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Volfgang57

Volfgang57

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Volfgang57
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  • Are you taking into account the "wave" delay in the shocks? Don't forget there's a delay in when you use the shock and when it propagates along the ground. If the survivors are at the edge of your shock it's very possible for them to leave the area of effect before it reaches them.

    I would try doing a private game if you can and test it there with a stationary survivor to be sure

  • @Breque said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028644#Comment_2028644

    One question, ds wasant already nerfed? is ds getting another nerf?

    Yea. DS went from being always active, to only activating for 60 seconds after getting unhooked, to instantly deactivating if you perform an active action after getting unhooked (Still active for 60 seconds otherwise). The last nerf goes live with the new chapter

  • @berzerkfatality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028447#Comment_2028447

    Doubtful. It is not as prevalent in other games. I have played a lot of different games. This is not an issue with most well flushed out games. This game plays like an Alpha, yet its been out for years. Nothing more to say. The desync should not be this bad or this consistent. Killer is super easy mode right now because of how bad the desync is. Lots of people are complaining in videos about this problem. It's never been this bad. So stop trying to justify it. Good for you to study programming. Looks like you have quite a bit to learn still then, because this isn't a huge issue in most games. Let me know when you find a fix for the game. Congrats on a conversation going no where.

    I mean, the conversation is going nowhere because they're trying to give valid points to help you understand what's going on and you're just like "lOl, nO"

    Grow up

  • It would fully eliminate the chance for survivors to escape on death hook. Sometimes you down someone on death hook and that walk to the hook is their final chance at living. Basekit moris would get rid of that completely.

    It does kinda suck that moris were nerfed and you rarely see them now, but yea, basekit is too much

  • @Beefmur said:

    i was talking about playing plague and getting looped around long walls what do you do to hit the survivors

    Same thing you would do with just about any other Killer. Turn around, take unpredictable routes, don't bee-line, and ultimately, drop the chase and pressure gens.

    Chases really should not last longer than a minute. Around 45 seconds consider dropping the chase and doing something else. There will be an opportunity later

  • If you have all 4 survivors in the basement that is 100% their fault.

    It's always fun giving the survivors some time to hang out together ;)

  • Yea, I was about to comment this too. Do you know how many times Michael got shot? Or stabbed? Or hit with cars?

    I can imagine this would happen with some of the other Killers as well

    I know Pyramid Head is immortal for instance

    That and Deathslinger has his own gun

  • Blue means it's in progress. Did you have the challenge actually selected when you attempted it? Also, that challenge you have to do the two hits in a single trial. Did you do that?

    I did it the other day by doing two super short blinks and then hitting someone.

  • I won a game against potato red ranks the other day as Trapper using a single trap at the basement (I'm rank 12). I had one trap outside of the window so when two people would go in to rescue they all leave the shack in different directions, and I catch one of them. Grab them, put them in the basement, move the trap so whatever intel they hooked person gives is no longer valid.

    Trap someone else thinking the trap was still at the window, rinse, repeat. Sometimes I leave the trap in the same place because they caught on that I was moving it, and then they get caught because they think I moved it.

    I also trapped a few nearby windows and pallets so if someone does manage to get past my shack trap they get caught in a different one

    Sometimes it's better to be a dick and leave someone to die, haha :D

  • @Tillablerhino44 said:

    No two things really it's one stay away from hooks when a survivor is on it then you couldn't tunnel the survivor don't play like an obnoxious person just play for fun for me I like being chased I just hate the fact since I'm good at them I am constantly tunneled or camped I have had matches shorter then my load time due to camping bubba's then directly after that tunneled by sport and 4k slug by ghost face that was this morning this as a survivor main is what I deal with it is so far from balanced that it is sad I hate the fact that I as a killer hook survivors and leave advoid the hook for the most part but I am tunneled every match I rarely escape but the rest of my team normally does but I am punished for knowing how to use a pallet it's #########

    Punctuation dude. And if you're really that good at running and looping then you'd be escaping more and not getting downed so much.

    If queue times are too long try playing Killer. You'll get a game instantly I promise and you'll learn a lot more about how Killers work, which means you'll do better avoiding them.

