirit is still second strongest in the game, and billys changes are barely noticeable
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If you want to see what it's like without Bloodlust try Scratched Mirror Myers. In EW1 Myers cannot gain bloodlust.
It's horrible.
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https://www.youtube.com/watch?v=YSu5RuSuQ28
At this point I usually facecamp once the final gen is completed. There's no reason to really leave the hook at that point without a designated endgame build such as NOED + Blood Warden + Remember Me etc. (ESPECIALLY if the EGC started meaning a gate is open)
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Monstrous Shrine should award extra BP for basement hooks or extra Sacrifice BP gain for hooks in general.
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Judith's Tombstone should let you mori people in lockers and on the ground. To compensate, tombstoning now consumes a PWYF stack, Myers can no longer lunge in EW3 (No using the lunge to down a guy then tombstone him on the ground), and the evil required to hit EW3 with Tombstone + Tuft is all 4 survivors drained completely.
I also think Vanity Mirror needs a small buff. The slowdown it applies is pretty horrible when I thought the whole point of Vanity Mirror was being able to hit EW2 so you can move faster than Scratched Mirror.
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I love the idea. I think Up In Flames is a little too similar to Bitter Murmur's final gen completion effect. (Bitter Murmur reveals survivor auras for 10 seconds. Up In Flames reveals it for 14 seconds and gives you a 2% haste for the duration, but only reveals them if they're 36 meters or more away from you.)
Any lore on him? An exterminator who became increasingly unhinged? A bio-terrorist? A sewage treatment plant employee who went postal after being fired?
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Honestly maybe the Obsession should be a thing that happens every match, regardless if obsession perks are used or not.
They'd need to give the obsession meaning to the match somehow even if no perks are used. There's already a survival BP score event for dying or surviving as the obsession. Killer should get extra sacrifice points for hooking, sacrificing, and moriing the obsession.
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One problem is what would the actual Decisive Strike perk turn into? It'd need a new ability if we rework it as a base-kit thing.
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So working as intended apparently.
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@LittilAvindar said:
https://forum.deadbydaylight.com/en/discussion/190011/undying-needs-to-be-nerfed
I don't care if it transfers hexes. I'll take the massive amount of cleansing points, but it should definitely not be revealing people who go near totems. They've already got a perk that does that, only when they actually start cleansing them. So I guess this is just that perk on crack. Meanwhile, Richter came with the ability to... wait for it... see the aura of a few gens. But that was already a perk too...
Thrill Of The Hunt also has the side effect of faster hunting bloodpoint acquisition, and makes the actual cleansing a totem action take longer. Thrill also gives a (honestly should be more unique) noise notification which alerts the killer even if he's not looking at the totem. Undying requires the killer be looking in the aura's direction to see it.
I think a good combo would be Devour Hope, Haunted Grounds, Undying, and Thrill for a "Protect devour hope at all costs" build since touching a single totem alerts the killer. I still don't think it would be OP since you have no chase perks or tracking perks (besides the detection from undying and the noise notification of Thrill) meaning the entire strategy is if Devour remains up and survivors don't unhook in your face to prevent devour hope stacks.
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@BitingSea said:
Can't wait to play Blight and feel like this dude
Reminds me of Oddjob from Goldeneye. I hope they don't change it. If they do, they should add a short killer.
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It's arguably a hostage situation if they both ignore gens and this goes on for an extended period of time (Like 30+ minutes without a gen being touched, even if you're on the other side of the map, but no AFK crows so they're clearly not AFK.).
Frankly if a gen hasn't been popped in 20 minutes the killer should be given the option to open one of the exit gates, starting EGC early (keep the other door locked) and revealing the aura of survivors and/or exposing them. Maybe the other parts are a bit overkill but the idea is if survivors ARE actually ignoring gens, the killer should be allowed to "Punish" them for wasting everyone's time and force the match to end.
If you can't power the gens, you'll have a decent amount of time to A: Search chests for a key if the hatch has spawned. B: Find the hatch (or not find it if not enough gens were done) and have one survivor sacrifice himself so the other can get the hatch.
If you can't find a key after searching all chests, you need to try and commit to generators or do SOMETHING to progress the match. I think if 20 minutes pass without a gen being popped and you're just stealthing around, you're wasting everyone's time.
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I like the short camera angle. Gives you the impression of playing a homicidal dwarf with a substance abuse (probably Plump Helmet wine) problem.
