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ZCerebrate

ZCerebrate

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ZCerebrate
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  • The main thought is that "any buff a solo survivor receives - a magical SWAT SWF will benefit and abuse it far more" - it's always going to be a frustrating experience playing with randoms over a "friend" that you have vetted for personality etc yourself. The largest impetus to this is that solos are directly denied resources to communicate in the same manner through ingame means: Things like Pings, Preset Text macros or the potentially toxic ingame voice or text chat. In game lore could be the Archivist or Entity is psionically connecting the survivors to give them more hope before the killer crushes them etc.

    This would NOT effect BHVR's bottom line as long as killer's perks and powers were now compensated appropriately with the baseline assumption that all survivors have the ability to communicate. OoO could be adjusted down as would some other aura perks, chase potentials or at least map traversal and sizes would have to be adjusted since all survivors will now be able to make use of spreading out effectively etc

    Until that day comes without "immersion" being the dev excuse against why ingame solo communication of any form could be introduced - we're just gonna have to suck it up and leave the game in it's strange seesaw state where everything is bandaided together into a Bethesda-esque working product... or a new game comes out that addresses issues like this so you don't have to buddy up to enjoy a facet of the game

  • @GreyWolfofNorth said:

    I was perusing the forums and I came across a discussion about a certain particular post from last night. The post from last night was about adding a pregnant survivor.

    Naturally I understand why the discussion was yeeted out of existence. But it got me thinking about how Dbd is a horror game. And horror movies are generally pretty boundary pushing as far as topics they got into (child killing, trauma, pregnant ladies dieing).

    I'm curious on what everyone's thoughts are on why horror games generally won't let themselves do stuff like that. This game is rated M for adult players so I'm not sure why we wouldn't be able to explore more horrific things Id even argue that horror games are "Horror Lite" instead of true horror.

    Disclaimer: I am not saying we should add a pregnant survivor I am more curious on the discussion related to horror movies doing unsettling things while horror games particularly Dbd generally don't go too crazy.

    While @PigMainClaudette might not be a fan of slasher or gore elements - I would really like to see more monstrous killers and less humanoid ones - something like a Xenomorph (Aliens) that injects a chest burster into a survivor as his power or more likely his Mori. Even a giant Broodmother type spider killer that attaches little spider sacs to a survivor and meets some type of condition like having them stationary for x amount of timeto make them emerge with a hundred little spiders that make the survivor scream in horror while stunned for a second. Things like that can be highly disturbing for a lot of people and still have unique possibly even fun gameplay implications

  • @Godot said:

    ...And you can't change my mind.

    Think about it. It's been a while since we actually got this many perks changed under one update.

    There might be the usual minority that will disagree with a few things, such as the Thanatophobia change, however even if the healing penalty will no longer exist for it, people will still find it annoying to go against, especially combined with Dying Light. I mean, I sure would find it annoying to go against, but I can't judge for sure until I actually see the update for myself.

    And of course, the Pyramid Head nerf. Thank goodness, I was starting to get too good playing as Pyramid Head.

    But the best change of all? Well of course, it has to be the Perk Rarity Simplification! I'm a simple man with a simple mind, and I absolutely adore simplicity in anything. This one just takes the cake. Well done, lads.

    I'm eager to try the PTB already!

    Thanatophobia change will make it viable even if it's a 2% increase especially on killers who can keep people injured like Legion and Plague. People who think it's going to be a nerf want it to be the next hot "set and forget" perk on every killer to stack with other slowdowns - which probably shouldn't be the goal. Dying Light doesn't even need to be combo'd and probably just a Win-more combination but hey sometimes that can be the snowball that you need.

    Don't believe the wailing killers who believe PH will be unplayable and now the weakest killer on the roster because those are grossly exaggerated as he's still a 115% killer with a ranged attack that can AOE multiple survivors or guarantee hits in locked animations. He's still very strong in chase and now more "skill based" at the cost of having no additional mobility (Like Billy or Blight) to travel the map but not as low as Deathslinger and Huntress, putting him in the middle of the pack all things considered.

    Better Perk sorting or a "Favorites" button would've been nice while they did this but can't really complain it's a QoL change.

    On other killer perks - Trail of Torment has potential for borderline abusive synergies. Forced Penance and Mindbreaker have potential though still not "meta" changing probably. Cruel Limits is still tied to the 5 Generator pops per match activation limit so it STILL won't see play with far more drastic buffs. Pop goes the Weasel nerf is significant enough to matter but will still useable so I'm okay with it.

    Survivor Perks: Any Means Necessary - Good enough to see play more often and force killers to religiously kick pallets (running Brutal Strength on killers who can't with their power or skip over them). Slippery Meat - Discount Deliverance that pairs with Luck synergies, meh for game health but why not. For the people getting a BP score event just makes sense. WGLF - Anything is better than nothing no matter the numbers - they should probably make Dark Sense into a similar token based perk for finishing highlighted gens to complete the grinding BP builds promote playing to win. Technician - buffing the training wheels part of the perk rather than the actual stealth nature of quieter gens... seems misplaced.

  • @GhostyyBoi said:

    What was it?

    @Ghostyboi @HectorBrando Just some guy (who I won't directly mention here since his thread just got flagged out of existence anyway was asking for a new Pregnant survivor so he could see them in Maternity clothes (which led to some insights into Mori'ing one) and a lot of general disgust toward the idea. He pressed on in the thread and kept replying about why it "would be nice" probably to goad more reactions (or he was serious which would be a bit more disturbing) for about 4 pages

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645946#Comment_1645946

    If they ever fix the sound bugs because i was chasing a injured survivor with stridor spirit and they were completly silent.

