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Zeidoktor

Zeidoktor

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Zeidoktor
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  • Does the Knight fall under Very Evil, you think? His lore has him as an unrepentant marauder, killing and torturing both for his goals and for pleasure. He actively sees honor and chivalry as pretense people use to hide more base motives that he embraces.

  • They already did, given his base outfit is jeans. I wonder if he's scavenged them from other Survivors.

  • Serious question: How common were locker saves, excluding situations that were specifically engineered by survivors to exploit them?

  • @Flopiyutiop said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250457#Comment_3250457

    First idea idk because they don't like when survs have no info on whats going on. They would need to make the gen block from entity and i feel like it would be way too strong with 25s.

    Your second idea could work but I feel like it would get even worse than a skillcheck were every experienced surv will let go of the gen and never trigger incapacitated. At least with a check you've got some synergies with other perks and killer powers.

    You're right that the big issue to the second idea, to my mind as well, is beginner vs experience. Knowing what's happening and how to respond to it and being able to do so quick enough. That's one reason I thought the delay should be as small as is reasonable. A slow reaction can get an experienced survivor just as much as a new one.

  • @Flopiyutiop said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250229#Comment_3250229

    Blast mine is also bad design. You can see it on top of a gen but if you want to kick it you're force to eat it. Matbe they should let the killer lunge at the gen to get rid of it like lockers lock for Dredge.

    Killers can see that? I know survivors can but I can't recall if I ever did on Killer, or watching Killer gameplay. Not sure if that means it wasn't there or I just missed it.

    An alternative for Eruption: You know how when you miss a skill check there's a period where you get no progress even if you're holding M1? What if that happened to the gen post down? The gen loses progress, you can't immediately get it back, but you're not incapacitated.

    Or put in a delay like Dissolution. Down a survivor and, 1-2 seconds later, blow up the gen and incapacitate. Observant survivors can get warning to counterplay, less observant survivors take the hit.

  • @EvieSimpsForCrowLady said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249895#Comment_3249895

    I have no issues with it(other than the bans I got in the past) and I have a good escape rate while on high mmr. Maybe your computer isn't good enough to alt tab in time? I only alt tab when working on a gen, healing or waiting near the exit gate. Sometimes you miss a skillcheck but honestly I just can't help myself, I keep doing it even if I try not to

    I don't alt-tab when a match is going on. It never occurs to me to do so, unless I have a very specific reason to do so. I do it all the time on load screens or during queues and have no issue.

    In any case, it sounds like your figured it out.

  • @EvieSimpsForCrowLady said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249882#Comment_3249882

    Mate seriously? I alt tab all the time while doing gens and I miss the skillchecks very rarely. You have a huge time window for it

    Yes. Seriously.

    If nothing else I'd suggest playing the game without alt-tabbing if possible to see if that is, no question, he source of the issue (in other words, do you ever crash without having tabbed out?)

    If it truly is the alt-tabs, then you at least know the source of the issue and figure out what to do from there.

  • Very least it offers a counterplay against the perk's most problematic aspect, a status effect that keeps you from playing the game that you have no way to counter besides luck or teammates on comms.

  • Also I'm not sure how those crashes, assuming they are from alt-tabs, would track up a huge d/c penalty unless you're alt-tabbing mid-match and, ADHD or not, it's hard for me to imagine doing that in a game you generally need to focus your attention on.

  • To quote myself from other threads:

    My own idea was have his traps on the map start set and active. Yes RNG can still screw that over, but it still creates a form of early game pressure for Survivors who may not realize yet they're up against a Trapper.

    I actually had something in this vein happen recently. Trapper was running double iris and I happened into a trap that had autoset before the Trapper had chums to an area. In Endgame chat even they were surprised by how quick that happened.

    A different idea could be traps within your terror radius set or auto reset, while the iri addon makes it happen regardless of location/makes it happen quicker.

  • In theory, the only things you have to pay for are the game itself and the licensed DLC characters, Survivors and Killers alike, and I believe that's part of whatever arrangements BHVR has with the license holders. Everything else can be ground out and purchased with Shards. Those grinds are crazy and the Shrine is random on top of that, so I'd call it less "pay to win" and more "cost of convenience" of having characters/perks more readily available.

