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ZCerebrate

ZCerebrate

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ZCerebrate
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  • Under the assumption we are ignoring all the "DLC" killers that can be purchased by ingame shards since it would mean you are no longer a "new player" like Hag, Doctor, Spirit, Clown, Oni, Plague, Deathslinger, Blight... while assuming they got Legion as their training wheels killer (which I endorse as a good one to start with).

    Nurse's Thanatophobia could be considered pretty much "meta" on Legion specifically who can actually use it as slowdown.

    Trapper's Brutal Strength - break through pallets and walls and kick gens faster. Since new players can't tell which pallets are safe and which are unsafe they'll usually kick everything at first. Helpful at learning - strong enough as a chase perk even later.

    Hillbilly's Enduring - Literally just go face into every pallet without fear, better yet if you get a power hit then get stunned immediately to break you out. Easy M1 down with this.

    Iron Grasp - Get rid of any concerns of making it to a hook in time or getting sabotaged as you are going there. Bit of a crutch but it's nice for baby killers

    Hillbilly's Tinkerer, Bitter Murmur, and even Wraith's Bloodhound or Predator can be used basic tracking perks

    Hex: No One Escapes Death - As much flak as this perk gets it's still very strong and complained about for a reason

    Hillbilly's Lightborn - Immunity to Clicky Clicks ... ultimate crutch perk for baby killers who haven't learned to look at walls yet

    -----

    Nurse's Calling or Sloppy Butcher - Bit overkill on Legion since folks shouldn't really heal much against Legion but they're general perks for other killers too

    Whispers - Overkill on Legion but if you are new and have no game sense yet it could help them get started with their power to find the others - also helps to satisfy hunting those immersed ones who aren't doing anything waiting for hatch.

  • @Alphasoul05 said:

    I was watching a streamer playing yesterday and they were rank 2, then they started playing today and now they're rank 10. Leaving a game doesn't drop you 2 pips, it drops you 1 now, and you'd have to basically afk to get the final derank.

    That means they would have to leave close to 40 games, as there is no way they would simply play out 40 games off stream and be 100% useless to avoid a black pip, and more likely you would play another game while you do either way.

    Isn't it kind of ironic to complain about playing against "sweaty tryhard" killers or how it isn't fun at red ranks as a survivor, but you then willingly ruin the game for four other people in 40 games. Then, you happily do 4 man SWF to bully and ruin the game for dozens more killers until you hit red rank on a stream, only to do it again, and again, and again?

    If you didn't get your timings incorrect and it wasn't the rank reset then yea that's a pretty ######### streamer and I would put him/her on blast for being a dick, encourage people to unfollow, etc etc.

    I've seen quite a few randoms folks just "deranking" especially on killer that I don't understand what compels so many people to go that route rather than just... playing the game? Even the most "stressful" tryhard teams can't be nearly as boring as spending hours to ran down from R1 back to R10.

  • @Toastyy said:

    Can’t hook survivors, can’t vault windows, Oni can’t pick up his blood orbs easily. There’s so many things wrong with killer right now it’s impossible to play. I’ll be uninstalling after I finish the pass because it’s just not worth my time anymore.

    https://youtu.be/Evm3ZMKo9VE

    Probably fine to put the game down for awhile - I usually take prolonged breaks from the game too but there really aren't many asymmetrical multiplayer experiences like this anymore with Deathgarden being shutdown, Evolve going into the toilet and Depth being rather lackluster. Still waiting for something similar - even as buggy as this game is it still has its moments for me

  • He's plenty strong enough due to his 230% mobility - though a bit dry in gameplay choices once you understand how his kit works.

    Now conceptually... I have to agree that I was a bit disappointed that we didn't get a werewolf or an absolutely two-faced skill like Dr. Jekyll and Mr Hyde which would be somewhere in the plague (Corrupt Purge vs Vile) or Oni Blood Fury type transformations. They had more potential for a "cooler" killer concept but he's different enough that I've had fun playing him

  • It's currently a bug and only happens about half the time and more often on specific killers. Tooltip still says 5 seconds and will give you that full 5second stun more than half the time from my personal experience as a survivor and as a killer (when I choose to eat one). Will probably get fixed eventually because whatever randomly makes it a 2s pallet stun duration is obviously not intended - unless they are shadow testing it on us to gauge reactions.

  • @Heartbound said:

    Unless you play a ton you're probably not gonna make it, but that's the point of the rift. It's not for casual players. (I only make it to about tier 50 each time I try.)

    I think the reasoning is that if you hardcore push through it, and use the auric cells you get from the rift to pay for the next one it's always free. But that's a tall order lol.

    Definitely the Fortnite model to battlepasses and I'm fine with it since it keeps the hardcore "gamers" keeping more matches going which in turn keeps queue timers lower. Rifts are just crummy cosmetics and usually charms anyway - no big deal if the average person doesn't bother with completing it or "dumps cast to buy rift levels" (BHVR wants this outcome)

  • I got robbed of one for 3 hooking three survivors for sacrifice, two hooking the last guy then having him DC right at the end when I downed him. Some how that gave me a gold Devout for that match so I had to play another 2 matches just to finish that archive... honestly not the best node to open Book 4 with.