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I'm DCing myself as killer as soon as someone DC's to give hatch. That ######### ain't gonna fly.
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Doc used to be much worse when it comes to camping near hooks. Pre-rework, he had to switch between treatment (Shocking) and punishment (hitting) mode.
He could grab in treatment mode, and since he didn't swing his weapon in treatment mode the Doctor could mash M1 as fast as possible to "insta-grab" anyone going for an unhook. I used to do this to win hatch standoffs back when the killer was able to do a hatch-grab and the hatch wasn't closeable. (I sucked at timing, but M1 treatment mode spam had an almost 100% success rate.)
A doc doing that was practically impossible to get an unhook on (Even if you try to "fake" it to bait him into swinging he'll manage to grab you even though you started the unhook for a 1/10th of a second) and he was almost as good (if not better) at camping as old Leatherface.
Anyways while a Doc shocking the hook is infuriating you're going to have to try and lure him away from the hook. If he's committed to camping even with no one around (Maybe you have Kindred and see Doc standing in front of the hook) treat it as a Leatherface insidious camping and do generators uncontested so the killer depips.
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Black jacket Tapps are immersed Gen Jockeys.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1598787#Comment_1598787
That is true, they share some similarities. But I wasn't looking for that... Since when moris equal keys?
I remember the days when Mori's were compared with Brand New Parts.
https://youtu.be/PMxcCFGCt2g(Featuring the OG Ebony Mori which let you kill on first down, and the old Machine Gun build.)
https://youtu.be/Sl6QfI7cYUU(Old Insta-Gen BNP)
People kept comparing the two. Eventually both the Mori and BNP got nerfed in the same update. Mori required 1 hook, BNP was turned into this system where you get skillchecks repeatedly and have to hit them to rapidly complete the generator. BNP was further nerfed into what it is today. (Completes 15% of the generator very quickly, if you hit 2 hard skill checks you can complete 25% very quickly)
I'd also like to note a very long time ago, I'm pretty sure the hatch used to spawn already closed at 5 generators remaining, meaning it was possible to escape via a key before anyone has died or a generator was completed.
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Clown used to be worse than Pre-Rework Freddy in my opinion.
The removal of his slowdown when throwing a bottle was a MUCH needed buff since before his power actually worked against him outside of loops. (You throw a bottle ahead of survivor, you slow down about as much as the survivor does)
Currently I still think clown needs improvements or a whole new secondary power. His mobility is non-existent and his power can be countered by camping or dropping pallets early.
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@gibblywibblywoo said:
It doesn't apply when a survivor is close enough to the hook or the exit gates are opened (I Think on the second part anyway).
"If the Killer is currently in a chase OR there are 1 or more other Survivors within a 16m radius of the hooked Survivor, the penalty is not applied.
If the hooked Survivor is the last remaining Survivor in a match, the penalty is not applied.”
They should change the penalty so it's not applied when the exit gates are powered. (Or only when they're opened and the EGC has started.)
After all generators are powered camping is usually the best strategy available. Especially if an exit gate has been opened and leaving the hook will result in someone rescuing the survivor with BT and the hooked survivor might have DS. Because of this, the best option is to wait near the hook to defend it since there's no generators left to patrol and the gates are either 99'd or opened.
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Detective's Hunch. Pre-buff it was decent, post-buff it's amazing for finding totems.
Calm Spirit is ok. IIRC it used to be meta years ago when Spies From The Shadows was also meta. No screaming shuts down Doctor. While it's "Fine" I think it is not worth the perk slot just for the off-chance the killer is Doc or has Spies. I also just remembered it counters Infectious Fright. Maybe it should also stop killer instinct?
Better Together. Love the perk. Great gen-jockey perk when combo'd with prove thyself so other survivors see your generator. The built in "See all survivors when someone is downed when you're on a gen" actually counters Knock-Out, and it acts similar to a mini-kindred.
Devour Hope. Perfect example of what Hex's should be. High risk, high reward. (3 unhooks and you can instadown. 2 more unhooks and you can now mori.) Other hex perks should be as strong as Devour Hope IMHO. Only one that comes close in my opinion is NOED.