  • @roundpitt said:

    Just give the Trapper all his traps at the start of the match, rework the addons and call it a day. He's laughably weak.

    My own idea was have his traps on the map start set and active. Yes RNG can still screw that over, but it still creates a form of early game pressure for Survivors who may not realize yet they're up against a Trapper.

    I actually had something in this vein happen recently. Trapper was running double iris and I happened into a trap that had autoset before the Trapper had chums to an area. In Endgame chat even they were surprised by how quick that happened.

    A different idea could be traps within your terror radius set or auto reset, while the iri addon makes it happen regardless of location/makes it happen quicker.

  • I mentioned this in another thread but my mind went to the Twins. To quote myself from there:

    I've wondered if increase AI capability might be used in a theoretical Twins rework. I remember a period where some addons' wording changed in such a way that it was impossible to benefit them while playing as Victor but equally didn't effect Charlotte.

    Made me wonder at the possibility of the Twin you don't control having some AI roam capability.

  • I've wondered if increase AI capability might be used in a theoretical Twins rework. I remember a period where some addons' wording changed in such a way that it was impossible to benefit them while playing as Victor but equally didn't effect Charlotte.

    Made me wonder at the possibility of the Twin you don't control having some AI roam capability.

  • For me, the decision not to tunnel is pure Golden Rule. I hate when it's done to me, so I make an effort to not do it to others. I'm sure that's cost me games and I'm okay with that.

    To me, DBD is, first and foremost, a game. I'm not responsible for other peoples' fun, but I've also got no reason to go out my way to ruin it.

    So I play fair. Sometimes I win, sometimes I lose, but whichever side wins I aim to play a game neither side minds losing. I tend to have good Endgame chats as a result, so I'm assuming I'm doing something right.

  • @JustWhimsical said:

    Just looking to have some fun with new builds, so any ideas are welcome ones with synergy or just fun are super duper welcome.

    I know a couple youtubers that do irregular or interesting builds. Twoknee does Killer and Demi for Survivor (he plays both but primarily Survivor).

    To offer a few vids of builds I've tried or want to try:

    Stealth Huntress, Infinite Aura Survivor, Survivor with Underrated perks and Stealth Bubba

    https://youtu.be/vi07COCcPVA https://youtu.be/iknVTOuuHxQ https://youtu.be/yXXXfU8ExX8 https://youtu.be/rZlPiyNpjIw


  • Survivor Main: Jeff

    I've played a lot more Survivor than Killer lately. Largely following the Matchmaking Incentives.

    I do pay Killer, too, but less often and more as the mood takes me. I feel like I play it less seriously than I do survivor.

    I don't have a formal Killer main. I used to consider Doctor my main, as I love anything that lets me throw around electricity. But lately my killer games have focused on Hillbilly, Onryô, and whoever I may need for a challenge or daily.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/352263/trappers-agitation

    In order to get his teachables you need to prestige him at least once. This will unlock all his perks for all your other characters. Prestige 2 will unlock tier 2 and prestige 3 tier 3

    Tiny clarification because I've seen people miss this detail: Once Trapper is prestiged once and his perks show up in others' loadouts, you can find tiers 2 and 3 in those characters' bloodwebs and level the perk up that way if you only want the perk on a specific character like Pinhead.

  • A thought occurs to me, it's it possible the devs aimed for 60% instead of 50% on order to account for those hook suicide and lower skilled players?

    If those factors are going to inflate the numbers, then it would make sense to aim for a number higher then actually desired to account for them.

  • @SEREFKI said:

    Im mostly talking as a survivor solo q player but at the end, DBD is a tic tac toe game where survivors are filling spaces somewhat blind.

    a killer can choose 3 close gens from start and guard them, with that he ensures control over the game.

    the killer can start the game normally but always paying attention to their desired gens, once 3-4 gens are done, he can closely guard the other 3 gens and hook survivors in the close area.

    my proposal is so killers should not be able to see gens from the start of the game but unlock this ability once the killer hooks survivors 3 or 4 times.

    this ensures the killer cant chose what gens to guard and make it a little fair for solo q players.

    I feel Killers seeing the gens is a fairly fundamental aspect of the game's mechanics that it can't simply be removed.

    Perks and powers aside, one of the most basic ways to find survivors is patrol generators.

    Removing the auras seems to serve no purpose than making things convenient for a one-time poster whose team isn't avoiding 3-gens.