  • O rly? I must be imagining things...

    https://forum.deadbydaylight.com/discussion/190872/blight-is-the-worst-killer-in-the-game#latest

    https://forum.deadbydaylight.com/discussion/191909/im-starting-to-think-the-blight-is-just-a-noob-stomper#latest

    https://forum.deadbydaylight.com/discussion/190194/blight-changes#latest

    https://forum.deadbydaylight.com/discussion/189599/the-blight-is-weak-as-hell#latest

    https://forum.deadbydaylight.com/discussion/191886/blight-turning-speed-and-mecanic#latest

    https://forum.deadbydaylight.com/discussion/191801/adept-blight#latest

    https://forum.deadbydaylight.com/discussion/191290/ive-been-playing-blight-non-stop-since-release-here-are-my-thoughts#latest

    https://forum.deadbydaylight.com/discussion/191744/i-dont-think-i-understand-how-to-play-blight#latest

    https://forum.deadbydaylight.com/discussion/191952/blight-is-decent-but-he-needs-a-flick#latest

    https://forum.deadbydaylight.com/discussion/192041/the-legion-vs-the-blight#latest

    https://forum.deadbydaylight.com/discussion/192007/the-blight-needs-the-oni-flick-and-anyone-comparing-him-to-nurse-is-just-being-ridiculous#latest

    https://forum.deadbydaylight.com/discussion/192181/blight#latest

    https://forum.deadbydaylight.com/discussion/192093/why-is-blight-getting-gen-rushed-so-fast#latest

    https://forum.deadbydaylight.com/discussion/192173/legion-and-the-blight#latest

    ---

    That's just a cursory scan... I could probably find 10~15 more. This is not from PTB time but post chapter release - not even talking about his Compound 21 addon which was nerfed (I believe from 16m+6s to 8m+3s in response to those threads).

  • @Rareware0192 said:

    Countless times I’ve tried to use this perk’s effect and no matter how many times I try to heal someone while I’m injured, or even point at them while they try to heal me, they keep insisting on wanting to heal me first. I want to love this perk especially when paired with We’ll Make It but it sucks that it’s in the complete mercy of someone else.

    Could there be an icon on the teammate’s HUD that notifies them that I have Solidarity equipped?

    It's a weak (niche) perk in general but little tweaks like this would make it user friendly.. lots of perks on both survivor and killer side that need little things like this and they would be remotely worth it

  • Wait til I get a Pink Mori Shell that homes in on the guy who did the most generators. Doctor has infinite lightning bolts... op.

  • @KingFrost said:

    Extinction of Hope is Yikes.

    Obsessive will take around 10 games to complete unless you have an obsession changing perk.

    Can we get a Wraith challenge that isn't "Hit from uncloaking x# times in one trial!" please?

    Devout Iri emblems are pretty rough to get. Prepare to face some killers ready to slug for the 4K.

    On the survivor side...

    Stun the killer 10 times... what is it with stunning the killer that the devs are obsessed with? I kind of wish they'd come up with some new challenges.

    Avoid 5 basic attacks isn't too bad, you just have to get the killer to whiff.

    I feel the devs have lost all creativity when it comes to challenges. Most of these are been there, done that, got the t-shirt. Others are slight modifications of old challenges.

    For Extinction of Hope any expose + kill counts as long as you have DH equipped whether the hex gets broken or not.

    Just play Ghostface or Meyers - get 5 hooks, and Green Mori one person. Done in one match


    Could also go the fun path of Hex: DH, Hex: Haunted Grounds, Hex: Thrill of the Hunt, Hex: Retribution... but that's up to you

  • @Maxwell said:

    Way for killers to go around it and still get it done: Green Mori, and other perks that grant the exposed status. You can get the challenge done with Devour Hope cleansed, if it is like the third seal and ruin challenge.

    Probably - can also bring other expose stats like Ghostface's power or even Meyers but maybe going through 10 queues and instant disconnect each time would be more productive :rolls eyes:

  • @Sunbreaker7 said:

    I literally managed to pull DS near the exit gate but the killer recovered from my stun almost immediately and chased me down before I even reached the exit gate where as before this very short distance was no sweat at all.

    This has happened 3 times now and at first I thought it was a bug but no, these killers recover from the DS stun in mere couple seconds and is right behind you before you can run to any pallet, window, exit gate, or anything. What is going on?

    It's a current bug with numerous complaints on it. It happens more often on certain killers and seems to reduce the 5 second stun to a 2 second one. Half the time DS still works as intended so definitely wasn't a shadow nerf to the perk

  • The rip-cord engine revving noise would be fine if it was done a single time when a generator is being touched for the first time at 0% and again around 95~99% percent. It's when each generator makes repeated heeving lawnmower noises on a short loop while the survivor touches 2 wires together that it's like "Why are our headsets being attacked?"

  • Get pebble'd!

    I did see some strange red herring explosions (after checking that was the perk in post game) that were outside the walls. Maybe they broke something again while trying to add generator car engine noises...

  • @normalusername said:

    Hacking in this game has been getting worse in recent months and the devs haven't even acknowledged this with any mention. It's making the game downright unplayable and they think they can just block their ears and ignore the problem. You can't keep pretending hacking doesn't exist, it does and it's unfun for us to deal with.

    My assumption at this point is that hackers are more prevalent at brown, yellow and green ranks due to most people with thousands of hours rarely encountering them (more likely to be sitting in R1 just by quantity of time). This could be due to people making new steam accounts to "family share" themselves in then start hacking without fear their main account is VAC banned or to have to purchase the game over and over again if they do get banned. In that case, if it is as much of an epidemic as these forums make it seem - they need to address issues like that especially with family share + new steam accounts.

  • @ImighthaveDS said:

    https://forum.deadbydaylight.com/discussion/192184/what-s-up-with-gens-sound-now

    They def needed to add an extra sound to replace the clinking. The new gens were too quiet with just the sparking. I actually love the new sound and makes a perk like Technician more viable if you feel the absolute need to do gens quietly.

    Technician just reduces the range the sound is heard by 8 meters for the killer (as a survivor you won't be able to see this effect) as it isn't a straight reduction in noise like Iron Will vs injured moaning.