  • Besides glitches and hacking, literally the only rules there are is:

    1. Killers kill survivors
    2. Survivors escape

    How those rules are achieved does not matter. Period.

  • @SpazzzznOut said:

    Okay so I have a super serious situation on my hands so I was at Survivor rank 12 pip 2 all of a sudden for some reason I got this weird error code at a notification of disconnectivity and all of this other stuff that I didn't understand it booted me all the way to the main menu right out of the end of a game and when I loaded back into the game it put me back in as Survivor rank 13 pip 3 now can somebody please explain to me how the heck this happened how can drop 3 pips for something that wasn't my fault, because I'm really confused and super upset like I don't understand what is going on and I'm super uber Uber Uber frustrated thanks in advance

    You probably disconnected due to a internet issue before the game could sync your progress. So yea, you ranked up, but you crashed before that info could be sent to the DBD servers.

  • You could've very well picked it up the second the timer ran out, causing the animation, but before you actually took possession of it. Did you happen to notice the debuff timer next to your perks?

  • @AChaoticKiller said:

    it does exactly the opposite of what you should do when that close to an injured survivor which is take the heat from them to waste the killers time.

    Because of that the perk for high level play will be F tier since there isn't a need to hide in fact you want to do the opposite.

    Or if you're the one injured and someone else takes a protection hit for you that gives an extra chance to get away. It has anti-tunnel properties in that regard

  • So wait, Killers killing someone is cheating now? Um, ok.

  • Yes, every survivor has 10 "stalk" points that can be absorbed from them, so a total of 40 per match. Getting from Tier 1 to Tier 2 takes 5 points, and Tier 2 to 3 takes another 5 points. Once Tier 3 runs out you have to charge another 5 points to get it again. So the max amount of times you can reach Tier 3 is 7 times, assuming you absorb every single point available and don't use any addons.

    Of course if you kill a survivor then those points are gone, so you have to take that into account. Most times Meyers can only get 3-4 Tier 3s.

  • @WeenieDog said:

    I think that opening a locker to see a huddled over victor , that is then picked up, and comforted by his sister would be too pure for this vile community.

    Nah, it'd be more like opening a pantry with them all lined on shelves and Charlotte just yoinks one and stuffs it in her chest

  • @TheArbiter said:

    Isn't this post from two years ago?

    @MadLordJack said:

    And this is why people should be mindful when ressurecting threads - this one is completely outdated and is talking about the P2P system that we had before dedicated servers.

    Pff, haha, oops.

  • Tis true, just no word on when it'll be released

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/HD1BCBWR14GF/announcement.png

    A new year is upon us, and we’re ready to kick it off in a big way. Welcome to our January Developer Update, a series of blogposts delving into upcoming changes making their way to Dead by Daylight. If you prefer to watch the update instead, check out our first ever Dev Tapes here:

    https://youtu.be/c49bZQ3a2UA

    The Clown: Gameplay Update

    Kicking things off, The Clown is receiving some changes in the upcoming Mid-Chapter.

    Our resident funny man has been cooking something up. Introducing the Afterpiece Antidote: This new throwable bottle shatters and releases a delayed yellow gas. Once the gas activates, anyone who steps in the gas receives a 10% movement speed bonus. Like your Tonic, this effect lingers for a few seconds after leaving the gas. You can swap between Tonics and Antidotes by tapping the Active Ability button at any time.

    ‘Antidote’ isn’t just a name! They will also cure any negative effects from the Afterpiece Tonic, so you’ll want to be careful where you throw them. They may make you faster, but a poorly thrown bottle will make the Survivor faster as well. Or you may want to lure a Survivor to an area with no pallets remaining with a juicy Antidote. But remember: If the two gases collide, they will neutralize each other and disappear.

    We also recognize that every second counts. That’s why we’ve reduced the time taken to reload your bottles to 3 seconds (down from 5). Reloading will give you four bottles in any combination; you do not need to reload Tonics and Antidotes separately.

    Last but not least, we’ve done a pass on The Clown’s add-ons. There’s some interesting new combinations in there that we’re curious to see what you can do with!