Overwhelming Presence. While it's the least popular perk in the game IIRC it has a decent use in rapidly depleting flashlight batteries. I'd prefer Lightborn or Franklin's though. I still think it needs a rework/buff since there's better alternatives and it doesn't stop survivors from blinding you, just makes it so they can't do it as many times.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1585442#Comment_1585442
ive never seen a 3 gen strat make the game to go on for this absurd amouth of time never ever in my life and even tho its slowing the game down, the killer is still trying to kill you, not just get you off the gens
I have! As a Doctor main I can confirm I've had hour long matches with a 3-gen situation although I am hitting, downing, and hooking survivors. Not all 3-gen doc games get dragged out this long but it can happen.
Note a 3-gen can actually be a hostage situation if the killer is literally refusing to kill you. (You give up. Run up to him so he can hook you and you can move on to another match, but he just keeps shocking you and overcharging the same 3 gens ignoring survivors in hopes they DC) I 3-gen pretty often as Doc but there's a difference between 3-genning to win (You're still hitting, downing, and hooking) and only shocking people off generators, repeatedly picking up and dropping survivors to reset them, etc. and otherwise creating an actual hostage situation where survivors physically cannot repair generators but you refuse to kill them or let them bleed out.
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Wraith's mori fits his lore/backstory. He doesn't seem to get much enjoyment out of killing compared to Ghostface (Takes a souvenir photograph. He's a narcissist who enjoys murdering.), Clown (Collects peoples fingers, laughs about it. Serial killer.), Doctor (Tortured a ton of people. Checks the victim's face and laughs), Freddy (Don't really have to explain it. He also tricks the survivor into thinking he left.), etc. so his Mori being nothing flashy fits him.
I like the leg drag though at the start.
I do agree Billy and Trapper moris need to be re-done. Billy's looks horrible atm because the saw isn't even running if you look closely last time I checked (Although the leg on the back looks cool). Trapper's mori is just uncreative and looks too similar to Wraith's.
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@HollowsGrief said:
https://forum.deadbydaylight.com/en/discussion/188361/make-totem-spots-better-and-harder-to-find
HiGh RiSk HiGh ReWaRd! kekw
They are high-risk-high-reward depending on the Hex. Provided you can move out of range before the unhook so you get a stack, Devour Hope lets you insta-down after 3 unhooks, and fatality after 2 more unhooks.
If even one dull totem is left on the map, NOED can allow a killer to snowball in the endgame, be it in a match where everyone was hooked twice already, or as a consolation prize after being looped for 5 gens and the killer was on the ropes.
The Third Seal isn't exactly great but never underestimate how impactful not having auras can be if survivors are not coordinated.
I definitely think totem spawns should be hidden a little better but it's hard to argue the hex perks themselves are weak. There's perks that shouldn't be a hex though like Huntress Lullaby and Retribution.
EDIT: I also want to bring up Devour Hope and Huntress Lullaby in terms of Hex design. Both require 5 hooks pretty much. Devour only gives a stack when you're a certain distance away when the survivor is unhooked, (so death-hooks and in-your-face unhooks don't count) and Huntress Lullaby gives stacks for any ol' hook.
So for about 5 hooks, one makes skill checks harder and adds extra regression on failed skill checks, the other lets you instadown on 3 unhooks and mori on 5 unhooks. Huntress Lullaby needs a buff or not be a hex perk anymore. We need more hex perks that are extremely strong if ignored like Devour Hope.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1595335#Comment_1595335
But yet theres a unnecessary micro sleep in his kit. So even if I do wake up, I'll go back to sleep in 60 seconds for no reason. And not only that, the clock that allows me to wake up will be across the map.
IIRC it's 90 seconds if you grab a clock. You can also have another survivor wake you. Or intentionally fail a skill check. (As poo-poo as people argue Technician is, you can use it to wake up via failed skill check on a generator without alerting Freddy)
EDIT: I do think there should be more urgency to wake up though. Freddy's strong due to his gen-teleport and snares making him good at chases and massive synergy with Pop and BBQ. The actual dream world itself isn't very oppressive or scary like it was with Classic Freddy. Maybe they should bring the old dream world graphics back for survivors only so vision is impaired a bit.
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@LowSpecGamersMatter said:
https://forum.deadbydaylight.com/en/discussion/comment/1595421#Comment_1595421
That wasnt the case before? And surge is already only 32m limited, like tf? Why making it even weaker? the notifcatino bubble and sound effect of an explosion should ALWAYS appear no matter how close you are.
