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Zeidoktor

Zeidoktor

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Zeidoktor
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  • My comparison went to Freddy, given the ongoing gauge that triggers their power stopped temporarily by the puzzle box/alarm clock combined with the ability to teleport under certain conditions and chains/snares that serve to allow down fleeing survivors.

  • @Sypherpathic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484722#Comment_2484722

    So 'sweaty' means playing with every advantage. I'm not competitive but if I was... i would for sure try to play with every advantage. So sweaty really means... trying hard to win... which I would assume many people do.

    Personally I'd define sweaty more as trying too hard to win. Like you suggested earlier, playing to win with no regard the rewards or the experience of the other player(s). The kind of people who would, if able, curb stomp the other side and win within minutes even though they'd almost certainly benefit from a longer game in terms of bloodpoints or ranks/grades.

    Like, one reason I hesitate to use Bloody Party Steamers or similar as Survivor is the likelihood I'll get a killer that will kill me and/or everyone else before any real scoring can be done, making the Offering worthless, potentially even to the killer who denies themselves double what they could have gotten.

    At least with Killer I can typically score well enough to make a BPS worthwhile even if I'm stomped.

  • @HR_Helios said:

    The killer is not camping if he is in the process of leaving and sees someone going for save and decides to pressure the hook. You're impatient and didn't wait till he left that's on you

    Or, as I tend to put it, it's not camping if they don't let you leave.

  • @durdapcz said:

    the forums are filled to the brim with sweaty killer mains (see comments bellow) tunneling and camping takes away all the fun for a player and should therefore be penalized

    The issue, from my perspective, is "how do you penalize the Killers who do these things without also hurting the Killers who don't?" How can you punish such players in a way that (a) they will care about in the first place, and (b) won't catch players who've done nothing wrong in the crossfire.

    Much as I hate tunneling in particular and dislike the others, there is a place for them as occasional tactics.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484640#Comment_2484640

    There will always be some positivity, they had to get something better after each test right? You can't work on it for so long and not achieve some sort of result that is satisfying. However we've only had 1 satisfying test, the last one and they've jumped directly to implement that into the game. It's basicly 3 Noes and 1 Yes but somehow the system is aproved for live game...

    I remember the one before last also being positive. Hence "progressively". Each one did get better.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484493#Comment_2484493

    We've expressing the same dissatisfaction on every test since 2020...

    Honestly I've observed comments re: SBMM became more positive, or at least mixed vs purely negative, with each successive test. I noted it due to positivity being unusual in these parts.

    @TacitusKilgore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484493#Comment_2484493

    If i bite into a piece of candy and its sour instead of sweet, im not gonna wait for it to get sweet before i voice my dissatisfaction. First impressions are important, even if MMR does end up being decent its launch will have left a lot of people with a bad taste in their mouth. BHVR should have launched a functional system right out the gate.

    I don't think the analogy works, but I do get your point. We all knew going in there'd be initial hiccups, so things not going well right of the bat is expected.

    That said, I still remember he very first SBMM test that did exactly the opposite of what it was supposed to do, so I've always been wary of this as a result.

  • Question: wouldn't the OP be a 0 MMR killer with Pinhead specifically? Or close to it? MMR is by-killer, by my understanding, and the Cenobite's been our barely 72 hours. Unless overall killer performance is also a factor, shouldn't that mean any Pinhead players are technically new.?

  • @chargernick85 said:

    I don't get it. Killer Instinct procs when they have the box (or maybe when they begin solving) so you can teleport o them. if they don't solve chain hunts begin either way you know where the box is when they have it. Least that's how my game played out.

    I believe it's when they start solving. I'm not sure if the Chain Hunts begin is the survivor is carrying the box (if so that would remove the incentive for just stealing the thing)

  • Alternate idea: A perk that lets a Killer turn a Boon Totem into a previously destroyed Hex Totem.

    I also wonder if they shouldn't increase the number of totems overall if they're going this route

  • @[Deleted User] said:

    I had an idea for a scourge hook monstrous shrine. If you hook a survivor on a scourge hook, they get teleported to a basement hook.

    Ooh, that would be nasty. It sounds a little too powerful on paper, though I'm not sure there's anything to do to easily offset that (ex: cent set it to a timer as that might encourage camping the hook until they go).

  • Maybe it would be better to go the other way around and give the survivor the tier 1 versions of their perk at base. The tier 3 version is always available but the survivor has their own version to give them flavor.

    Alternatively, do what's been done with some Killers and have survivor specific add-ons for items, like Tapp has a map add-on that triggers aura reading like Detectives Hunch, or a medkit addon for Jeff that lets him share aura vision with who he heals life Aftercare.