    A majority of complaints isn't even that Killers can hear them working on it or not - it's that it's an ear piercing grating annoying revving noise that the survivor is forced to listen to now that stacks on other survivors doing the same rip-cords. Lawnmower noises wouldn't have even been necessary if they made the clinking noise equally loud - if anything the noise pollution as a headset killer doesn't give me any real advantage as someone who could hear survivors working on gens as it were.

    Edit TLDR: Just crank the volume or keep the same sounds for the killer's hearing now if they think it's balanced but tone that racket down for survivors who don't enjoy listening to annoying noises just for doing their objective

  • @Lux_Kn1ght said:

    Im a rank 1 surv and a rank 4 killer, i play both sides evenly and have seen a lot of amazing things.. anyways, on a lot of threads about tunneling, camping, face camping, blahblahblah, most comments are going on about how it gets better as you rank up and in rank 1 its " rare " for survivors to get face camped... " rare "... not to be a party pooper, but that is a lie, I'd like to realistically notify that at least with no exaggeration, 7/10 games i get face camped or tunneled, usually after being spawned 4 meters away from the killers terror radius, the amount of times I've seen it and it happened to me where someone gets downed in the first 10 seconds because survivors spawn in a deadzone against killers that specify in ending chases quick, getting hooked, then as the killer begins to leave the hook some meghead picks someone up with no bt, the first person hooked now goes down in 1 hit, then gets moried before the first gen gets completed, and as the game goes by the killer may end the game with all 32k points but the survivor moried in the first 20 seconds of the game? 200 points for boldness and a depip. my girlfriend made an account recently and shes rank 16 now and nearly every game she plays shes camped and the killers bring mories, im rank 1 and every game i play i or someone else is camped and the killers bring mories. and the fact that people comment on threads like this saying " do swf, bring ds, bring bt, dont get caught at spawn, looping exists " me and my girlfriend play on 2 completely different skill levels and deal with the same things every game, i would consider myself a good looper being as, if im not caught at a deadzone in the first 4 seconds i can loop for 2 gens with ease sometimes more depending on the map set up, my girlfriend absolutely can't loop even if shes given shack into long wall into jungle gym. but the main thing about this thread is about survivors losing ranks getting 500- points and killers gaining ranks possibly getting max games simply because getting 1 person dead early pretty much means hatch game for survivors which is also hard to win as survivor with rng.

    not speaking as a survivor main, or a killer main, survivors definatly are simply stronger as a team than a killer, but when killers are dicks that know what they are doing, they are stronger, but the game seriously needs to not reward killers for destroying a survivor immediatly because that survivor doesnt always want to run 2nd chance perks, also ds is useless against mories so dont start with that.

    1) I wouldn't say that's rewarded by the game's emblems or bloodpoints for removing that survivor immediately. Each survivor is a potential bag of bloodpoints for hooks so just mori'ing them off first hook is a momentum move if you've already lost control of the match or you're throwing your potential 32k away (2 pip isn't even possible with mori).

    2) Your sample size of 10 games is pretty small, most of the people saying it's less likely to happen at R1 aren't lying to you. People get completely face camped maybe less than 1/10 times at that - unless the gens are done and doors are 99%. This experience is shared among forum people here, reddit folks, streamers big and small over thousands and thousands of games. What you're describing "shouldn't" happen that often unless you're having an unusual string of bad luck.

    The exception that might pertain to this post is that it's still around rank reset where MM fails everyone for a dozen games and that Fresh R1 might not be getting treated as such either way

  • @Exerlin said:

    Resilience isn't worth it man trust me

    take pharmacy instead of something

    Also posting this here:

    https://us.v-cdn.net/6030815/uploads/EX1N8RPBXP28/image.png

    I mean sure a green med kit is better compared to the Self-care meme but Resilience helps in everything... including totems, generators, VAULTS..

  • @zdw01 said:

    I literally have come up against a good 6 killers in the last 2 days that I have been lagging so much and it was so bad that when i was unhooked I ran to the other gate and then it said I was hit and went down. Literally killers are the host of the game, so make sure they have good connection!

    Thats my personal opinion btw

    Killers haven't been the host of a game in awhile (Where the jokes of DEADicated servers came about because how bad hit validation was with things like Dead Hard or Vaults).

    Lag goes in both directions "according to" this new system they've implemented where the person who has more lag is always at a disadvantage (HA) and with these new 60 tick rate refreshes these issues should've disappeared completely! (HA.. again).

    More seriously, my experience with laggy killers hitting me after I've vaulted a window then walked 5m away then getting sucked backwards still seems to happen and me hitting laggy survivors who make me stutter to pick up or hook when I'm on Killer. Probably nothing we can do about it and just hope the continued fixes by the devs eventually make it better across the board since it has gotten somewhat better since dedicated servers were first introduced

  • @gatsby said:

    They're basically the same concept, but Blight is a better execution. An M1 Killer with high mobility to get around the map and find chases. The difference is that Wraith's power is literally just mobility, while Blight's is much more versatile because its mobility and helps in chases.

    I bet in a speed run test Blight could see a Survivor on BBQ and zoom across the map to start a chase with them faster with Wraith could. If you really wanted to see the parallels, you could give Blight the add-on that makes him undetectable while rushing (Vigo's Jornal) than he'd literally just be better Wraith.

    You are completely correct that a Windstorm Wraith is at times functionally the same 115% M1 killer as Blight during chases without the option to run down W holders.