    They're far less common than you think. I have a theory that it comes from being able to hear certain survivors in a different tileset from you at certain angles (Game treats it like there is too much distance between you for sound at certain angles) as it fixes itself for me when it does happen. If it's some sort of intentional exploit or hack - I haven't really encountered it enough over hundreds of Spirit games to really take note of it as it's almost never permanent for the whole match and NO ONE has stacked Off the Record + Iron Will against me yet to overwrite Stridor.

    Perfectly silent dying state people is still a thing for sure and not related to tilesets so who knows.

    Also... there is a new sound bug where Line of Sight turns the chase music on and off for me which is very jarring but actually a buff in many cases since I can "hear more" during those lulls of white noise


    Edit: Thesuicidefox has it right that pairing it with the current Prayer Beads makes Tinkerer's useable because they will constantly hear whooshing noises throughout the match - still won't get you a gen grab against survivors though (This does create a synergy with Deathslinger's Gear Head perk though with Ruin which is hilarious).

  • I said this repeatedly for awhile now... they said they were looking into it back in 2018 but never got around to following up on this suggestion which would fix this issue without causing streamers to be abused by it.

    Disconnect husks for survivors. If a survivor DCs a greyed out soulless version of their avatar with crows flying around them remains than can still be hooked (for things like BBQ), mori'd, etc (The disconnect icon still shows up at bottom left for everyone). For survivor side - playing at least 3+ minute with a disconnected husk on their team automatically results in a black pip for the survivors. Survivors can also rescue this husk for bloodpoints/altrusim if they wish. Also for survivors if the killer disconnects at any point - they should have depip protection and automatically get rewarded 5000 bloodpoints for escaping (Survival Offering actually gives you even less bp if you are at a level where killers rage quit on you a lot if you're winning). No timeouts necessary, would alleviate alot of the "cuck him of his achievement/challenges" mentalities and whatever else there.

  • That is literally a "horror" story told around the campfire... Just for whatever scrap of faith I have left in humanity I really wish such things wouldn't happen but the internet has taught me better. Some people are just touched in the head and they gather 2~3 weak willed sheep to follow along... next thing you know a new cult or political faction is formed (Wait this is getting too real)

  • @supersonic853 said:

    Im trying to get undying on spirit to see if the combos any good on her but i just wanted to know if tinkerer affected her husk.

    For the record- Spirit's base power is still 170% movement speed across the map so you can use the Undying/Ruin combo to pressure people off gens even without tinkerer's. Combine with pink Mother/Daughter ring addon for 246% movement speed and Yakuyoke Amulet for 8.5s Phase Walks at now 231% (Still faster than Billy and Blight - HA). The Amulet also has a hidden unintended side-effect of reducing the cooldown from 15 seconds to 10.5 seconds (Devs have noted it but haven't fixed it yet to my knowledge).

    Just run Stridor with good headphones so you can hear healthy survivors breathing and listening for every single tell possible and shut down the entire map (Heck you don't even need Undying/Ruin - but it's a nail in that coffin). Spirit is top tier for a reason - people who get all torn up about the standing still mind game really underplay her ability to have 100% pinpoint detection after getting near you with BBQ/Whispers whether you are injured or not. Most also don't run into Spirits with 300~500+ Spirit games using Stridor and fall to just normal potato spirits

  • @Almo ninja concludes the thread. Glad you're lurking as always

  • @GingerBeard said:

    Yep, i'm glad we're finally seeing some more perk changes. That said however, i'm really disappointed about the buffs to Cruel Limits and Mindbreaker. I wont say anything until the changes go live and I can actually see how they perform, but I don't see these buffs doing anything at all.

    Mindbreaker has potential if it's like 15s+ since it still has that Gen must be below 50% condition attached to it. People who have played Huntress will know that even a short bout of exhaustion can be devastating in ending chases quickly (Blight/Hillybilly and Freddy would benefit from a longer duration and might run it).

    I agree that Cruel Limits still being tied to gen pops still limits it's uses without a drastic power increase - a slight range increase will still make the perk underused and worthless

  • I've revised my initial opinions about these addons from the first week very slightly so I'll comment on each of your points:

    Placebo Tablet - Agreed it's a bad addon. People who say they combine it with turning radius to get a "cheekier" corner turn hit are forgetting they're nerfing their own ability to get around the map to pressure (Arguebly Blight's best strength)

    Chipped Monocle - Agreed it's also bad. Compound seven is actually better since this "visual" doesn't even tell you that you aren't going to "slide" along objects it's on. Having a piece of scotch tape on the middle of your screen serves exactly the same purpose if you really need it (for slams though?)

    Compound Seven - Agreed that it "can" hurt you more than help - especially since it ignores that there might be obstacles between you and the survivor. On the other hand on single bounce Lethal Rushes - you can plan for that camera snap to autoaim a hit for you that would normally take inhuman reaction speeds to land. It limits your other options but think of it as almost "Hag" level instant teleport hit when you pull it off just by spamming left click as you hit something near the survivor (Still weak because you will occasionally clip through the survivor).

    Foxglove - Agreed it's usually better to just swing in most cases. 0.25s reduction for not swinging is normally lost just by having to wait at a slam location for 1.25s before that now 2.25s fatigue) to time out (making it time out naturally by running the full 3s is usually going to just give them more than that in distance).

    Canker Thorn - "Increases recovery time if dash ends automatically without slamming"... What PTB list did you grab this one from? Addon ingame and on the wiki has the exact same wording as Foxglove... meaning you get the benefit as long as you don't swing through your lethal strike. This one has a .5s reduction and in theory can be combined with Foxglove to limit survivor options since you can recover after a 1.25s slam wait and a 1.75s fatigue instead if you didn't swing. Still fairly weak and there's a reason there isn't an even stronger green/purple version as BHVR surprisingly went for caution here.