    HUD Update

    Out with the old, in with the new: We’ve all got some fond memories of the in-game HUD, but after four years of additions, we felt that it was time to rebuild it from the ground up. Seeing is believing here, so here’s a couple examples of what you can expect:

    https://us.v-cdn.net/6030815/uploads/TU3VYF4TUR7A/hud1.png

    https://us.v-cdn.net/6030815/uploads/0LL7JJRXASQ5/hud2.png

    The first thing you’ll probably notice is the new layout. We aimed to keep things clean and familiar to long time players while updating the HUD. But that’s not all, the new HUD comes with a few tricks up its sleeves.

    Character Portraits

    No longer will you stare blankly at the generic figures in the corner trying to figure out which one is Meg and which one is Dwight-- you’ll now see the face of the Survivor next to their name.

    Hook Counter & Progress

    Next to each Survivor’s portrait, you’ll find a hook counter. This will help you remember who’s been hooked, who hasn’t, and who can’t afford to be hooked again. Killers will also see a meter showing their hook progress to give them an idea of how well they are doing.

    UI Scale Options

    Are you squinting at a tiny screen across the room, trying to make out what that text says? Or are you a minimalist who wants the HUD to take up as little space as possible? Either way, we have you covered: You’ll find new options to increase or decrease the size of the HUD in the Options menu.

    And to any streamers out there, don’t worry, we didn’t forget about you. We made sure to leave a space for you to put your camera without covering up any important HUD elements.

    Survivor Locomotion Animation Update

    Keeping with the theme of updating what’s old, we have revisited Survivor animations. As the game moves towards a more realistic direction, we felt it was only fitting to switch to more realistic and fluid animations.

    We have made a conscious effort to not change movement itself: Your inputs— as well as your character’s speed, turn rates, and acceleration—have not changed. While the actual movement for Survivors has not changed, new animations can make it feel different to control. We’ll be keeping a close eye out for feedback to make sure we find a compromise between making things look better while also keeping the feeling right.

    https://youtu.be/OkAffnSWfQ8

    Matchmaking Rating & Rank Rewards

    Starting with some good news: Matchmaking ratings are returning in the near future. We have been hard at work tweaking the system since our test last year and we are preparing to re-enable skill based matchmaking for another test soon. For more information on matchmaking ratings, click here: https://forum.deadbydaylight.com/en/discussion/173606

    But that’s not all; once we are happy with matchmaking ratings and turn the system on for good, we’ll be introducing rank rewards. Since ranks will no longer be used for matchmaking, they will instead be repurposed to reward dedicated players. Each month, everyone will be given Bloodpoints based on the highest rank they’ve reached and then be reset to rank 20.

    The rewards are:

    https://us.v-cdn.net/6030815/uploads/QBVPESWQIR5G/rankrewards.png

    You’ll earn rewards for both Killer and Survivor separately. For example, if you reach rank 1 on both roles, you’ll receive a total of 500,000 Bloodpoints.

    Please note: These changes will not be available immediately alongside the 4.5.0 update. This system will require further testing before it is fully enabled.

    Graphics Update

    In case you missed the reveal, the next realms due for a graphics update are the Gideon Meat Plant and the Crotus Prenn Asylum! Here’s a sneak peek at what’s to come:

    https://us.v-cdn.net/6030815/uploads/M447HN2IB3MD/asylum-1.png

    https://us.v-cdn.net/6030815/uploads/KX6286AL7GVQ/asylum-2.png

    https://us.v-cdn.net/6030815/uploads/ZHD2V4FVFRV5/game-1.png

    https://us.v-cdn.net/6030815/uploads/7RAF8OY2AXCI/game-2.png

    Miscellaneous

    Finally, let’s round of this Developer Update with a package of small quality of life and balance changes.

    The Wraith: True Invisibility

    A keen Survivor can see The Wraith while he is cloaked by a faint shimmer. To give him a small boost, we will be changing his cloaked shimmer to only be visible when close by. The Wraith’s shimmer will be:

    • Completely invisible beyond 24m
    • Somewhat visible between 24m and 16m
    • Unchanged when within 16m

    The goal of this change is to make it harder for Survivors to keep tabs on The Wraith while he is cloaked while maintaining an opportunity for a Survivor to react if you approach from the open.

    The Trapper: Escape Mechanic Update

    You’ve stepped in a trap. Now what?