    Blight's Rush is 230% movement (Same as Hillbilly without the charge) if you bump something every 3 seconds to maximize it at 15s~ of that speed to traverse (More realistically like 10~12s). Cooldown is 10s maximum (2s base per charge without addons)

    Wraith's base cloak is 126.5% with Windstorm adding yellow (140.3%), Green (144.9%), Purple (149.5%) with a 3s uncloak and 1.5s cloak time by default.

    The playstyle difference is that much like Legion, Wraith will often try to body block the survivor to create a dead zone so their 1s speed boost will be enough to land them a hit. Blight cannot do that given his power BUT his is arguably stronger than that during chases inbetween pallets or when converting a lot of tiles into dangerous ones by good use of your power.

    If collision on certain objects across maps were smoothed out to match their visuals more accurately and his FOV was raised to more accurately match his model - Wraith actually being worse than him even with his key Windstorm addon (If we consider Blight's Pink Compound on the equally powerful as Wraith's pink addons which are pretty strong).

  • @MadLordJack said:

    Great, because there was no playing around it. It was just constant, free wallhacks, with a bonus serving of knowing if someone was in a locker nearby. You cannot "adapt" to that, you just have to hope the killer sucks.

    The bonus bloodpoints even through lockers had to have been unintentionally because it makes it better than the purple seeing addon just by being able to immediately clear some groups of lockers in garage tiles or the temple locker tiles

  • @EuphoricBliss35 said:

    Did we really need to change this? It is incredibly loud, it drowns out hearing and as killer I can 100% tell when a gen is being worked on, seemingly from even further away. I really don’t want to hear a 1978 ford pinto trying to start up all game

    You've gained a superpower from playing so much killer. Time to take to the streets with a red leather suit on and wipe crime off the streets of Hell's Kitchen

  • @Xbob42 said:

    Yeah, he hunches over a little bit, but nowhere near as much as his perspective would imply. His head is still quite high up on his model, yet his camera feels like it's at survivor's butt level. Great if you're chasing Jane, I guess, but not for much else.

    This makes him more annoying to play than he should be. Easily losing survivors who can still easily see you (it'd be one thing if he was actually short enough to be hidden by the objects he can't see over...) is quite annoying.

    Is this design intentional? You can of course still do very well with him, but this isn't even really about doing well so much as making the game more pleasant to actually play. Following scratch marks you can barely see on certain maps is just tiring.

    Make my boy taller! Just raise that camera up to where it is on his model and he'll be fine. I should not be so short I can't see over the tiny waiting room chairs in Lery's, for example.

    Alternatively, make him an actual 2 foot tall goblin so I can be a sneaky little man.

    Probably design intentional to help his "bumping" slam aiming or whatever... but it's been getting quite a bit of complaints especially since he is a very FOV reliant killer and losing people over low walls is a bit much. Hopefully it gets addressed as plenty of complaints have come up on the feedback section - this is probably the 5th+ thread started on it

  • @DrBrain said:

    https://forum.deadbydaylight.com/discussion/comment/1624511#Comment_1624511

    This is the most entitled survivor main post I’ve ever read. So what you are saying is, you cant win unless you and your friends are on comms running OoO and trolling the killer right? smh

    maybe people dont wanna be tryhards 24/7. Maybe they wanna level up there favorite killer without getting gang banged by people who have the same mentality as you do.

    why dont you take your own advice and solo que for awhile. “Use it as a learning experience to get better” 😒

    Quite an aggressive reply to someone who didn't say anything explicitly wrong. You can see plenty of absolutely garbage 4 man squads if you look through their friends list even in the post games of you crushing them. Speaking of which I would actually request that people who are partied up together just be revealed in post-game scorescreen to killers have a more accurate picture...

    I've tracked over 300 games at R1 Killer and been "4 toolbox with BNP + Prove Thyself" death squaded a total of 3 times. Most of the other SWF groups when I bother to look it up (time consuming once again) are usually 2~3 mans with randoms... even the 4 mans aren't usually so truely "sweaty af" that you can just have fun anyway. R1 solo queue as Survivor isn't really that frustrating for me either - not nearly as much as the forums make it sound unplayable.

    As for the original suggestion - Honestly queue times are already pretty long as it is (As a killer), I would assume it would increase SWF survivor queue times into ridiculous lengths and maybe even drive more of the playerbase away. Slippery slope toward that "not enough players to sustain this multiplayer game's queue times" which is why things like crossplay were introduced in the first place. Honestly not even sure why it's an option to turn it off anyway since it just splits the sparse playerbase even more and counteracting against the original implementation of it anyway

  • @AhoyWolf said:

    I remember that he could, I didn't play Myers for a while, is it a bug? Because if it isn't, why does his addon Judith's Tombstone still tell that you cannot stalk while in EW III?

    To my knowledge you could and still can stalk in EW III to help locate survivors (it doesn't effect duration/charge at all) while slowing yourself etc etc. Judith's and similar addons disable this highlighter move that makes survivors glow white on dark maps.

  • As a killer, I have a habit of farming for bloodpoints or hooks rather than just taking someone out of the game at times to "win the game". Not directly face camping but when you hook 2 people and they didn't rescue the first person yet, the "ideal" play is to stand near the 1st guy to force a phase 2 since it's coming shortly anyway but I usually just let them rescue so I can down them again and get another hook. I might be breeding the greedy gen finishing survivors who don't go for rescue immediately.

    As a survivor, I believe my random allies will do anything more than hide in a locker or crouch behind a rock waiting for everyone else to die so they can hatch out and still depip. I've been shown repeatedly that given 0 heartbeat or spine chill on the otherside of the map - a lot of survivors will just creep around rather than do an objective but I still have some mistaken bit of hope. Probably the other reason I never really give up as killer until I see the score screen since pepegas will pepega.