    Pustula Dust/Rose Tonic - Slam duration increases still make no sense to me for "mindgames" it's actually the true training wheels addon for lining up your aim and might make new Blight players on console to have less stress trying to line up their aim. Outside of that - these should never be used as it takes away Blight's options more than giving them to him so the yellow/green addons are at the same level as Compound 7 (brown addon)

    Summoning Stone - Absolutely garbage except in a perfect storm scenario where you hit a survivor in the open roughly 10m~ from a pallet loop that they use their speed burst to run towards and it is blocked THEN they stand at the blocked pallet like a potato not knowing what the spider demon has done. The blood wiping animation alone will negate the usefulness of the abysmally short 6s - it's a just a useless bloodpoint sink on your webs.

    Adrenaline vial - You're underrating it but also admitted it's a playstyle preference so that's fine. Still my favorite addon especially on large flat maps that don't really need that much curving anyway (Usually I'm lining shots up to obstacles to cut survivors off anyway). It lends it self to making more geometry decisions and taking your time with slams to shut down loops (some are obviously impossible). Reducing stack gain cooldowns from 2s to 1.33s each makes you fly! putting you at above wraith's "Purple Windstorm - Blood" levels of map pressure then you play it out like a 115% M1 killer who knows what they are doing.

    Plague Bile/Umbra Salts - I've revised my original opinion of these as there are "certain tiles and maps" that benefit largely from being able to curve your rushes so drastically. Unprepared players or not - watching OhTofu or some other Blight players using these to land good hits has been illuminating in a different playstyle from what I do.

    Vigos Journal - Agreed it's very strong. Unfortunately I also consider Tinkerer's a core part of Blight's kit (even without Ruin/Undying although those are admittedly strong on him) so its up to you if you want to run the perk for a similar effect when you want it or just have it all the time.

    Blighted Rat/Blighted Crow - Agreed that they're both strong. Like an inbetween between Adrenaline Vial playstyle (get around the map faster) vs Umbra Salts (power having more potential in chases) playstyle. They don't really have a downside other than it taking time to get used to the slight differences in movement speed.

    Soul Chemical - Mediocre because you find immersed survivors you would normally miss as you go speeding by - but agreed that it is usually weaker than it's green compound 21 counterpart because it darkens once you have slammed and trying to look around for a moment to determine your best move (no lasting effect).

    Compound 21 - Agreed even after the nerf to 8 meters and 3 seconds - it's still more than enough to use that information in a chase. Added bonus of checking groups of lockers (they left in the bp score event for detection) for you if someone went into them just by slamming nearby - useful for for the 4 locker tiles that occasionally crop up (or the 6 locker tile that is garage on Haddonfield and Preschool).

    Compound 33 - Agreed. 3s Hinder (which serves as 16m detection as well) and basically a Brutal Strength effect that is stronger than the now buffed Lethal Rush hit to break pallets/walls due to a lack of fatigue in comparison. It's still arguably Blight's strongest addon and deserves the iridescent rarity.

    Shredded Notes - Agreed. Strong enough since the recovery and lack of a downside like Adrenaline Vials make this easier to use for most players (limiting less options). Also very good synergy with Iris Blight Tag.

    Iridescent Blight Tag - Agreed it's more difficult to use than other comparable lethality addons (Huntress and Clown) but more useable than Deathslinger's (meaning it's realistically going to go off once or twice if you are aiming for it). Still deserving of the rarity and raises the skill ceiling meaningfully.

    Alchemists Ring - Agreed once again that this is his strongest purple addon and combining this with Infectious Fright has netted some nasty momentum swings quickly (It's not quite at Hillbilly level or Oni during Blood Fury level but it's just a half-step below them).

  • In this example are you not considering "third party voice chat" to communicate everything as toxic or not?

    In a situation with perfect coordination from 4 competent survivors working together (without Keys, BNPs, Septics or DS or Unbreakables) vs an equally competent killer on a strong killer with optimal perks (but no Mori) who "willingly" allows rescues for more blood points and to maximize total hooks and spreading the hook love (Since he can't camp, slug, or tunnel) for bloodpoints...

    Probably like 6~9 minutes with it ending on the survivors favor with exit games open and a total of 7~9 hooks if the survivors are being reasonably altruistic... meaning it's somewhere between 3~4 escapees with a pip or at the very least a safety pip for the killer.

    This is a lot of assumptions though


  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645086#Comment_1645086

    I´d argue that Otz isn´t even that biased tbh. From what I can tell he´s a humble and reasonable guy, but opinions differ of course.

    Case in point he´s strictly against letting trapper start with all of his traps as that might make him way too oppressive.

    I´ve read about the windstorm issue several times now. I occasionally play Wraith but I don´t feel as hindered without Windstorm as I do with Trapper without a bag, but that´s just my opinion.

    I mean I could link you a video where he suggests that Honing Stone (The purple addon that makes survivors down themselves if they try to free themselves from a bear trap) becomes base kit ontop of making freeing allies from traps take longer. He also really likes the green addon Tar Traps for good reason but another thing that probably shouldn't be base kit just like Honing Stones. Talk about oppressive if Trapper were to get all of that ontop of the QoL changes he badly needs.

    For the most part, his suggestions like having a set time rather than "Luck" influenced RNG and being able to pick up multiple traps without HAVING to run a bag is reasonable. I watch his videos and stream and think he's pretty humble in general, knowledgeable about the game and has a good likeable demeanor. I would even go as far to say a lot of what he says about game balance as a whole lines up with most of my personal opinions too (just his frustrations with playing Trapper all the time and getting cucked made him say some things in 2~3 videos about major buffs he wants seen on Trapper that go a bit overboard).