I dunno about generators but I can confirm noise bubbles have certain radiuses.
Someone fast vaulting or fast entering a locker only makes noise bubbles if the killer is reasonably close. No idea if it's greater than 32 meters. Blowing a generator via failed skill-check I am pretty sure is map-wide.
I know that the AFK crows, at 3 crows, makes a map-wide noise notification.
And it works in the inverse. If you're right next to a generator and it blows you won't get a noise notification.
Basically noise bubbles usually have both a "If you're too close, you won't get a notification" radius (Usually very close) and a "You're so far away, you won't get a notification." radius. I know vaults and rushed movements won't alarm the killer if he's very far away, but AFK crows are definitely map-wide, and I am pretty sure failed generator skill checks are also map-wide. No idea on sabo'd hooks but that seems to have a large radius. Thrill Of The Hunt notifications are map-wide.
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@Heartbound said:
I thought this was going to be a hatch for a killer. If the match was going really poorly a hatch would open for the killer and he'd get a bunch of bloodpoints and escape the trial. Survivors would then have to complete the remainder of the trial without a killer present.
Imagine the Clown just jumping into the hatch and getting stuck.
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What Leatherface did wasn't reportable.
IMHO insidious camping with generators left is pretty "Scummy" (Very frustrating to play against, well more like be camped since there's not much playing going on when you're on the hook) and an ineffective strategy if survivors realize it and punish it, but it doesn't break any rules.
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@TattooJake said:
https://forum.deadbydaylight.com/en/discussion/comment/1590219#Comment_1590219
Had one yesterday that got it fairly quickly, I guess people were feeding him. As soon as I saw he was killing people straight out I made myself stand out so he would chase me and when I felt like I was gonna die I hoped in a locker and made him grab me then just killed myself on hook in hopes my teammate would get hatch which they did:) I know it’s horrible but I was trying my hardest to cuck him out of getting that achievement if that’s what he was even going for, I don’t know. I personally think it’s a boring way to play but hey to each their own. And if and when I run into it again I am going to do the same ######### i did in the last game.
Something else I almost forgot, had a perma tier 3 Myers and the 2 console gamers that were on the team kept healing after getting unhooked. I smacked my forehead like 3 times watching that crap. They just didn’t get what was going on LMAO. Red ranks btw. They would get downed and hooked then right after getting unhooked hit the corner and self care or medkit. After not seeing that icon disappear after about a min or so should have been a dead giveaway or the fact that after each time they would heal they would get 1 shotted again and still heal again after the unhook. 🤦🏼♂️ And they wonder why we talk #########.
Why tho? Full-Stone and Tuft is arguably less powerful than base-kit Myers due to the high stalk requirement (3 and a half survivors drained), movement speed penalty, lack of pressure from running around staring at people, etc. It's Tombstone Piece and faster stalking addon that need to be looked at.
You going out of your way to screw him out of an achievement (This ESPECIALLY applies to people who wait in a locker when they're literally the last survivor left and they're dead either way or people who DC mid-mori so it doesn't count) paints you as a bit of an ass. Why do you give a #########? It's like killers facecamping obsessions to ensure they can't get the "Escape as obsession" rift challenge done.
Try running those two addons yourself if you have Myers. It's strong on paper but survivors have almost all say on Myers actually tombstoning them.
Frankly I think your post is a perfect argument to why Judith's should allow locker and ground moris (With some tweaks so Myers has to work a little harder). I've been screwed out of this achievement about 9 times now (Only counting locker-goblins and DC's) and frankly I find that "I only care the killer doesn't get his achievement" attitude off-putting.
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@Onyx_Blue said:
His TR is 16m in Tier2.
And no, his speed reduction with Vanity Mirror is needed, except that I think it should make him have 4.4m/s movement speed intead. 16m wallhacks is still strong for a killer with a tiny TR and dark outfit.
I disagree. It's a very heavy speed reduction and puts you at like 2% faster than EW1 but you get half the aura range of scratched mirror + you need to stalk to tier up to EW2.
The only upside is you can still earn bloodlust.
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IMHO underpowered. You can't tombstone people in lockers or on the ground, you're slow as heck without PYWF, and you need to drain 3 and a half survivors to hit EW3 if you combo it with Tuft Of Hair for infinite EW3. Even if you mori everyone you'll usually depip. It's just bleh.