  • I made a post about this a few days ago after noticing certain pallet loop/jungle gyms without a single pallet spawn which should be exceedingly rare if possible at all. Running to a jungle gym and noticing it only has a single window vault and the closest pallet loop outside of it doesn't even have a pallet just marks it as a dead spot for me... which definitely seems like it's increased on maps like Red Forest which as a survivor I dread going to as it is.

    As a Killer, I'm fine with this change... now if they would only address the same thing on Ormond or Hawkins which is just literally infested with pallets.

  • Legion should get a full out rework in the same line as Freddy rather than a buff.

    @ZCerebrate said:

    https://www.youtube.com/watch?v=nycaCnKqXh4&ab_channel=IGN

    So a thread from @blackhat112 made me think about what a rework would be that wasn't just "Make his Deep wounds faster and viable" since it was already nerfed into the ground due to people hating the mechanic to begin with since release. I still remember my initial thoughts watching the original legion trailer and then being massively disappointed by the implementation and aim to correct that.

    Legion a merciless gang of four individual that work together– I would’ve played into this entirely rather than the disappointing purely cosmetic fiasco it has turned into. The entity has merged the 4 souls into one and they all appear from Frank’s body like some Xman mutant “Multiple man”. The personalities are canon to the Lore from Tome III.

    Frank Morrison the callous leader: A 115% M1 Killer that carries his friends’ souls and directs them to help him satisfy his dark urges (Kill etc etc). Julie and Susie require no more time than Freddy setting a blood snare – Joey is an instant activation just like now but has the followup stun and cooldown. He can call back Julie and Susie at the touch of a key but requires a cooldown to reset them (can be reduced by addons). He can also pretend to work on a generator and completely eliminate his terror radius and showing up on survivor perks like Bond as a teammate – making the same generator noises without doing any actual progress (Thematic to the initial trailer we got for Legion). A regressing generator will still regress if kicked by Frank before he does this.

    Julie the socialite girlfriend: She can be directed to crouch near a window, pallet or even a nearby wall to standby. Any survivor who passes near her from from infront of her will be slashed across the ankles causing hindered, a yell of pain and hemorrhaging without a loss in health state. She could be the one tied to more status addons like Mangled and Blindness up to a Iridescent one that allows her to even damage survivors in exchange for not hindering etc.

    Susie the shy and once naive girl: She hides in lockers quickly without a noise when directed. A Survivor opening the locker door that Susie is in results in an immediate dying state as a small knifed-hand comes out and slashes the survivor across the throat. If a survivor approach her locker and Frank calls out to her (button prompt while looking at locker) she will jump out and swing wildly injuring those around for 1 health state.

    Joey the showoff with something to prove: Frank stands still and your perspective is the now the running Joey who has Legion’s current feral frenzy with him being able to vault pallet/windows and hit for non-lethal damage (No longer applying deep wounds) which cancels if it hits an already injured person or if the duration runs out where he evaporates... after a short audible stun cooldown time you resume control of Frank at the original location. Joey can check lockers and inflict a single health state for people hiding in them (unlike current legion who just grabs them straight out of frenzy) – this will never result in dying state.

    Let’s give Legion uniquely 4 Store cosmetic slots so you have to equip each one individually and make Behavior some money for the work they would put in on this rework too.

    Is the above balanced or even viable? No idea since it would require some number adjustments and testing but the idea that a killer makes the game a “4 vs 4” just seems extremely appropriate even if it isn’t in the meta sense.


  • Pyramid Head - ontop of being a 115% killer with a range attack to deal with loops if he is playing correctly and canceling his M2 unless its a sure hit... you also have to look at the ground for his preset traps that last around 2 minutes when running around the map because Torment is a painful way to get Mori'd on deathhook when your random teammates farm you

  • As backwards as it is - it doesn't.

    "Damage Generator" is a specific defined action in this game when the killer kicks that generator.

    Surge causes an explosion and it's own perk specific regression which somehow doesn't fall into that archive's narrow definition. Same for Hex Ruin

    Edit... because of Crowman. It shouldn't to my recollection but since this man says otherwise go ahead and try it and let us know

  • There was an error rendering this rich post.

  • @greekfire774 said:

    Im curious, does hex: undying have synergy with haunted grounds? Like will it keep replacing haunted grounds and effectively give you 4 exposed states or no?

    It works that way sort of but Haunted Grounds spawns 2 hexes by default and AT least one has to be dull for the other to get moved to it (maintaining the first one) but if the survivors are thinking at all then Haunted Grounds should at most activate twice during a match (with the meghead possibility of activating 3 times).

    Undying + Haunted means 3 Hex Totems and 2 Dull Totems.

    1st Situation BOOM Undying breaks first. Meaning 2 Hexes + 2 Dulls on map. When either are broken it's a single Haunted Grounds for the match.

    2nd Situation BOOM Haunted breaks first and exposes everyone. Meaning 3 Hex Totems + 1 Dull Totem left on map.

    BOOM Undying now Breaks, leaving 2 Hex and 1 Dull on the map. Breaking either does the 2nd Haunted Grounds for the match.

    Instead... BOOM Haunted breaks again and exposes everyone. Meaning 3 Hex Totems left on the map (Undying and Haunted Ground Totems)... A survivor (regardless of solo or swf) should not be breaking any more totems as you have been exposed twice already proving the existence of Hex:Undying and Haunted Grounds combo WITHOUT any other hexes mixed in. If they break Undying after the 1st Haunted Grounds - there is a small chance they have to expose one more time just incase the below strategy is in play to protect a final hex perk but still in that scenario 2 exposes should be the max you get hit with.