    Edit: P.S. He is a far better killer than me and probably who I would "fanboy"ing say is in that top 0.5% of english speaking killers who stream and having a large following for good reason

  • @Raz_ said:

    well.. before you needed to aim on the face of the killer now you need to aim to the right of the killer what makes no sense to me.

    Putting the center of my screen on most killer's mouths (aim point used to be basically their neck or jaw areas) is an instant blind for me and good for flashie saves as long as there aren't random obstacles in the way that somehow muck up that angle when you're too close (also another thing I see a ton of survivors have trouble with which is standing far too close to the killer in most cases that aiming gets harder).

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645082#Comment_1645082

    If they did change the Huntress' aim everyone would have to unstick their scotch tape and reapply it again. Hopefully it won't leave a sticky residue on the screen as that can be hard to remove.

    Good ole manual crosshair strategy haha honestly not necessary once you play a couple dozen games on her - even for crossmaps

  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644532#Comment_1644532

    Agreed. I´d argue though that he´s actually kinda viable if you put a HUGE amound of hours into him and watch oz a lot ;-)

    But seriously, something needs to be done to lessen the time required to use traps. The way they tend to spawn it´s often better to not bother trying to use them for it would cost too many gens for a rather minor benefit.

    Otz is a trapper main and a bit biased when it comes to the extent of buffs he would like to see on Trapper BUT many of the shortcomings around the killer are legitimate and even starting with making a brown bag addon base would fix basically being forced to run Iris stone (The newb's approach to trapping if people keep disarming you) or some form of bag no matter what (Similar to Wraith having a Windstorm requirement to be viable).

    Getting unlucky trap spawns in the far dead corners of large maps like Ormond or Swamp is usually a feels bad disappointment as well that - unused traps being forced to being near generators so you can naturally patrol would be a fix for that issue.

  • @Raz_ said:

    just came back after a 3 week break and i cant flash killers anymore.. why are you always changing things in the game what doesnt need a change?

    They adjusted the aimpoint again (First time was when it was moved to above the center of the screen so you had to tilt your camera upwards instead of to the left and up because it used to be canted off to the side) and placed it in the middle of the screen. This does occasionally create issues where you're staring into your survivors back trying to aim your flashlight in vain if you decided to be completely face to face with the killer instead of slightly to the side (I mean even the old angle had a dead angle too where you had to put your 3rd person model in the way of your aim).

    It takes a little getting used to for veterans but flash saves are still the same once you adjust to it (the aim point for the light itself on a killer's model is the same). I believe the change was to be more intuitive to new players using the flashlight... but honestly considering Huntresses aim has been below the center even at full charge I don't see why this needs constant adjustment (Btw literally DO NOT change huntresses aim point as it would cause a meltdown for the few huntresses who poured hours getting used to it for cross maps)

  • @Deadeye said:

    I also thought about that combo already. Also looking forward to the mobility Insidious killers, hooking someone, kicking the gen beneath and finally being able to charge their power while camping the hook and still being undetectable, for example PH for the double down through the wall, Nurse for the grab, Demo/Slinger for the ranged attacks. Hell yeah, best will be the slinger with the insta down addon on 15m, or think about the Billy being undetectable and using the addon where you only hear the chainsaw within his TR?

    I looking forward to the pros being able to master this stealth capability.

    Sorry if I overreact, I just don't understand why they argue "we were afraid of it being too strong and now noticed it isn't" andthen decide to go for a 500% version of the perk, just to make sure their apprehension gets confirmed. But let's see what happens

    We'll see when it releases but sounds like fun camping stuff to look forward to... we know how much that playstyle makes survivors absolutely gleeful in anticipation. At least survivors pick up slugged allies faster while running WGLF though, amirite?

  • @ScienceGirl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644413#Comment_1644413

    If they were injured, how did you not see them with Empathy? That has an even bigger range than Bond. 😂

    Touche - definitely didn't think that statement through lol. Probably just running Kindred instead of Bond or Empathy

  • @sergioberserk said:

    Hi i dont have a good english. One day will be balanced the survivals? You only can play a few murders if u want to do something its balanced than if you are playing good and they also they will win for sure i think must be bored has a high probability of escape. The only chance of kill 4 i think is than them start to do fails or than they repair bad. I know this game has been maked for survivors because they are 4 and the killer 1 but this game can have more rolepay.

    Welcome to the forums - the killer main section is stage left. The survivor mains are stage right.... and those that play both get to sit on comfy seats and read different variations of what you just wrote for 90% of their time spent here.

    You'll fit right in

  • First probably submit a ticket for direct support

    https://support.deadbydaylight.com/hc/en-us/requests/new

    Maybe more appropriate to ask in Technical issues too since this isn't just an ingame bug but something preventing you from playing altogether.

    https://forum.deadbydaylight.com/en/categories/technical-issues

  • If you're on Steam try right clicking the game in your library

    Properties -> Local Files "Tab" -> Verify Integrity of Game Files

    This usually fixes issues like this for me by redownloading 4~5 files that get messed up by the spaghetti code patches that keep coming

  • @Marc_go_solo said:

    If someone cannot use PGTW within 45 seconds, there is something seriously wrong with their playing.

    I don't think it's them being unable to but an attempt to justify the sheer momentum gain from - hooking one survivor, running to that far gen before it finishes - DOWNing the survivor that was on that gen, popping the gen, then rehooking that same survivor to run off to the next gen to do the same. It cuts Killer agency down because they have to make due with an M1 then return to kick the gen as you're usually not getting a 15s down unless they pepega super hard with the time needed to travel on larger maps. It's a valid nerf even if people who don't use pop think it's not going to change anything.