    Previously, you would have a 25% chance to escape a trap each attempt. This sounds simple on paper, but four attempts only adds up to roughly a 68% chance to escape. This makes traps pretty unreliable. Survivors could get out their very first try before you have a chance to react, or they could try dozens of times without escaping.

    To combat this, we are switching to a flat distribution: Each time a Survivor steps in a trap, it will take them between 1-6 attempts to escape. What does this mean in practice?

    • Between 1-3 attempts, the chance to escape is lower than before
    • At 4 attempts, the chance to escape is roughly the same as before
    • Between 5-6 attempts, the chance to escape is higher than before

    (Add-ons which reduce the chance to escape will be updated to increase the possible number of attempts accordingly.)

    We hope to keep the exciting “Am I going to escape” / “Am I going to get there in time” moments while reducing the frustrations and making it easier to understand.

    Deep Wound Adjustments

    Deep Wounds have gone through a few iterations, and the once reasonable 30 second timer now seems a little too generous.

    We will be simplifying Deep Wounds: The Deep Wound timer is now 20 seconds long regardless of how it was applied. The Legion’s add-ons that remove Deep Wound time have been adjusted accordingly.

    We wanted to add a bit more urgency to Mending while also leaving room for edge cases (such as needing to Snap Out Of Madness III before being able to mend).

    Diversion (AKA Pebble)

    Diversion has found its way into the hearts of many people in spite of not being particularly powerful. We believe that the world should have more pebbles. With that in mind, we are reducing the time taken to activate Diversion and simplifying its perk tiers to make it more useable at lower levels.

    Fixated

    Don’t you hate it when you get hit so hard that you forget how to walk slightly faster? Us too. Fixated will now remain active even if you’re injured.

    Hex: Undying

    We’ve been watching this one closely, and there’s a few things we’d like to address:

    1. Transferring the same Hex multiple times can get out of hand: Hexes are meant to be strong perks that can be destroyed, and having to destroy the same Hex four times can be a bit much.
    2. Since tokens aren’t transferred when a Hex changes totems, Undying was unpopular with perks other than Ruin (which does not have any tokens and is immediately at full power).
    3. Having aura reading on all totems also made it a very powerful tracking perk on top of its other effects, and is a little redundant with Hex: Thrill of the Hunt.

    With this in mind, we are making three changes to Hex: Undying:

    1.  Any time a Hex totem is cleansed, it will replace the Hex: Undying totem. Hex: Undying is then deactivated. This ensures that the first totem cleansed is never your other Hex perk.
    2. Any tokens you’ve already accumulated are now kept when the Hex perk transfers totems. This way you’re not starting from scratch part way through a match.
    3. Aura reading only applies to dull totems.

    We hope this makes Hex perks other than just Ruin more appealing when used with Undying.

    Iron Maiden

    It could be very difficult to follow up and hit a Survivor within 15 seconds of them exiting a locker, so we are increasing the duration of the Exposed effect to 30 seconds.

    Open Handed

    Open Handed makes for some interesting builds, but the low values meant that you needed to convince other Survivors to stack it to see any noticeable results. To make this a more appealing choice, we’ll be increasing the aura reading range bonus to 8/12/16m, but limiting you to the effects of one Open Handed at a time to prevent it from getting out of hand.

    To that one friend who really didn’t want to run Open Handed but did it anyway because the rest of the group wanted to, you’re welcome.

    Second Wind

    Another simple one: We’re reducing the time it takes for Second Wind to heal you after being unhooked.

    With that, we’ve reached the end of our Developer Update. All of the changes mentioned above will be available for testing in the Player Test Build early next week. We look forward to hearing what you think!

    The Dead by Daylight team


  • @Mr_K said:

    Someone theorized earlier today on an earier thread, they think only one survivor can activate the reveal at a time. If that is true, then the other survivor might of been the one revealing him.

    This would actually make a lot of sense.. Play as Ghostface I've never had the reveal indicator point in in 2 different directions at once, even though I know multiple people are looking at me. It only ever shows 1 direction

  • @Baby_Victor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2018408#Comment_2018408

    Oh, great tip, and lucky OP to find one. I also refuse to get one through a scalper. I’d rather wait a full year then promote that BS. For the next generation of gamers~

    I got lucky and got one through PS Direct. Managed to get in the front of the line :P

  • So you mean how old lobbies used to be? Where the Killer was the host and if they disconnected everyone would be booted? Or where you -could- see people's ping and people would disconnect from there as well?