    ----

    But what if it's Hex Undying, Haunted Grounds, AND a 3rd Hex like Ruin, Lullaby, Third Eye or Blood Favor (These are all exposed as a curse unlike Devour Hope immediately). So as a Survivor you know they are out there even if you haven't see the hex yet AND when they deactivate after breaking them through the status symbol.

    So in this scenario it's 4 Hexes + 1 Dull Totem

    If Haunted Activates first - it's 4 Hexes with no Dulls.

    If Haunted Activates a second time again it will not respawn as there isn't enough Dull totems left. Meaning it converts the unused Haunted into a Dull totem like normal (as Haunted Requires 2 totems to be hexes at once). It's now 2 Hexes with a Dull totem so the survivors know to keep breaking totems (Ideally the dull one first to prevent a Ruin respawn for example). If they break Undying first then Ruin - their Cursed Status will disappear, knowing they are good to go even while leaving that last dull totem out there.

    This is THE ONLY scenario where a completely hidden Devour Hope can completely ruin that dream if the RNGods bless that killer since the cursed status doesn't show up until you get exposed at 3+ tokens. It's still a very high risk combo considering it resets tokens if destroyed so could potentially null the DH's effect even if it respawns

    ----

    TLDR: If you get into a scenario where you get Haunted Grounds twice then pay attention to your screen to see if you are still "Cursed" on the HUD near where your Exhaustion symbol will be. If you aren't then don't cleanse any more hexes and it will maximum expose you twice as long as survivors don't make the mistake to continue cleansing. If you are still cursed after 2 Curses then there are no more haunted grounds on the map so it's safe to cleanse everything.

  • @ZCerebrate said:

    So off the top of my head I had a couple of those meme-linked stereotypes floating about that have come up with survivors over the years and wanted to help bring them together. If you guys have any to add please feel free to - though it being a known meme or something would be nice.

    ----------------------

    Dwight Fairfield - Likes to Gen Jockey by design. Old Stereotype that they're bad at chases and hide in lockers often.

    Meg Thomas - Likes to early drop Pallets and has coined the term "Meg-head" due to often vaulting into killers or making obviously bad decisions.

    Claudette Morel - Blendettes like to hide in bushes and crouch in corners against brick walls. Stereotyped to watching her friends die on hook while massaging her thigh.

    Nea Karlsson - Actually the Entity and hidden Killer mastermind in this game. Streotyped to sandbag teammates and creeps around the map in urban evasion.

    Jake Park - The mute that refuses to scream or groan in pain. He leaves plenty of scratch marks and blood because he forgot about those but he's like the average guy trying to stealth but makes wet hamburger noises to communicate with the killer.

    David King - (Credits to pwncxkes for reminding me) Mr. Super Altruism. What my teammate is in trouble? He will run one thousand miles to get to them. What the killer is face camping? No problem - will rescue without borrowed time because he can totally Dead Hard immediately, right? Exhausted, miles from the nearest loop and still in the red stain of the killer... David will question his life decisions but regret nothing.

    Laurie Strode - Buff girl on campus. She has a big stick and is stereotyped to chase the killer on occasion like an annoying Karen telling him to live better.

    Ace Visconti - Quietiest Looping "Genius". Stereotyped to be allergic to Generators and would rather spam vaults or flashlight click to incite chases rather than be "bored" ever.

    William "Bill" Overbeck - Was pretty cool in Left 4 Dead... now he's surrounded by even bigger pansys that he usually has to end up dying for.

    Feng Min - "Gamer" girl - she wears bunny hoodies and takes the game extra seriously. Similar to Ace but a little less allergic to generators.

    Jane Romero - Thicc girl who obscures the camera and somehow squeezes into lockers a lot. Unlike Dwight - she gets a pass because her booty doesn't quit.

    Adam Francis - Hides in Bushes and against rocks aka a male Blendette. He might be a cool guy once you got to know him but institutionalized to be a loner throwing rocks (*maybe I should go here...*)

    Jeff Johansen - An out of shape Jesus-wannabe oaf gasping for air from the shortest of jogs. May be a smoker.

    Quentin Smith - The red-headed stepchild that no one plays... (credits to Oxygen for the following) Someone on the spectrum of being an absolute Savant or a low functioning autistic man.

    Steve Harrington - White Knighting Simp who cries in pain and fright at every little thing but will die in 1 for 1 trades as long as it's a female friend.

    Kate Denson - (Credits to PigMainClaudette) Cosmetics prom queen and Belle, more worried about looking good rather than blending in or even surviving. Exceedingly average at everything else.

    Detective David Tapp - (Credits to Toybasher) - Immersed in all black he'll hide and do generators but more importantly if you try to slug and leave him on the ground he will be crawling away at a tenacious mach 2 holding an unbreakable soul guard in wait. Pick up the cop and don't be the monologuing villain of the movie.

    Ash Williams - (Credits to TheWarNung The class clown. Full of pithy quips but plays kinda goofy, like you're not sure whether he's just bad at the game or more focused on memeing than survival. You loved him in those movies, but here you kind of wish he would stop sputtering raspberries at the killer because it's sort of giving your position away.

    Nancy Wheeler - (Credits to TheWarNung) The more terrified version of Claudette. Likes to play stealthy and immersed, but finds it a lot harder to pull off then Claudette because you usually find her wearing a bright white shirt. Has a bad habit of hiding in lockers and hyperventilating whenever the killer gets close.

    Yui Kimura - Ms. Protection Hit farmer. What a survivor got downed a mere 4m from the closest hook? Time for Breakout to shine, as long as I take a single hit that guy is sure to struggle ou... damn SO CLOSE.