    I will reiterate that I think the nerf is fine but killers only players will want to see their DS nerf (Perk disables once the unhooked survivor touches a generator or a hex totem or whatever else) since doing objectives should make you "fair game" considering the time crunch they have to play on. The "45 second for DS too!" meme is just shortsighted and not addressing why the game is unhealthy enough that a bandaid like the "fear of DS" is what makes killers play less scummy

  • Dark sense only activates a max of 5 times during a match - and that's way too limiting for all perks designed on this trigger condition (See Demogorgon's Cruel Limits teachable).

    Alert actually gives you a ton of information including what gens are being kicked (meaning had progress on it at least) - what pallets are being used up so you know a certain area is dead as the match proceeds if you are paying attention. Of course direct killer position at least 10 times during a match - it's about equal with Empathy in value for me while Bond and Kindred are one step above as a solo queue player

  • Haunted ground creates 2 hex totems at the start but if either are broken the other reverts into a dull one (Potential Hex: No one escapes Death target). So in the scenario you are running 2 other hexes + Haunted ground + Noed you will have 4 Hexes, 1 Dull. If that dull is broken and haunted grounds is never triggered you won't get Noed. If Haunted is broken and if now "both" dull totems are broken then you won't get NoEd again.


    Undying will repopulate Haunted grounds one time if its broken first (and the first dull totem is still up) - the 2nd haunted ground will create a dull totem that can then become a target for Undying's to transfer Blood Favor or Ruin for example. This is in the worst RNG scenario for the survivors where they break Haunted -> Haunted -> Ruin -> then Undying or Ruin in either order which remains

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644767#Comment_1644767

    Check out michi as well, both amazing hag mains. Space coconut has the most traps set and triggered in dbd overall, and michi is up there as well. They are both on youtube, and @SpaceCoconut is on twitch and even our forums here as well.

    https://www.youtube.com/watch?v=AX5AGQiNKg0&t=1800s

    https://www.youtube.com/watch?v=lDAnbiINJ1A&t=786s

    I used to main hag back in 2018 before her rework up until recently when I stopped playing her, even I learned some stuff from these guids.

    Michi is hands down the best Hag I've ever seen - highly respectable european hag main.

    @StarLost Pink needles don't instantly pick up downed survivors (I think it'll still take 16 seconds if used on someone who is already down). For the People perk is instant though at the cost of breaking the person who uses it and injuring them

  • Okay. Not going to take a shot at you only because obviously its a couple people now but... there are 4 (maybe even 5 topics with this one now) on the front page of General Discussion that is someone's "hot take" on the mid chapter update. What's the issue with replying to one of those...?

    Edit: Just to cover my bases against any "Nuh-uh"s

    https://forum.deadbydaylight.com/en/discussion/194267/thoughts-on-the-mid-chapter#latest

    https://forum.deadbydaylight.com/en/discussion/194390/honest-opinion-about-the-changes-and-why-some-of-them-wont-matter#latest

    https://forum.deadbydaylight.com/en/discussion/194237/i-mostly-love-the-changes-planned-for-the-mid-chapter#latest

    https://forum.deadbydaylight.com/en/discussion/194323/imo-other-than-cruel-limits-i-think-these-upcoming-perk-changes-are-healthy#latest

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644659#Comment_1644659

    What makes this batty is I have nearly instant queues. But the matches are all horrifically one sided and against players like these. I get skunked game after game until I hit lower yellow again, then I start crushing complete newcomers. Then it's back to the nightmare.

    https://forum.deadbydaylight.com/en/discussion/comment/1644648#Comment_1644648

    Crap, should have paid attention. I got stomped. They had something that instantly got people up from being downed (first time I've seen that one) and got all gens done before I even managed to hook. The second I tried to chase, someone immediately got back on the gen and once they had the gate open, they stood at exit teabagging until I just chased them out. Buttholes.

    Gah.

    https://forum.deadbydaylight.com/en/discussion/comment/1644654#Comment_1644654

    Her logic for disliking it is ...interesting. But she is an interesting lady. Nigerian immigrant, ridiculously smart, doing a PHD in a field of neuroscience I barely understand even conceptually. We met in Japan, of all places.

    Sounds like Zarina's Teachable - For the People which breaks the first guy

    FTP.png

    Ever since AHS got nerfed and can't do that anymore... It's much more bearable now than it used to be but admittedly still strong (probably wasn't in this match you played though)

    AHS.png

    There was a time when you downed someone and someone came running by like a drive-by and put that person back to full health standing at the tap of a button and depleting a brown med kit. Resetting you back to the beginning of the game but without a gen or two... man do I feel like that old man talking about "walking uphill 6 miles to school in both directions"

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644631#Comment_1644631

    It's amazing on any killer. It just shines brighter with instadown killers. I ran it on blight for awhile because it was all I had and it was great.

    Have to agree that Blight with Alchemist's Ring that resets his stacks on successful lethal rush with Lethal Rush is a lot of fun (though its admittedly more powerful on people like Billy, Oni in Blood Fury and Plague after taking her drink from a Corrupted Pool

  • @mike1288mccarthy said:

    https://forum.deadbydaylight.com/en/discussion/194343/so-pop-is-nerfed-because-killers-are-too-good

    It's not even a nerf its 15 seconds less than it is now and 15 seconds more than when it came out so the just split the difference. If you can't regress a gen in 45 seconds which isn't hard unless it's in the corner of the map across from you it wouldn't matter anyway you would never be able to get there before they popped it anyway

    It's directly a nerf towards arriving at that generator - finishing that chase in a leeway of a 30~40 second amount of time then kicking that gen for ~give or take 20 seconds of time then hooking that other survivor to get another 20seconds someone else on the map if you can get to that gen in time. I understand the nerf but also understand why people are upset that a "momentum" perk that bandaids the problem of base kick being near worthless and gen speeds being basically unhindered by base regression while simulatanously raising concerns that the "viable" alternative is to once again rely on Hex: Ruin now with it's Hex: Undying sibling... which is arguably an even more braindead slowdown perk.