  • One idea I had for Dead Man's Switch was to change it from an Obsession Perk to the new Scourge Hook mechanic. Dead Man's Switch current effect triggers every time a Survivor is hooked on a Scourge Hook, regardless of Obsession status. Potentially allows you to get the DMS effect much more often/consistently without having to change the perk too drastically.

  • If they felt the need to shame you for using Lightborn against their flashlights, you were absolutely in the right to use Lightborn against their flashlights.

  • @Jivetalkin13 said:

    Not the rabbit from FNAF. Specifically....this one...

    https://us.v-cdn.net/6030815/uploads/JOWEZHKV3FP6/killer-rabbit-jpg.jpg

    Will our Survivor then be Brave Sir Robin?

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2413000#Comment_2413000

    I'm prettt sure blinds aren't based on what the killer sees (if that was the case I woudn't lose my eyesight ENTIRELY for a few seconds due to a 15 lumen flashlight pointing at my ear for 2 seconds).

    Shadowborn is cool when you like big FOVs like me. I need it to play Nurse as an example. It gives me a far better sense of space.

    I'm not sure if you're mixing up your perks or not. Just in case Shadowborn is wider FOV, while Lightborn is immunity to blinds.

  • @VaJaybles said:

    I love the idea of a babysitting killer so much more. Just imagining a dweet in a diaper and baby bonnet xD

    Here comes the Trapper! Gonna put you in your crib!

  • One idea I've toyed with but not really tested is Mint Rag + Trail of Torment. Smack a gen, go undetectable, then teleport somewhere else entirely.

    Don't know how practical it'd be but it's seemed life a fun idea.

  • This is exactly why I use my cakes and streamers on killer. A sweaty SWF might keep me from a lot of points, but otherwise it's me who decides if something like that happens.

  • To be honest this is why I play killer during events. I don't go out of my way to farm, but once everyone's in death hook and my points are otherwise maxed I have no problem letting survivors go and have their extra 5,000 x whatever survival points

  • Victor: Why does Charlotte get all the shiny things? Mo~m!

    Meanwhile, I'm imagining Victor walking around with a crown, screaming and snarling same as ever, but internally singing "I feel pretty! Oh so pretty!"

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/2326052#Comment_2326052

    That's probably the plan because it stops camping the hook with Victor. Can't use him to camp if he just walks away.

    Ditto Charlotte. Possibly can also limit slugging if an AI Charlotte goes for the hook whenever she's able.

  • For what it's worth I just used a Custom game to check and, despite the definition changes, it doesn't seem like their in-game effects are different.

    Drop of Perfume still inflicts Oblivious when Victor is Idle vs pouncing.

  • @TeabaggingGhostface said:

    Ai victor soon i hope

    That's my guess, though maybe not AI Victor so much as AI Twins. Whichever one you're not controlling becomes a bot. Less effective to still give incentive to switch between them, but a way to add pressure and really make it feel like it's 2 opponents instead of one.

  • Yes, but that would mean assuming the devs deserve more credit than they've been known for.

  • @Lord_Tony said:

    how the ######### would they work while he is in a pounce?

    That makes zero sense so you get a fraction of a second of increased killer instinct when you switch from victor to charlotte but only during a successful pounce?

    WWHAT?

    Right. The only way these work is if Victor is able to attack when you're not controlling him. That's why I'm wondering if they're thinking of giving Victor some AI capability. Or even both, where whichever twin you aren't controlling becomes a bot.

  • Yeah. It's precisely why I play Killer and, if not strictly farm, at least let survivors go. Especially if they've got their crowns and/or contributed cakes. Let them have their extra 5,000 x whatever Survival points. No skin off my nose.

  • The question, to me, is what do these changes accomplish? The Drop of Perfume in particular.

    These effects benefit Charlotte, since I understand that Victor's grunts and screams are the area of effect for the Killer Instinct that you get while controlling Charlotte and it's only while controlling Charlotte you have a Terror Radiusto be Oblivious to, but the effects are only available when Victor is charging a pounce, which can only be done while controlling Victor.

    Are they possibly prepping to make Victor AI controlled like Nemesis' zombies? Or possibly giving the Twins co-op capability like @Steel_Eyed is suggesting?

    @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2325837#Comment_2325837

    I'd disagree, personally. Twins have more than one playstyle, and his method of applying as much map pressure as possible is much more fun for both sides than just getting everybody injured with Sloppy Butcher as Charlotte before mass slugging with Victor. Plus, mass slugging doesn't work that well if survivors have a brain and group up in pairs, or kick Victor after he downs someone.

    I don't know. I like playing Twins as a macro, big brain thinking killer rather than "injury woman and nae nae baby". Again, though, much like Plague they have multiple playstyles. I'll admit I slug if I have to, but I never go for anything higher than 3 man slugs unless the team has really annoyed me.