I'd buff the full Judith's Tombstone to allow locker and ground moris at the cost of tombstoning draining a PYWF stack, Myers losing the ability to lunge (so no using the EW3 extended lunge to down someone, then tombstone them on the ground) and the evil requirement for Tombstone increased so when combo'd with tuft you literally need every drop of stalker juice out of all 4 survivors to pop EW3.
Tombstone + Tuft Myers would arguably have less counterplay but Myers needs to work harder to hit EW3 and catch everyone. This would make the Evil Incarnate achievement actually possible since survivors tend to just hop in a locker when you have Tombstone even if everyone else is dead and they're literally doing out of spite to stop you from getting your achievement.
Optionally, due to the "no more counterplay" for the full Judith's Tombstone, the old "Myers is stalking and about to Tier Up" warning could come back only if you have tombstone equipped, meaning survivors know from the beginning you have it. So they can expect Myers to spend a lot of time stalking everyone and he'll likely try to close into point blank melee range for the tombstone kill.
https://www.youtube.com/watch?v=DXhO3iMZHnc&feature=youtu.be -
Ideally the camped survivor should get a BP bonus every few seconds the killer is near the hook with no survivors around.
They should also get partial lightbringer credit (Same as when you're being chased) for gen and totem progress by other survivors when being facecamped.
This would result in being more likely to get a safety pip rather than a depip if you get facecamped.
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@BlindMole said:
If you want to be a full on salt collector, I'd go with:
Iron grasp, insidious, blood warden and NOED.
But holy #########, prepare for DC's, people giving up, and big time hate mail. It's basically the Hitler build
Hitler Build would be 3-gen/Impossible Skillcheck Doctor (Overcharge, Distressing, Unnerving, Huntress Lullaby) with either an Ebony Mori or Jigsaw Piece.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1589375#Comment_1589375
Your opinion is similar to all the others that responded to me.
I'm not saying you or they are wrong, but allow me to say that it's rather unfair the way it is, to be honest.
The game is in favor of the Killer 90% of the time, the remaining 10% being situations like these, pallets, SWF, certain perks, flashlights and among other small things that somehow make the game "not fun" for Killers.
It's funny. Things that Killers do and Survivors hate aren't bannable or punishable, but things that Survivors do that Killers hate will always be bannable or punishable one way or another.
Is that quite fair to you? Then again, I don't think a game like Dead by Daylight will ever be fair to both parties.
It is a 1v4 game after all, in which the game is in favor of the "minority"
One of the problems is if a killer is going super defensive on generators, or he's just farming, not killing you for whatever reason, etc. and you don't want to play at that point you have a few options.
You can let the killer kill you if he's hard-patrolling gens or try your luck and search chests for a key if the hatch has spawned. If he's simply farming and you want to move on to the next match you can do gens usually uncontested and leave. The only instances where it results in a hostage situation are
A: hard-3genning killer (Typically this ends up being a Doctor with Overcharge, Distressing, and Unnerving) who only chases you off generators but refuses to actually kill you (Again, usually this ends up being a Doctor).
B: Killer who bodyblocks you into a corner and goes AFK, especially if the hatch has opened meaning there's no EGC timer and the game never ends.
If survivors are literally just urban evading around the map never touching generators, and this goes on for like 45 minutes, one can argue it might be a hostage scenario if the survivors are intending to do this until the killer gives up and DC's. There's not much the killer can do in this case without Whispers or other tracking perks. If they ARE outright ignoring gens they can be literally anywhere on the map, and as long as they keep crouchwalking there won't be any AFK crows. (You used to be able to avoid crows by EMOTING for crying out loud)
If it's really bad, and we can't seem to have any hope of doing a gen, and this goes on for an extended period of time I'll try and lure the other survivor to the hatch so he knows where it is, then rush at the killer and let him kill me so the hatch opens and either the other survivor jumps in, or the killer shuts it. Either way the match ends.
Here's a post by one of the devs on this subject.
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Ideally if it's been 20 minutes since the last generator popped, the killer should have the option to hit one of the exit gates to manually start EGC. This way the killer can manually decide to force the match to end if he's actually being held hostage by survivors literally refusing to do generators, but unlike an automated timer it won't end up cutting a match short where it's been 20 minutes but the killer is still getting hits, downs, and hooks the entire time. (Killer can choose to keep looking for the survivors if he wishes.)