    It's still very much useable and I'll probably still run it since more often than not I'm rushing to a gen to get a single hit - then kicking the gen before resuming chase anyway but value is definitely being lost where more and more agency is being taken away from the killer while people don't like that the current state of multiple DSes isn't being addressed at the same time (Another bandaid to the unhealthy problem of tunneling out individuals - just notice killer games when there are no obsession at all at R1 and you'll know what I mean).

  • @Brhoom said:

    I went against a Spirit who knew EXACTLY where I was after hooking someone. Like literally phased into my exact location.

    I was running Distortion.. And there weren't any gens near me..

    Could be Stridor + Whispers as I can accurately find even healthy survivors with my headphones alone once my Whispers lights up (It's disabled during phasing itself). This wouldn't be effected by Distortion which directly counters (or informs you about) aura reading addons or perks only.

    Did you stick around to see what he was running in the post game scorescreen?

  • @Tactless_Ninja said:

    Curious, I've used the perk before but for some reason never with anything like Coulrophobia or Intimidating Presence. Do those perks also follow the obsession you hit? Anyone know?

    Yes all Terror Radius dependent perk synergies, addons and powers go with it with the base being a 32m around the Obsession. It also works with Doctor's Static Blast even though the animation centers off you - your obsession is your little remote bomb which is a fun meme.


    Dark Devotion is a well designed perk in my opinion just because it makes really fun things happen that break the normal flow of the game - things like a completely silent T3 Meyers because he transferred his TR before popping it can be a hilarious snowball. It's not "meta" but just like Scratched Mirror or Judith Meyers or other "viable" memes it's just good clean fun when you want to break up the tedium. I have fun with it on instant down killers like Bubba/Hillbilly since it doesn't make a damn generator glow yellow like PH's newest perk (though that can have it's uses too)

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644613#Comment_1644613

    Ormond is one thing, but at least half the time I can 3 gen and maybe make something happen, if I'm not entirely outclassed.

    Haddonfield on the other hand...

    Also - sigh. This is what I'm dealing with. Decided to try a last game. On loading screen for this horror right now. Full 4 man, of course toolboxes pop out at the last second so I can't run Franklins.

    https://us.v-cdn.net/6030815/uploads/COEGRUQIYJJE/premade-jpg.jpg

    Let me know how that went and whether it was 3 toolboxes with BNPs and a medkit with Septic or just basic ole brown/yellow toolboxes and medkits (Which are far more likely even for SWFs) and perfectly fine even without Franklin's to me.

  • I don't even get mad about seeing stacks like this - it could be considered sweaty but I honestly welcome the "challenge" even if 2~3 of them get away. It's pretty rewarding to spank 4 of them when they come out like this (At least it isn't a prove thyself stack with Toolboxes... those "remove" interaction stacks are far more snooze fest for me than these comps.

  • @StarLost said:

    What a miserable day it has been. Had the day off work and spouse is engrossed in a new book.

    Decided to hammer out some games today, get some practice in, maybe get a bit better at chases and try and get out of yellow ranks finally.

    Haha...no dice.

    I wish I was exaggerating when I say that today has been possibly the end of DbD for me, at least for the time being.

    So far today: 6 games put me against 3-4 man groups involving higher ranking survivors queuing with a lowbie. You'd think they'd be nice, have some fun and earn some BP if they were going to do this sort of thing - but no, their express purpose was to get as many gens done as fast as possible and then teabag me from the entrance and mock me in postgame.

    Another 5 had me up against 3-4man SWFs, nearly all running Object and every one with full meta perks and insane levels of coordination, meaning that if I was lucky I'd get 1-2 hooks all game.

    The final 2 actually felt like my rank, where I was able to get a kill or two, practice chases against people who didn't immediately vanish off into the horizon and finally feel like I was having fun. But...yeah.

    On top of this, there seems to be...something up with lobbies. Trying to learn Wraith, but every time I pick him, two or three flashlights pop out just before game starts. If I switch to Doctor - don't see it. Does Wraith have some weird tell in the lobby that I'm unaware of? Or is this just paranoia brought on by a legitimately foul experience?

    I don't know. I really don't.

    BHVR - why on earth did you remove killer matchmaking and the matchmaking protections against smurfing? When you can clearly see that it's two or three high rankers and one lowbie (who still has full meta perks and a tricked out toolbox, somehow) something is amiss.

    Anyways, yes, cry moar and git gud and all that. But I'm starting to hit my limits here. It's one thing getting outplayed, or having a nice even two kill game in amongst the crushing defeats - however when I'm getting ground into the dirt and spat upon literally every game...it's very difficult to keep on plugging away.

    Cheers all, going to go be sad for a bit. I really do love this game - but at present, it feels more like an abusive spouse than a loyal friend.

    • EDIT, and there we go again. I join lobby on Wraith, three flashlights pop out and after checking profiles, two of the people facing me have 1k hours plus. What on earth...?

    I mean you've already heard about the exploitable unencrypted game file (since you've directly replied to me about it in another thread) that hasn't been fixed in lobbies - Hags might see more Urban Evasion and Flashlights similar to Wraith... not saying this is entirely it but it's always a nagging possibility.