    Nah

  • @OniWantsYourMacaroni said:

    From what i've heard the performance of DbD on PS5 is a LOT better than PS4

    Yep, this. I own a PS5 an noticed it runs way better than PS4 and it looks better as well.

    Just be sure when you download DbD you get the PS5 version. Download the PS4 version you own, and when you scroll over the game, go down to "Play" and next to it the "..." button, and choose PS5.

    Also don't forget to redownload any DLC you own as you have to download the PS5 version of that DLC

  • @RoachesDelight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2018190#Comment_2018190

    I'd actually prefer this way more than what there is now

    Same, as ranks really don't mean anything as they are

    Capture.PNG

    No news on when it'll actually go live, but another thing they are doing is making it so each Killer's internal rank is seperate as well. So say you play a ton of Trapper and get really good, you'll be getting higher ranked games, but then you want to try out Nurse. You've never played Nurse so you'll get lower ranked games. That's the part I'm really excited for

  • Comment got posted twice (Please delete if necessary)

  • @RoachesDelight said:

    I mean there's no incentive to get to a certain rank or anything and within a day or so I'm basically back to where I was. Problem is I just get matched up with and against the weirdest survivors/killers doing the weirdest things during rank reset for a few days and then it'll all be back to normal. I usually take a break during rank reset to avoid all the mumbo jumbo but I decided to play this time and I just wonder is there an actual point to it?

    There wasn't a reason really, which is why they're changing how ranks work here soon. The matchmaking part will be a background thing and your visual rank will only be that, visual. The more you play, the more you "rank up" until the reset, in which you get bloodpoints for the rank you reached, then everyone is reset back to 20.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2013908#Comment_2013908

    2 Gens in 1 1/2 minute? Thats not even that fast.

    Let alone that 2 Gens lost does not mean that the Killer will lose. The first Gens are the fastest, once the Killer is downing people, Gens slow down a lot.

    This. The beginning of a game rarely indicates how the end will go. I've stalled out plenty of games with 1 or 2 gens left to do and manage to get 2 or 3 kills, sometimes all 4

    @Tubby_Squirrel said:

    DCing is the wrong choice every time. The five minute penalty is probably roughly the same, if not more than the rest of the game will last. So you don't get in another game quicker.

    DCing ensures you get 0 BP and no matter how bad you do you'll earn more than 0 BP.

    DCing ensures a double de-pip so if you care about rank (You shouldn't btw) then staying in the match for only 1 de-pip is always the better choice.

    Also, yea, the excuse "I just want to get into another game faster" is so stupid. You start with a 5 minute ban, which -might- get you into another game faster, but then it builds and builds and very quickly it takes longer to get into another game from DCing than just -playing the damn game-.

  • Yea, I kinda screwed myself there because I killed my obsession first, so then all of my perks were useless

  • I watch the other survivor's movements and can usually tell if they're making an attempt, hiding, or close to being found. I make my choice from there

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2016841#Comment_2016841

    That's the point; if they run away, then the gen regresses. If they don't, they contribute to charging your stalk. That's the dilemma you put them in.

    As for calculating tombstone piece charge time (not considering getting out of tier I which is pretty easy), the amount of charge required to tier up is 5 points. Judith's Tombstone (I prefer tombstone piece personally but hey), increases that by 200% to 10 stalk points. The equation to calculate stalk points per seconds is .333333333 stalk points per second at max inefficiency. 10/.33333 means 30 seconds of stalking, worst case scenario, while stalking one survivor at max range and max inefficiency. That's a far cry from 2 minutes, but it can be a hassle to get. Hope that you get survivors who suck it up and let you get the stalk points.

    Alrighty, you're a tad off with that math. With tombstone piece it takes 5 points to get from tier 1 to 2, and 12.5 points to get from tier 2 to 3. (Tombstone piece adds 7.5 points to get to tier 3). So a total of 17.5 points to be able to kill one person (Judith's tombstone adds 10 points, so 20 point total to reach tier 3). Each survivor can only be stalked for 10 points, so you have to nearly -fully- stalk 2 different survivors (remember you can only absorb from one survivor at a time, so no stacking speed there).