    Zarina Kassir - Tough cookie on the outside, crumbles easily. Don't let her aloof and hardened demeanor fool you as she whines and wanes and begins to panic and abandon her friends to escape as the match gets harder. Door opens? She's gone.

    Ceryl Mason

    ... Felix Richter

    Have any more for you guys to add that aren't just "This one Yui that I saw was breaking totems so she just wants to bone" etc etc. ?

    https://forum.deadbydaylight.com/en/discussion/189015/survivor-stereotypes-and-reputations/p1?new=1

    I made this thread before :P Kates were relatively less stereotyped

  • @MrPeterPFL said:

    Beside this I haven’t seen one single thread of anyone complaining about Hex: Undying.

    @BabyDweetMain I'll link a thread here but it's more from actual replies in various threads and not threads themselves. Post game lobby and other places like reddit have similar threads or replies

    https://forum.deadbydaylight.com/en/discussion/comment/1619314#Comment_1619314


    @dugman said:

    Devour Hope actually isn't that good totem to pair with Hex: Undying because it loses all its tokens when it's cleansed and it need to have 3 tokens built up to get you an Exposed hit. So for instance you could end up hooking twice, getting two tokens on it, then the totem is cleansed and reappears with no tokens and you have to hook two more times just to get back to where you were. And that's out of a maximum of 8 possible hooks that can generate tokens on Devour Hope.

    Ruin and Haunted Ground work great with Hex Undying though because those Hexes don't use tokens.

    There are still situations where DH gets cleansed immediately and moved to a safer spot before even your 2nd hook. I'll concede and say Retribution or Thrill of the Hunt are other options to guard it if you're worried about when they cleanse it to reset it after you already got it to 3 tokens.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619990#Comment_1619990

    I had an idea for this. The killer cannot depip when playing against swf, and gets a triple bloodpoint bonus in all categories. Only 2 items are allowed per swf.

    I'm fine with whatever along these lines up til the only 2 items per allowed part. The entire point of leaving SWF alone to not kill the fragile playerbase as it is to allow folks who want to cooperatively play casually together be left alone to do so. They're pretty set on not alienating that portion of the playerbase for a reason.

    First Suggestion: Add ingame voice chat options or at least typing or preset macros that the devs decide on (if they are worried about toxicity of survivors to one another) to level the playing field by bringing solo queue more in line with SWF without hurting their own bottom line. Coordination will always be better with friends who know your relative skillsets but it'll be perfectly fine to BUFF UP those Killer perks and powers with the baseline assumption that all survivors are running at the same base capabilities of info share.

    Now if what OP said is true and this is completely discarded as a potential solution already by the developers themselves...

    Second Suggestion: Just give an indicator at the scorescreen after a game is over on who was paired up with who among the survivors, not visible during the game at all or during the pre-game lobby. Give a significant bloodpoint bonus, Depip wouldn't even matter if you get 2x~3x your 20k BP loss making it more than the 32k limit before even accounting for BBQ or BP Offerings... well it shouldn't bother the depiping killers but then again there will always be those who just want all survivors to get downed and hooked together at the touch of a button.

  • @Blueberry said:

    I'm actually surprised I haven't see more Soul Guards either. There's so many people running hex's that its effect is much more reliable now as well.

    Honestly always see Soul Guard being played alongside Unbreakable (Even in examples above) - think people never read the last line that they can recover from Dying States as long as they are Cursed by a Hex

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619217#Comment_1619217

    I've seen people want spirnchill to be nerfed despite the fact it's good and not meta.

    2020 Meta Snapshot.jpg

    Not sure if Spine Chill is not meta when it's top 6 for my red rank games on Killer. I tried to make a post about this before about AT THE VERY LEAST giving minor buffs to at least one of an Auric tied survivor's perks at the bottom of the list (Like Ash or Quentin's Perks) because it would at least gain them some more people buying them again. Ash currently doesn't have a useful perk and Quentin's Vigil is arguable for most people

  • @JohnnyB1491 said:

    There is no perk that allows a killer to see ALL 4 survivors in the first minute at different parts of the map with nothing having been touched yet and it happens a lot. For those that say cheats are hard find you must be new to PC gaming. It's ridiculously easy. Quit defending cheats, cause it makes you seem like one also.

    That "cheating" is most likely just the killer coming with experience, whispers lighting up or his audio being turned up to hear survivor breathing

  • Taping stalk for the first time regardless of where they are just turns you to Tier 2 as a base. Tier 1 being a button press to leave at the beginning for people who don't want to spend a second in psuedo stealth slowly at 105% - letting survivors get gen progress while you slowly walk across the map and stalk for a few seconds to turn it off... while those who want to approach stealthly for their first hit and not reveal who they are immediately to the survivors can still do so. Leaves the current options open for addons as well without having to change too much since Evil Within II would still act exactly the same.

    Honestly Meyers having a 16m Terror Radius at EW2 with Monitor & Abuse reducing it to 8meters still makes him extremely fun in many scenarios that just solving EWI wasting time would instantly raise him up in most people's Tier lists.

  • @Zeidoktor

    The aim point used to be up and to the right of the center of the screen. People got used to this... but blinds were OP as hell

    Then it was changed to above the center of the screen. People got used to this one again... it's been like this for quite a while.

    Now it's the exact center of the screen as of this most recent patch... I guess to be more intuitive but folks used to just before it might struggle for a bit.

    Contrary to what people are saying the "Aimpoint" on the killer model has been the same - test it out while jiggling the flashlight while its on and note the beam narrowing.

    Still managed a few flashlight saves though I start slightly earlier just because I have to aim adjust for a moment again. Haven't noticed any problems yet even against PH or Blight, who notoriously is gaining some reputation as being "hard to blind". Not sure if the new angle is my favorite especially with being too close to the killer because it cants the aim due to the survivor model and third person view. Anything from 5m+ has been perfectly fine for me though so try standing slightly further away.