    I'm also surprised no one's mentioned Deja Vu as the simplest solution to that.

  • I feel Killers seeing the gens is a fairly fundamental aspect of the game's mechanics that it can't simply be removed.

    Perks and powers aside, one of the most basic ways to find survivors is patrol generators.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/352244/onryo-an-idea-for-consistent-condemnation

    The problem here is that you're using basekit sadako, almost impossible to build up condemned with that

    Try iri tape and ring drawing and teleport everywhere, and leave survivors on the ground so they are forced to be healed instead of hooking them

    Works like a charm

    I feel you've misunderstood what I'm going for here.

    The idea is to find a way to make Condemnation more consistent precisely because it's difficult to do without such a build, and to do so by adjusting what Sadako has currently. I'm not asking for tips on how to do it with how she is right now.

    With the idea I'm suggesting basically every down is a potential bar of Condemned. I'm not sure if it could be 1 Manifest Hit = 1 Bar of Condemned, that feels like too much, but Manifest hits adding to it is my suggestion to be able to add Condemned without needing a whole build devoted solely to it.

  • If not delete them then at least reduce how strongly they affect map selection, like it only increases it odds by a certain amount.

  • @Marc_go_solo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242961#Comment_3242961

    A bit like Michael Myers having Infectious Fright, Unnerving Presence, Coulrophobia and Overwhelming Presence, whilst rocking Scratched Mirror? I agree, that's probably not the best loadout I've come across. :D

    I use it as part of a meme build that includes Dark Devotion and Distressing. BBQ was my 4th for points. I haven't decided the new fourth perk yet.

    I always laugh when IF successfully triggers.

  • I always wonder if people who post these "delete character" threads actually expect the character to be deleted.

  • @Marc_go_solo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242838#Comment_3242838

    Yeah, I have reflected on my response, and although I feel my response was quite tame in comparison to how others may have taken it, perhaps I could've been less smug. At the same time, they could have chosen to not message as they did. But it's still funny to me.

    That is an odd thing to get annoyed about with the BBQ and Infectious Fright. I mean, what were they expecting you to use instead? Unrelenting and Hangman's Trick? The loss is usually the reason, whilst the reason they pick on you is simply just trying to justify their anger.

    And remember, this is Infectious Fright in a Killer whose whole thing is negating his own Terror Radius.

    If I recall correctly the Meg was my last down, everyone else hooked or dead, I had yet to hook her my the point so she was my 4th Barbecue stack, and she d/c soon as I downed her.

  • @dugman said:

    One thing I’ve always been curious about but don’t have a good way to track without the game actually providing the stats is how often do killers at various MMR brackets miss attacks? Obviously the higher rated the killer the less likely they are to miss a given swing, but I always get the sense that on average players miss more often than they think they do. For instance, I suspect Unrelenting might be a bit underrated as a perk because one of the common arguments against it is that you shouldn’t ever miss an attack in the first place, but I have a sense that if you actually tracked missed attack percentages you’d find you’re missing sometimes but forgetting it happened later. In fact there’s even a bit of evidence in that in how many people complain about aim dressing “making them hit objects”, when in reality an aim dressing object hit is because the game already determined that you missed the target and is compensating by “correcting” your aim to hit something else nearby instead.

    It would be kind of an interesting data point if a dev pulled stats someday on basic attack miss percentages hours played. So how often do players with less than 50 hours miss compared to people with 100 or 500 or 1000 hours? (Assuming the game tracks that stat of course. It seems like a stat that might be tracked internally for development purposes though.)

    As far as me, personally I guess I roughly miss an attack or two on average per match against survivors who are actively good at dodging. If someone is exceptionally good at it maybe more, especially if I’m not in the zone timing wise. And I probably have attacks miss or get interrupted one to three times a game by pallet drops or vaults simply because I see I need to take a stab at them or lose the opportunity. My nephew on the other hand started playing the game a few weeks ago and when I was watching him he whiffed quite a lot because he didn’t have the timing and patience yet, maybe 1/4 to 1/3 of his attacks missed when survivors dodged. (Ironically when he was playing Huntress he seemed to have a better hit percentage with the hatchet than when he just swung the axe.) And while I don’t play survivor very often, occasionally when I do I’ve managed to get killers to whiff me as well even though I’m otherwise terrible at it on that side of the fence.