    I do think a lot of this abuse is stemming from BHVR allowing steam family share to make throwaway accounts enabling these smurf squads without additional costs that might deter them from buying multiple copies of the game or spend hours deranking just to pick on new players. Also probably why there are more hackers among other things that abuse this mechanic so their main steam accounts don't get VAC banned... they could make family share have more limitations like other games or just disable it completely to help alleviate some of these issues too.

    Anyways - hope you have a better one, enjoy the Serious Sam 4 (I highly recommend Doom Eternal or even the first Doom remake if you want a similar FPS good time that isn't yet another cover shooter).

  • @MadLordJack said:

    I don't think I've ever gotten a token for saves, but that could just be the rarity of such instances. Either way, the perk is still getting a major buff: picking up survivors.

    We'll see if it's "major" but hey anything is better than zilch so I guess I shouldn't complain

    Fairly certain getting 3~4 tokens on an average match is normal though... its when the whole team is running WGLF that stacks become hard to spread around... I can see why they're trying to address competing against one another for it as it encourages hook diving for 1:1 trades just to get more bloodpoints. Honestly I'm fine with them adding flashie and pallet saves to tokens too but wish they could fix how proteciton hit events to be more consistent outside of taking a spank from a killer carrying someone... would help with Mettle of Man too (ie. Sticking myself inbetween a killer and a survivor while he is mid swing apparently doesn't count as a protection hit sometimes but being 10m away around a corner and taking a hit would... Distraction score event for that one too)

  • @SurpriseSurprise I don't believe it was mentioned yet... but if @azame has a link I'll like to see it

    @NepalibyDaylight They did - it helps pick up slugged people now.

    https://forum.deadbydaylight.com/en/discussion/194208/developer-update-september-2020#latest

  • Honestly, We're Gonna Live Forever always needed something like this incoming healing dying state survivors buff or giving a small bonus to unhooking speed (multiplicative with Desperate measures if you're worried about balance) so it has "some benefit" other than just being the nearly pointless bloodpoint grinder perk. This is something at least :we'll see how it plays out:

  • @Buttercake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644527#Comment_1644527

    Poll is interesting. Like Survivour has 1 at #1 and 2 @ #17. So confusing. Its funny cause I assumed there would be less players at 1 than lower levels. I guess I was wrong...

    Keep in mind the sample are people that are more likely to be invested in the game than the rest of the playerbase... they're on the forums after all.

  • @sad_killer_main said:

    I never understood why people say ranking don't matter.

    It matter on terms of displaying your "skills", and also if you play meta stuff obviously.

    Even tho, I couldn't care less about the ranking system.

    It's unfortunately more of a measure of time spent since with enough games played unless you're actively trolling you will most likely end up at R1 (especially as survivor just because how pipping works). This could be more accurately reflected as just a "Number of Matches played as:" counter without making people feel like they were "outclassed" when they see red colors when they were in the purple ranks etc... because let's be honest that really isn't the case.

    In my experience a majority of rank 1~3s play no differently than anyone rank 9 and below but just have more games played during this particular rank reset. A few good killers or even solo queue survivors will inevitably be hard stuck in R1 red and in theory should be getting matched with one another more often (hidden matchmaking formulas and all that) but given how partial swfs (like duos) get glued together and plenty of killers who've been feasting on potatos to rank up the skill levels vary greatly even at "red ranks".

    There's a reason most people check steam profiles in the post game lobby to get a more accurate picture because people with 8000 hours or even 2~ thousand like me might have picked up a trick or two during all that time mucking about

  • I've suggested this before:

    1) Re-make the struggle on hook mechanic. Stop making us spam Spacebar or whatever - it doesn't add tension and any bit of latency seems to kill console players according to them. Just make it skill checks just like PH's cages if you have to. People who "don't want their ability" to suicide on hook to be taken away should realize that their "leaving" the match also negatively impacts the other 4 players in the game. If you "need to leave" the esc + disconnect option is always there to leave your husk behind - I suppose players could also sandbag into the killer repeatedly but this still allows other survivors to get unhook points. If you choose to attempt to unhook yourself fail then choose to also fail every skill check you will still die in struggle phase faster - just not within 10 seconds like currently. 

    And of course this would need the disconnect husk update that was promised to us back in like 2018

    2) Disconnect husks for survivors. If a survivor DCs a greyed out soulless version of their avatar with crows flying around them remains than can still be hooked (for things like BBQ), mori'd, etc (The disconnect icon still shows up at bottom left for everyone). For survivor side - playing at least 3+ minute with a disconnected husk on their team automatically results in a black pip for the survivors. Survivors can also rescue this husk for bloodpoints/altrusim if they wish. Also for survivors if the killer disconnects at any point - they should have depip protection and automatically get rewarded 5000 bloodpoints for escaping (Survival Offering actually gives you even less bp if you are at a level where killers rage quit on you a lot if you're winning). No timeouts necessary, would alleviate alot of the "cuck him of his achievement/challenges" mentalities and whatever else there.

  • @UMCorian said:

    Trapper is better than Wraith. Wraith is unmitigated trash.

    Wraith without addons is fairly trash - Windstorm (Even the yellow one) + his other addons like Iris Coxcomb Clapper (Silent Bell) and "All Seeing" - Blood (Aura within 12 meters while stealthed)" make him arguebly a stronger killer than Trapper who is running Iridescent or Honing Stone + Blood Coil. Both are far too addon dependent and base Trapper without a brown bag is just an eyesore having to shuffle 1 trap at a time across the map wasting minutes just to setup anything at the start... Can't even lock down a loop with a single trap in many cases either (usually requiring 2 if you have to zone them to the bad side first so they can't just transfer tiles).