    Capture.PNG


    At max efficiency, which is 2.5 meters away, you stalk at a rate of 0.8 points per second. 17.5 / 0.8 = 21.8 seconds. 22 seconds at *2.5 meters* away. That's over 20 seconds at basically arms length behind two different survivors. Not going to happen.

    At minimum efficiency (40 meters) you stalk at a rate of 0.08 points per second. 17.5 / 0.08 = 218.75 seconds (or 3.6 minutes). And again I bring up my point of breaking line of sight, movement, and having to find 2 different survivors to do so.

    At 50% efficiency (~20 meters) that stalk rate would be ~0.16 points per second. That's 109 seconds, or 1.8 minutes.

    This is again assuming you can find at least 2 survivors, stalk them almost entirely out of charges, and never lose sight of them.

    My point is, stalking takes significantly longer than you think

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2016789#Comment_2016789

    The point of stalking Myers is to not apply pressure. It's to let the survivors feel relaxes so that you can glean as much stalk from them as you need. With the strongest 4-gen possible and ruin, survivors who stay on gens will feed you points, but if they leave the gens to break line of sight, they let the gen regress in their face. Decent survivors aren't just going to sit around for 2 minutes, so they'll be persistent and feed you a considerable amount of stalk points.

    Except it's not that easy to stalk. If you're far enough away from a survivor that they don't notice you they're going to be moving somewhere and probably breaking line of sight a lot + the further away from a survivor you are the longer it takes to charge up your Evil Within. If you get closer to charge faster then most competent survivors are going to notice you and run.

    You're underestimating just how long it actually takes to fully charge a tombstone piece because it takes a lot longer than 2 minutes unless you're able to just stand right behind someone that entire time (and I mean -right- behind them)

  • Even with Corrupt and Ruin, the amount of time it takes to charge a tombstone piece would mean the survivors are awful

  • Played a game last night using Michael's native perks

    Have tombstone piece

    Get tier 3 and accidentally kill my obsession

    Oops

  • Need a little more info here. Are you sure the Killer wasn't using the addon that hides the puzzle boxes?

    Capture.PNG

    Also the auras of those boxes are hidden if you've searched them already

  • I have a personal rule where if the last survivor manages to escape a hook I let them go. Had a Meg on a hook while I downed and was carrying the last person. Hooked them and they died and in the process the Meg managed to jump off the hook (not Deliverance) so i was like, "Huh, welp, guess they get to live". Found them pretty quickly hiding behind a rock and I just stared at the rock, swung my weapon, and spun in a circle. They came out from behind pretty slowly and figured out I wanted them to follow me, so we started looking for the hatch.

    Could've easily been a 4k for me, but eh, why not? I know how rare it is to naturally jump off a hook and how much it sucks to get put right back on.

  • That's considered holding the game hostage as that survivor can be trapped indefinitely. If the End Game Collapse is triggered, then no as there is now a definite end, but that's certainly in poor taste

  • You have the endurance thing on your list twice just so you know

    Also, I don't agree with being able to do skill checks when you're getting chased off of something. If you're in the middle of turning a wrench (example) and you get chased off of what you're doing you don't get to finish turning that wrench from 5ft away. You drop the wrench and it hits the ground. That's always been my reasoning behind it and it's never really bothered me


    Otherwise the only thing I can think of that hasn't been mentioned is adding two more emotes for survivors. You have the left and right arrows on console that's not used for anything.

  • Seeing as a survivor was sacrificed, that's why.

    For the survivor, if they get hit and downed they get no chase points because they "lost" the chase. They didn't do gens, or heal anyone, or make any rescues, or escape, so zero points there.

    For the Killer, they got 2 hits in (points), "won" a chase (points), hooked a survivor (points), got to second stage hook (points), and completed a sacrifice (points).

  • @Hyraga91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2011931#Comment_2011931

    The perk is designed more for people who are just starting out and need to train the skill tests without their teammates insulting their mother..