  • @ringwinning said:

    Or both, neither? What's best for solo queue in your experience?

    Overkill to do both as there is a lot of overlap with aura times - Kindred, Bonds and Empathy fall in that general one off group (Up to you if you want to run more I guess). Kindred is strong because it gives map wide information for who is going for the rescue, including if the killer is face camping and even provides the same information to your randoms when you're the one on hook. That change alone pushed it into favored territory BUT

    I'll disagree with the other 5 folks above me and say Bonds is by far the strongest aura perk out of the 3 for personal information and decision making. It's a constant effect meaning you can make a lot more on the fly decisions which fits my playstyle.

    1) See someone nearby working on a gen but gotta do something else like a hex totem nearby first? See him getting chased off in the gen and no matter how loud that terror radius blares momentarily- you know you don't have to worry about getting trapped in an awkward spot breaking a totem. You can go finish that gen he was working on afterwards as well...

    2) Generator coordination even with a complete random team can be actively done by you alone by having information of nearby teammates. Game starts - you start next to a far corner gen with someone else and begin on it and spot a 3rd survivor working another gen 10m away toward the center of the map (a more contested area). You can leave the random you started with and run to that center gen to try and power that higher value gen OR even make your way through the middle of the map to gauge the 7 gen locations and target another important generator at max 1c/s efficiency to effectively prevent 3 gens from ever happening (this might require some maintenance of matching lobby names to models during lobby like you're some type of Killer main... and some experience to piece all the info together).

    3) "Not sandbagging your randoms" to win... or well occasionally forcing them to work for you. You know most survivors start immersing behind rocks or in lockers or down right sprinting from generators at the first sign of a heart beat, creating a lack of gen pressure. Then you run Bonds and get chased by the killer to lead the killer completely away from randoms - who naturally start holding M1 more often than not. Then there's another thing when you are being chased on death hook while being tunneled to all hell over 5 minutes and see the 4th generator just pop nearby. Time to swing the killer toward that crouching Blendette, who has 0 hooks so you can escape, maybe get healed, power the last gen and even get an unhook scoring event for that sweet solo queue altruism. Better yet if the Blendette can actually loop - then he took a bloodlust hit for you maybe "unintentionally" and allowed you to get a 4 Escape.

    4) The reverse of the top situation comes up where you KNOW you can take a hit for a nearby survivor who is obviously getting bloodlusted at a loop because he can't transition to another tileset (better yet if he is on death hook and you are at 0 or 1) and you make the bold play to bodyblock and either make the killer swap to chasing you or at worst allow that deathhook survivor to another tileset to loop over there instead - possibly popping his adrenaline and getting away scott free.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1615797#Comment_1615797

    If on console invite your team to your party, start a lobby as survivor, invite others to the game, if on PC, if I'm correct, I think you need discord and then invite others to the aprty there, then to your lobby.

    If any PC player can correct me about how to create a PC party to hear each other I'd apreciate it, I only play Xbox and PS4.

    Requires third party software like Discord or Skype - Steam's built in voice chat doesn't really work

  • So another point with auric perks

    1) "Cash wall Pay to Win!" If you're willing to wait long enough I guess you can get the "meta" ones eventually for 2k Iris shards since only 2~4 are really in favor. Only Laurie, Nancy Wheeler and now Detective Tapp (with the introduction of Hex:Undying maybe) really see play at red ranks.

    2) BHVR could make more on their licensed combos by reexamining some of those but maybe they are being considerate to the "No microtransactions" crowd (HAH! I kid I kid)

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1614412#Comment_1614412

    You don't need to moonwalk. Spine Chill's activation window is smaller than your base FoV, which has annoyed everyone that I play Ghostface against.

    Guess I should've said crabwalking to gens with your camera canted away. Anyways I'm hopeful to see a lot more Small Games and Detective Hunch's in the future since I still probably won't be running Hex Perks - the can see the amount of Undying + Ruin or DH hate building to screech soon enough.

  • @MadLordJack said:

    Wow, it is actually super nutty to me that BL is so low in the Exhaustion meta. I'm going to have to run it more to bump up the numbers, it's such a good perk when you don't get the flattest maps in the game.

    Also, Spine Chill all the way up there. I knew it was meta but every time someone tracks it I feel like it's creeping up the list. Vault build maybe? With the new vault hitboxes?

    I've been cursed with the Spine Chill+Sprint Burst Combo when comparing my snapshot vs other people who have put up stuff like this before. It's probably why I've long since developed favoritism towards Whispers and moonwalking to generators.

  • Hillbilly's base Chainsaw is 230% after a 2.5s charge and 10.71 seconds before overheating. Must cooldown for 15.1 seconds to start it again.

    Blight has no charge other than hitting something to start his 230% movement speed and a .5 second bump every 3 seconds to maintain that speed. By default he has a maximum of 15 seconds of run time if he is bumping at perfectly spaced objects every 3 seconds. He will cooldown for 10 seconds before being able to do it again.

    After charging enough blood, Oni charges Demon Dash for 1s then begins moving at 195.5% for the other 59s of base duration Blood Fury.

    Legion moves at 130% during Frenzy for 10s - has free movement in any direction and can vault windows + pallets

    --------------------

    Depending on the nature of the race in terms of powers being available, without-addons, without obstacles on a map without limits... the Oni will win the distance race. Hillbilly will beat Blight if the shorty isn't given perfect conditions in which case they tie. In obstacle races - depending on the number of vaults among other things... Legion has a shot.

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