    Basically what @DaKnight said where Brown bag should be base kit and his other bag addons are adjusted accordingly. @Mister_xD also brings up something I brought up in other threads about Trapper buffs about reworking how Luck works, Bear traps and Pig's Reverse Bear Traps that all should just have set values so the killer (AND survivors) can make informed decisions rather than being a dice roll. Overall his gameplay is fairly strong lategate similar to Hag and both have counter play in having people dedicated to "Harass" the killer rather than letting him get to critical mass on his "web"... Trapper just needs direct quality of life changes to make him at least average in more scenarios.

  • Running from the killer and bringing unknowingly to someone who is basically 90% done their self medkit heal and having him get downed because I was running Kindred or Empathy instead of my usual Bond. Unintentional but basically a sandbag

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644337#Comment_1644337

    😄 Yes I'm aware LOL. But I also know what it's like to go up against a four-man team that are carrying all flashlights. Needless to say it's kind of hard to find the right angle when you got a toxic four-man flashlight team.

    They buffed Lightborn (Hillbilly's perk) to completely negate flashlights and even aura reveal people who are trying to blind you. If you see 4 flashlights and are actually stressed about maybe getting flashlighted (Which can be played around fairly easily as you get more experience) just run the perk and laugh at their faces as they either start to rage DC or stop using flashlights at all. Better lightsaber counter than franklins for sure.

  • I've actually noticed (and other killers probably have as well) that survivors are bringing an unholy amount of keys into matches lately... Killers are also bringing more Moris though. Might be correlated with some significance... but eh


    Anyways a small snapshot from September 9th to 24th for R1 Killer without including today's games

    R1 Stats.jpg

    Most survivors who bring keys into my matches (the 84 out of 868 Survivors) don't usually survive themselves and someone else gets to escape with it (I rarely run franklins if ever) but the Key Escapes include people who find keys from chests.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642963#Comment_1642963

    That's what I think the survivor community fails to realize. If they get a killer nerfed people won't keep playing that killer. They'll just be more spirits or whoever is the current meta.

    "Alright! We got PH nerfed. Now he'll be easy to bully............why am I only seeing spirits?"

    The vocal minority of survivor mains just move from each killer in order and ask for nerfs - there will always be one. Stridor Spirit is just the next one to be looked at then Deathslinger's repeatedly quickscoping without firing a shot without yet another cooldown.

    Given I'm fine with these things being changed including the M2 fake out that PH was enjoying a bit too much but there needs to be other things that compensate... mainly that maps need to stop having an insane number of pallet loops chained together and tons of insanely large maps to warrant nerfs to Deathslinger's (with his 110% movement) "chase" potential to be reduced. This sort of applies to PH too which has a noticeably worse ranged attack than Huntress in exchange for having torment trails/cages and 5% more movement speed if the nerf goes through correctly. His chase is weakened but his compensation is yet to be seen if it was a "fair" trade off or just a universally agreed nerf.

  • Honestly it shouldn't pop into permanent tier 3 so quickly - I had a match tonight that went similarly with the other 3 survivors giving meyers free stalk that upon looking at me as soon as I solo popped the first gen he went T3. So with basically 4 gens remaining - the meyers is running around stabbing people because 3 potatos including the obsession (because that was the stalk addon meyers was running) decided to teabag infront of meyers instead of abusing LOS to stop him from getting there. Bad teammates are going to throw games for you - just gotta live with it since its a 4 vs 1 game by design. It's like that single survivor who cleanses and gets reinfected 6x before he even gets broken within the first 2 minutes of the game... then wonders why we're getting infinite corrupt purges rained on us for the rest of the match.


  • @The_Mensan said:

    The concept of the Legion is amazing. It's the primal fear of thy neighbor. Anyone of us can potentially be snap and dangerous; it's probably the most realistic and be dangerous. DBD can implement this idea and fear by letting the Legion really resemble and fit in with the survivors. So you cannot "trust" your fellow survivors.

    The Legion will be a basic M1 normal attack killer.

    He will have Survivor height and similar clothing.

    He will move at the same speed as a slower killer like Hag. He will have a very no terror radius when he crouch (he can crouch and move at the same speed as survivor crouch)

    His special ability will be called "Blend In". If he "stalk" a survivor enough (similar to Ghostface), he can then active a new form that makes him look exactly the same as that survivor. He will move at the same speed as survivor and have undetectable (no terror radius and no red stain even standing up).

    He can pretend to work on generators (no actual progress on generators) and he can even vault over things the same way survivors can. The only real difference is that he can stab a survivor (then he will be revealed and his ability goes on cooldown for 60 seconds before he can Blend In again). Maybe we can add a quick maniacal laughter before the stab to give survivors a chance to realize and escape.

    This killer will cause Survivors to question each other, stay far away from others... It will cause real discord and distrust.

    This concept came up a few times during the initial trialer where david gets stabbed but the counterplay to a killer ONLY having this power is extremely simple and very boring - just don't go near other survivors and does Bond reveal the killer to you when they are pretending too (even more of a way to stay the hell away from others). As soon as the survivors know who they are matched against - this killer's surprise factor and ability goes into the trash.


    I always hoped purely off the name, Legion, that gameplay wise he would be some type of summoner-esque killer where you control Frank directly but direct the other 3 in various ways to pressure the map like some sort of Real-time strategy game. Joey goes running off at 130% movement speed in straight lines while vaulting windows - swinging at any survivor who runs into him. If he runs into a wall he bounces off it and continues running (think green turtle shells from Mario Kart). Susie goes into a locker and hinders people running by or slit's someone across the neck and puts them into the dying state if they try to enter her locker. Julie hides and sets up at pallets or windows and jump scares and hinders survivors who use it - since its only one at a time it would take a bit of time to deploy or could be revealed in some way so people avoid Julie. A Psuedo-4 vs 4 killer if you will.

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