EDIT: Optionally the EGC could be reworked in this case as a "Punishment" for the survivors for ignoring generators. A half duration "Sudden Death" EGC occurs where survivors have their auras revealed and are exposed + the other exit gate isn't powered. This is pretty harsh but it's supposed to be a penalty if the survivors are just hiding. Maybe if this happens the requirements for the killer to open the exit gate are changed so it has to be 20 minutes since a generator popping, a survivor being chased, changing health state, or hooked. (So it ONLY happens if all living survivors are actually being immersed for an extended period of time.)
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I feel there should maybe also be a "Stylish Death" BP Bonus for getting Mori'd. And a "Only way out" bonus for having a hatch opened via key as killer. (Survivors have "Given up" the prospect of doing gens and resorted to using a key to escape).
I mean there's already a "Obsession Dead" Survival BP Bonus for dying as the obsession. No idea why it's there given almost all obsession perks for killer incentive keeping the obsession alive. (And there's also another, bigger bonus for escaping as the obsession) Back in the days of Old Dying Light (Which was 25% slow on everyone else when obsession is dead) it made sense as compensation for being tunneled to death, but the bonus was added AFTER Dying Light was reworked, so I honestly don't understand why it was added.
EDIT: Finally I think the Mori should apply a BP Multiplier for the killer depending on how often and late into the match he uses it similar to back when Deathgarden gave you more points for executing later on.
Tunneling everyone off first hook and moriing them one at a time with an Ebony would award very little or no multiplier. Moriing everyone on their third down (So after they've been hooked twice) especially if you wait until EVERYONE is on death hook should apply a very high multiplier for the killer as a reward for not taking anyone out of the game early via Mori. While this wouldn't stop people from tunneling with it, it would reward and encourage killers to not tunnel with it.
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@Falkner09 said:
I did this to two guys with 88 in their username earlier. Nazis can get ****ed.
I used to check everyone's steam profiles and Mori anyone who had a VAC ban. Shouldn't have cheated!
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https://www.twitch.tv/videos/719479223?t=04h27m53s
Here's the match in question.
You took control at 4:28:06 and got mori'd at 4:30:06, pretty much 120 seconds instead of 60 seconds into the match, twice as long as you had claimed.
You also were not even farmed off the hook, borrowed time didn't even activate and the killer just got done hooking someone else and you stepped in a trap. I chalk this one up to "survivor error" although I still think the killer was a bit of an ass to mori you that early.
Don't forget reporting the killer for "Homophobic slurs" when he said nothing of the sort in post-game AFAIK.
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You had a flashlight, 3 meta perks, and .ttv in your name. You deserved it. /s (Although to be fair I DO tend to throw on moris when I see .ttvs)
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@Peanits said:
To say more than ever is a bit of a stretch. Let's not forget that back in the day, Sprint Burst had a 20 second cooldown and recharged while sprinting, double pallets were everywhere, infinites were actually infinites and not just a buzz word that gets thrown around for a strong-ish loop, you could self care faster than the killer could hit you, and Decisive Strike was always active no matter what.
That said, though, as other have mentioned, you can disable crossplay if you feel it's making the experience worse for you. We do not mean to force it on you. If you're in a lobby, the option will appear greyed out. If you head back to the main menu, you'll be able to untick the box and opt out.
Don't forget Insta-Gen BNP's (I don't even mean the older BNPs where you got skillchecks over and over again and the generator was rapidly completed, but the original ones where you'd press space and the gen went from 0 to done instantly. This was changed to the rapid skillcheck system when Mori's were nerfed so you couldn't kill people on their first down) and the hatch ALWAYS spawning closed at 5 gens left IIRC (Meaning someone with a key could escape out the hatch before a single gen was popped or anyone was even killed).
EDIT: Oh yeah, and when Sabo'd hooks stayed broken FOREVER meaning people could literally destroy all the hooks on the map besides the basement.
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@Impact said:
https://forum.deadbydaylight.com/en/discussion/comment/1564039#Comment_1564039
Fair point, but isn't that what Overcharged is for?
The Overcharge Skill Check isn't cancelled by letting go of the gen.
2,191 votes and 95 comments so far on RedditSo in a chase people can still gen-tap.
They should buff Overcharge so letting go of the gen auto-fails the skillcheck.