    Although on the other hand it is somewhat ironic that the ability belongs to a DLC character ... or perhaps that was the idea to encourage the purchase.

    Is Feng considered DLC still? I didn't know you could still buy only the base game now

  • @JinSime said:

    https://forum.deadbydaylight.com/en/discussion/comment/2013023#Comment_2013023

    I have my chat turned off for non-friends for some years now. And that's even before I started playing online, because psn had some bots back in the day that would send you those weird messages out of nowhere (those "are you looking for a partner? I want to meet you" stuff) and I had no patience. I received friend requests after matches, though, before crossplay was a thing, and everytime it was from people wanting to play more (when as survivor) or just thanking me for hatch or something like that, when I was killer. I personally never had anyone going through all the trouble to send a friendship request to insult me.

    But I won't say I've never seen it. My friends received one or two messages like that before crossplay. But it's mostly rare now. Besides, psn is very harsh with hate speech. They may ban your account for the slightest thing you send in chat to another person, and you can lose all your games (if it's not a sub account), so I think that also keeps people in check.

    Oh yea, I forgot to mention I'm on Playstation as well, and PSN players are a lot more well behaved in my experience

  • @Alexmon70 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2013029#Comment_2013029

    i would assume you didn't get these messages because you probably aren't that "one bad teammate" or that "one ######### killer"

    I mean, I suck at survivor (stuck around rank 13) and I play almost every killer, so...

  • @Alexmon70 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2013020#Comment_2013020

    I've heard on console people actively message others just to say crap to them. Like they will go out of their way to message your account n stuff.

    Rarely. In the years I've played DBD on console I think I've gotten 2 messages? It's just not worth the effort for most people

  • I like the idea of increasing the bleed out speed if you're moving. So if you're walking while -not in a chase- it drains at 2x speed, and sprinting it drains at 3x speed. So 20 seconds becomes 10 seconds and 6 seconds respectively. What this should do is make it so you don't have a lot of travel time while deep wounded so you can't get to objectives as easily, and when you do get to objectives your timer is much shorter than normal.

    I think this would balance good because you can still get things done but you can't abuse it as much as it puts more priority on healing.

    This could also be explained because if you have a deeply bleeding wound moving around and running increases your heart rate which increases the bleeding

  • This is still an issue on 4.5.2 on PS5

  • Am I really one of the only people that feels like the pallets on the Game are not that big of an issue? Like indoor maps are my favorites because I don't just chase a survivor in their footsteps. I take alternate paths and intercept and it makes pallets far less of an issue. I regularly get 2-3 kills on this map (believe me, 4Ks are not that important).

  • It's really hard to take people seriously who can't even use a single period in their pile of words.

    But yea, don't take this game personally and just move on. There's nothing that's going to change to make it stop

  • If you're waiting until the killer is halfway through the pallet or is already swinging their weapon you're going to get hit still. Drop the pallet earlier

  • @Aneurysm said:

    They know you can't use it, think of it as an offering of sorts

    Yea, it's just a fun thing to do. Same as squatting is the same as "Hello" or "Thank you" and such. It's just a thing that started happening and now people latch on to the idea and most people understand the meaning

  • @FrenziedRoach said:

    Okay folks, calm down. i think the OP understands there are no rules.

    However, there are little memes this community has developed that even some of the most hardcore among us dip in. I for one am a sucker for a pig snoot boop.

    It's fallen out of favor, but occasionally you'll find an OG who still does this. In the first year of this game, there was something Admiral Bahroo used to do, and that was what he called the "Basement Lottery"

    The idea is to take the last survivor into the basement if there's a chest left unopened in it. You smack the chest repeatedly till the survivor you're carrying takes the hint and wiggles off. Survivor then gets to open the chest for free to decide their fate.

    if it's anything but a flashlight, smack the survivor down and put them on a basement hook. If its' a flashlight, bob your head up and down and let them blind you, then go help them find the hatch as they just won the lottery.

    I've both won and lost this lottery in the past as a survivor, but I could never find a survivor who understood my intention when I've tried this myself - so I kinda gave up after awhile.

    I’ve never heard of the lottery thing before. That sounds fun so I may have to try it myself, though like you said most survivors probably won’t understand what’s going on

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