    So out of curiosity how often do you as a killer think you miss attacks? Or on the flip side, as a survivor, how often do you dodge attacks?

    I have an occasional miss here and there. The most common cause is if I'm impatient or trying for an attack before they get to a vault or pallet with survivors actively spinning or dodging a solid third (I have a bad habit of falling for the "run back into you Dead Hard")

    I think missing attacks is going to be more common in lower/beginner MMR. One of the things I remember having to learn my first few games as Killer is judging attack distances and timing.

  • I've thought that I'm this scenario I'd just reply "I'm very sorry you lost a video game" and nothing else.

    @HellDescent said:

    They funniest messages I ever got was when survivors added me to their group by accident. There was so much salt. I was just sitting there and reading all of their messages, without them realizing. It was priceles 😂

    My favorite salty survivor remains a Meg who got mad at my combining Barbecue and Chili and Infectious Fright... on Freddy. (BBQ was for points, IF because I think it's hilarious when it actually works)

  • Plus didn't they implement a change where you get higher rarity items more often at higher prestige?

  • Does Guardian not do that, anymore?

  • Speaking for myself I do finds myself playing more Survivor.

    My main reason for paying Killer was they were now reliable at earning Bloodpoints. Since BP is my main goal I tend to follow the incentives barring killers Dailies/ Challenges or when I'm genuinely in the mood to play Killer.

  • Victor: I'm late! I'm late! For a very important (sees Survivor) RAAAAHHHHH!!

  • @PPRG said:

    Finally actually good cosmetic ideas that arent just survivors being shirtless

    Well Victor's already shirtless, so...

  • Empathic Connection / Empathy / Renewal / Flex Perk

    The fourth perk can be whatever suits your fancy. Some I've used are Autodidact, Lucky Break, Kindred, Botany Knowledge, Desperate Measures. I used Aftercare once but realized that was a bit redundant.

    Makes you the team healer and helps provide info on Killer location thanks to Empathy. If you do get a heal off you get Renewal to self-heal

    Open Handed / Streetwise / Built to Last / Distortion w/ Key, addons for extending aura range and seeing Killer's aura

    See a streamer use this to good effect and used it myself a couple times.

    Between addons and perks, the Key lets you see the Killer's aura up to 60 meters away. Streetwise keeps you using the Key up too fast and Built to Last helps you replenish it. All while Distortion protects your from any of their aura reading.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236153#Comment_3236153

    Unfortunately that's not much of an option with my main Ghostface. He's designed around not running around aggressively - otherwise, I'd be better of just picking someone who naturally has aggressive playstyles like legion or blight.

    Maybe Deadlock and Jolt if you aren't already using them. Deadlock offers a passive stall while Jolt rewards you for doing what you're likely to be doing anyway. If you can get marked downs closer to generators there ya go.

    GF's own Thrilling Tremors can work as a brief stall while also offering info you can use to be aggressive.

  • @TeabaggingGhostface said:

    I'd leave the main effect mostly the same, but id make the undetectable persist for 2s, then I'd give it the lethal pursuer treatment and make it give all undetectable effects An extra 2s

    I like the Undetectable extension.

    To me, the big issue with Insidious is it's only useful as a tool for camping. To that end I would rework the perk to allow for Undetectable at will but add some mobility.

    To that end, add a touch of Dark Devotion. Rather than lose your terror radius, you drop it, leaving it in the place you activated Insidious for X/Y/Z seconds while becoming Undetectable yourself.

    Gives you the option of a chase within an unmoving terror radius or getting time to move from A to B as quietly as possible.

  • Wraith is usually the go-to starter pick, assuming you have no one else. He's got a simple power and otherwise operates l like any other killer.

  • My own thought for a simple Trapper buff: All ttaps start the game already set. Adds an element of danger right out the gate, which adds some early game pressure for Trapper.

  • @LylakLavender said:

    Anyone else annoyed with the new prestige system. I had all perks unlocked for all characters so others could use anothers. Now I have to prestige a character that I will never play and waste blood points on to get a perk???

    Outside of the 20,000 Bloodpoint Prestige Toll, I honestly prefer the current system for getting perks.