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@NekoGamerX said:
I want a killer scarecrow with a weapon sickle blade knife reaper scythe that cut the corn and survivors.
Reminds me of some other posts I saw where people wanted Billy and Leatherface's chainsaws to be able to mow down corn.
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@APoipleTurtle said:
Basically, it's bannable in certain circumstances where the action (Face Camping) could be construed as some larger form of targeted griefing against a specific player. If they face camp everyone equally, then that player is still a jerk but that's about the end of it. In a vacuum where all they did was face-camp you enough to get a ban for such an action (without using mean or naughty language), they'd probably still have to repeat it to that extreme level at least a couple more times before they got any serious bans due to it.
If you really want to follow this rabbit hole to its craziest conclusion though:
- Face Camping can be considered a form of Griefing
- Griefing is a form of Online Harassment
- Online Harassment is a form of Cyberbullying
- Several US states have laws against Cyberbullying. Some other countries might also have such laws, but my research didn't go that deep.
Therefore, by the Transitive Property, Face Camping is Illegal (in some US States, at least). You can hit the next killer who face-camps you with this knowledge and "Book 'em Danno".
Though this is ultimately just a really ridiculous theoretical outcome to what would probably be a very VERY minor offense at most. I sincerely doubt anyone is going to actually try to fine or incarcerate someone for Face Camping in DbD. And BHVR probably doesn't issue a ton of bans for it.
"What are you in for? I murdered 6 people with a toothpick because they made fun of my hair."
"Insidious Facecamping level 20's with Leatherface in Dead By Daylight."
"*Scoots away*"
Anyways the rule mentioned was for if you target a specific player repeatedly to ruin their gameplay experience. I'm not trying to rules-lawyer but I am curious exactly what the definition of that is.
If I run into "John Doe" and he and his SWF acted as toxic as possible (All quick-switching from Default Dwights and Jakes to P3 Legacy with flashlights and keys, map offerings, teabagging after pallet stuns, using that annoying flashlight macro which hurts my ears, etc. waiting at the exit gates just to teabag me, bullying the ######### out of me in post-game chat) and I was annoyed enough I actually remembered their usernames when they ended up in my lobby a month later, am I in the wrong for throwing on an Ebony Mori, Franklin's, NOED, Blood Warden, etc. because I remembered how insufferable that previous match was?
I get it that if I'm doing stuff like dodging lobbies repeatedly trying to get into their lobby, or facecamping John Doe and letting the other 3 go free, etc. that's definitely targeted griefing, but what about if they just wound up in my lobby like a few weeks later and I decide to throw on an OP/annoying build like Iri Huntress or Impossible Skillcheck Doctor? Can it even be proven I threw on that build solely because I wanted to "punish" the toxic player, or was my plan all along to bring the build and the toxic player was just in the wrong place at the wrong time?
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@Mister_xD said:
Huntress is a lot deadlier at a long range, therefore she has the 42m warning lullaby.
Deathslinger has a maximum range of 18m, therefore he doesnt need it, as at that point you should be able to see himt (he needs a direct LoS to the survivor, which Huntress does not). Additionally you will be getting the TR as soon as you are in a 16m range to him, which should alert you even further - and if he shoots you in the 2m window where you dont hear a TR, it should be pretty easy to snap the chain before he reels you in - PLUS its dodgeable due to the loud bang alerting you and the projectile time (its as fast as a fully charged Huntress hatchet).
his strength doesnt lie in shooting you in that 2m window of no TR, his strength is his ability to quickscope you and deny you most loops.
also lets not forget that his ability to shoot you without a warning relies on him running a specific perk. in his basekit, his range is lower than his TR, therefore you do get warned.
There's also a ringing noise that plays if the Deathslinger is aiming at you down the sights.
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One thing I want to bring up about killer forfeiting is if 20 minutes pass without a gen being popped, the killer should have the option to manually open the gates and start EGC if the killer decides the survivors are wasting his time.
I had a match earlier where I was roaming around Hawkins for 15 minutes with like 4 gens left and 2 survivors were simply ignoring the gens. Thankfully I had whispers and found them in the basement entering and exiting lockers.
I dunno if I can really call that forfeiting but an anti-hostage thing would be nice. Being able to open the gate when all gens are done was DESIGNED as an anti-hostage mechanic if I remember correctly, if survivors refuse to open the gate. While that aspect works, there's no mechanic for if survivors decide to just ignore gens and stealth around the map for the next hour and a half trying to make you give up and DC.
It works if there's one survivor left (hatch can be shut to manually start EGC) just not if there's 2 survivors who go full-blendette.
Anyways, after 20 minutes since the last gen pop, the killer should have a little prompt appear (maybe an exit gate switch icon next to generators remaining) to signify he can hit the switch to get the EGC started, or continue to search for the survivors if he chooses.
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IIRC it happened when Demogorgon came out and the Oblivious and Undetectable status effects were first revealed.
For some reason, even though it took them a while to add Undetectable to stealth killers, I'm pretty sure "Oblivious in the dream world vs Freddy" came first.
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@SpringtrapForDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1553812#Comment_1553812
Saw some clips, so all he does is walk around looking for you and you occassionally have to hide.
Sorry but I don't see how that's scary. It doesn't help that he just looks like a big business man. You can replace him with some random normal looking guy and it would have the same effect.
Eh, what about Nemesis. Lore-wise basically a (Yes "Mr. X" is basically a mass-produced "Bio Organic Weapon" designed for military use similar to a Terminator. There's more than one.) Mr. X implanted with a parasite, which results in this horrific symbiotic relationship where Nemesis is fast, (Capable of outrunning the player's sprint) intelligent (He'll try to juke and dodge your grenade rounds and he displays various signs of intelligence throughout the story) and capable of using weapons. (In the original, he only had a rocket launcher, in the remake he has both a rocket launcher and flamethrower.)
He also mutates horribly as he takes damage throughout the game, and never deviates from his assigned mission from Umbrella: Hunt down and kill all S.T.A.R.S. members.
(Image is from the original Resident Evil 3 as I dislike the remake's version of Nemesis. 1999 PS1 era nemesis was about as scary as RE2 Remake Mr. X. He followed you through the rooms which was GROUNDBREAKING in 1999 since a common rule of survival horror is once you leave through a door loading screen transition, whatever is on the other side can't follow you into the room. He had a number of instant-kill attacks, ran faster than you, and took a massive amount of ammo to incapacitate. Following the RE2 remake I was looking forward to seeing how they'd reimagine Nemesis for RE3's remake but he hardly stalks you like he did in the original, or Mr. X did in the remake. Sadly he's instead relegated to setpiece bossfights most of the time.)
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1551789#Comment_1551789
Since we know that killers are sensitive to the light from flashlights, it would make sense that they saw their world brighter than the survivors do. I think survivors would appreciate the atmosphere of being darker. Killers just need to be able to see crouching Claudettes.
Actually, I remember the really, really, really, really, really early days.
https://youtu.be/wUWWu8AIWtY https://www.youtube.com/watch?v=cdsMzWjTsmQ https://youtu.be/2IMaNWmPVsAAnyways a long time ago, Shadowborn used to increase visual brightness (While making you easier to blind) and Lightborn also made the screen darker.
I have no idea if Shadowborn increased visual brightness for the survivors too (Yeah I know it wouldn't make any sense, but Stridor DOES make survivors hear themselves breathing/moaning louder) but if there is a way to make survivors screens darker without making the killer's screen darker I think that would be ideal.
Map would feel darker and spookier for survivors, but the killer would still have normal vision,
Other ways to make DBD scary again is to add more killers with instant-death conditions. Might be controversial but Tombstone Myers is terrifying on paper since once he gets close enough that's it, you're dead. Same with Pig's traps, you're on a timer to get the RBT off before your head blows up.
Even Old Freddy was kind of anxiety inducing since you KNOW Freddy knows where you are at all times + his tiny terror radius and the heavy dream world fog made it very hard to tell if he was coming for you or not.
EDIT: This is why I want some killers with some truly freaky abilities. Survivor impersonation. SCP-106/Pinhead who traps survivors in a pocket dimension/lament configuration in a COMPLETELY SEPARATE "map" and they have to find a way to escape under time pressure, etc.
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That's a brilliant idea. I dunno what rating matches even does currently or if BHVR even receives the data. (I think DOTA 2, or was it League Of Legends, had an option to report a player for "Poor performance" which literally does nothing and is just there so people who whine "My teammate isn't competent enough" can fill it out and feel better when in reality no report is actually sent. I am curious if "Did you have fun" is very similar and also actually does nothing.)