    To me, it's only a little bit more of what you would have been doing anyway to get them to P1 vs unlocking teachables. In exchange every character you might play gets all 3 perks right out the gate and you can level them to tiers 2 and 3 as normal on your desired character(s). If perks are your main concern, you're under no obligation to grind anyone farther than Prestige 1 if you don't wish to, plus any teachables you unlocked prior to 6.1 remained unlocked even if that character was never prestiged.

    At worst you aren't spending that much more since the points you spend on 40-50/Prestige Toll are points you don't need to spend on bloodwebs to find tier 1 of the perk(s).

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232843#Comment_3232843

    That's not the only reason the stats are misleading, that was just a single example, but do they factor out hook suicides? What about survivors that go afk? What about SWF?

    Can they factor out hook suicides? Or any of the other things (SWF I get the impression they can)

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232713#Comment_3232713

    Can no one read...

    Sadako was near the top for ALL MMRS, not the top mmrs..

    She's also at about the average for top 5%.

    The question that occurs to me is wondering how much of that is from people using Condemned builds vs conventional builds.

    Thought this post suggests it hasn't had a big effect either way.

  • @FrodoTbaggins said:

    I just love the sound of failed skill checks, brings a tear to my eye really. Is there any way to make this better or do you think I have it already?

    Don't forget the Trapper's Unnerving Presence. Could make a substitute for Third Seal.

    Third Seal only stops people finding Totems of they're using a map or something like Detective's Hunch or Counterforce.

  • @Carmina_is_cute said:

    If it's a relatively weak M1 killer like Wraith or Trapper, they probably have NOED.

    Sometimes I'm surprised at killers like Bubba, Slinger and Trickster having NOED. You already have a chase oriented power, why would you need your M1 to be stronger in the endgame?

    I've always thought Slinger was a good choice for NOED. The speed boost helps mitigate one of his weaknesses (slower speed) and, unlike Bubba or Trickster, his chase power ultimately boils down to an M1 attack.

  • @xni6_ said:

    its not noone expects it, its that all noed does now is get 1 down (not even a down if its a dead hard) before its revealed to all survivors from half the map away so it can be insta broken

    I think the OP's point is they've been getting more value than that out of it both despite and because of its changes.

  • @BougieBlackChick said:

    I was hoping there would be another BP flan-like thing in the bloodweb for this event. I see the dowsing rods but it appears that’s only for certain actions, not the entire match like the others.

    Those are usually reserved for the anniversaries.

    The dowsing rods are more typical of events otherwise.

  • What if Grim Embrace only revealed the auras of Survivors not yet hooked? Reduces overlap with Barbecue but also raises chances of getting its effects.

  • @Lordofweed said:

    I think this is the best Rift/Season Pass we've ever had.

    First of all, we got more rewards, which is great imo and we got the most wanted cosmetic of all time: The "Wazuuuuup-Mask" from Scary Movie. Also we got other very interesting and cool outfits. There are the 2 communits-outifts, which are also great. The artist skin is very unique and good looking and the yui skin is also top tier imo.

    Can't remember of a better rift pass. What's your opinion about it?

    Wassup Mask aside, I'm just liking that they made they filled the empty spots on the free Rift with bloodpoints.

  • Huntress got some optimizing done in the mid-chapter, so that could be a factor.

  • @Sava18 said:

    https://us.v-cdn.net/6030815/uploads/RD5RHOU64A23/genuine.png

    This is pre 6.1.0 probably in April. I got a "boring" from the leader of the group and mixed from the rest of them. I found this in my clips and I thought "If they didn't want my build which is perfectly suited to derive the most fun from those survivor builds then that means they wanted to bully a bunch of m1 killer's with their stacked builds"

    Seriously I don't see this often anymore but every time I have seen "boring" it's usually because they just want to bully a baby myers for 15 min until they finally all die off.

    Edit: I also could not care less about being "bullied" I got over that hurdle 6 months into the game, now it's just more chases and a win for me at this point.

    What do you guys think the mentality is here?

    Hang on, need to find a gif of a tantruming toddler.

  • @BubbaIsJustVibin said:

    Due to the franchise he's in and the different states we see him in RE3, he has alot of potential for cosmetics and legendary outfits (Mr. X ehem). What would you like to see on him?

    A version of the Prestige 3/4-6 skins only instead of being bloody they're T-Virus blue.

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