    Not really on- topic but speaking for myself I've been wanting to try Twins more and am trying to find ways to play without over-relying on slugging, like using Victor more for slowdown or detection (the latter in particular is useful to me since tracking is a personal weak point)

  • @jamally093 said:

    So i got the daily for Nemesis and it's kinda bad reach maximum mutation 4 times meaning 4 matchs something like that is Shape's but it's just leveling up evil within so i'm thinking maybe change it to infect 4 survivors.

    Or hit 4 survivors with the tentacle whip.

    Even the Shape's daily can potentially be done in one game, but Nemesis is literally something that can only be done once per match.

  • @Soulpaw said:

    i'd love that idea but i dont think its needed. I think just keeping the RTB active without the requirement of a gen popping would be healthier for the game due to it keeping up the anxiety factor with the timer and they still have a choice on how to deal with this, take it off or do something else. otherwise survivors will just do the boxes or help with something else without worry until someone else finishes a gen to activate the timer.

    keep in mind that when people are working on gens with an active trap, they have a great chance of death if you start hairdressing them when they start searching boxes. You can punish them for ignoring the boxes heavily.

    An alternative option I've seen suggested is take the Pig's pink add-on that hides Jigsaw Boxes until the Reverse Bear Trap activates (Rule set No. 2, I think) and make it base kit.

    A Survivor can go hunting for boxes before the trap activates but will have a harder time doing so, which helps with stalling, and will be under more pressure because they can't even really start until a gen pops.

  • @shalo said:

    Farm when there's a DC, is that the rule?

    https://us.v-cdn.net/6030815/uploads/GXKFZL9I6Z7U/farm.jpg

    I do it when there's an early or insta-DC. Not because of any rule or "rule" but because it does nothing but potentially turn the game into a waste of time for all involved, and I think of making sure the people met behind her their points as my way of punishing the one who left.

    Later then that I consider it less of a mitigating factor. Especially if they were in death hook anyway.

  • I can see where you're coming from but I think this falls under the category of "necessary evil". Like I said I don't think there's anything in the game that prevents the act of unhooking other than interrupting it while in-progress.

    That suggests the devs don't want there to be anything that prevents a survivor from trying to save a teammate and, if so, I sincerely agree with that idea. I could see a penalty to unhooking as a compromise but preventing the act at all is just not in the cards.

  • @whycantIwin said:

    I know having Victor on your back does NOT stop you from vaulting windows and dropping pallets, which still makes no sense to me, but the fact Victor can be on your back, and you can still unhook, was the last nail in the coffin, the Twins are the worst of the worst

    I don't see why Victor not preventing Unhooking is an issue. It's no different than how Tier 3 Doctor Madness doesn't prevent unhooking when it, like Victor, prevents most other actions. I don't think there's anything in the game that actively stops Unhooking short of grabbing the unhooker midway through.

  • @Punisher2001 said:

    this is NOT fair! SWF!! Mikes are killing his game for the community!!!! Thanky ou good night!

    Mikes aren't too bad. It's the Karens you have to worry about. Imagine what they'd sound like with mics

  • @KittyMyu said:

    Undying is always the first totem what get destroyed, the thing is, that you've got 2 times "one hit status" because you will not destroy HG first... but it is not saying that if you do another burning totem, you get the Status.... that's why i was confused. But it seems that it should be like this

    I think the double effect happens the way it does because the Perk's effects are based on the totem being broken. You'd get the same sort of situation is it were Retribution rather than Haunted Ground. Whether the effect triggers once or twice depends on whether or not the first Totem destroyed is the one the game assigned Haunted Ground to. If it is, its breaking triggers both HG's effect and Undying's effect. Undying goes away and Haunted Ground gets another go. If it's any other totem, that won't happen because their effects end on being destroyed rather than start.

  • I saw this come up on a Youtube video I watched recently and it confused me, too. I asked about it in the comments, wondering if the game had simply been recorded before the changes to Undying, and got this as the answer:

    "No this is post change. I get this question a lot though. Basically with undying the first totem you cleanse will always be undying, however it is purely rng as to whether that first totem was 'Ruin' undying or 'Haunted Ground' undying. If its HG then you can still get HG again 👍🏼🙂"

    The way I understand that is when you have Haunted Ground and Undying together, you have 3 lit totems, 2 for Haunted 1 for Undying. If the first one you cleanse ends up being Undying, or any other perk that might be in effect, then nothing happens beyond you destroy Undying. If the first totem cleansed is Haunted Ground, it activates because its "Break the Haunted Ground totem" condition as met, and then Undying's effect triggers and Undying is lost in place of Haunted Ground, keeping it active for another go-around.

  • If you want something on the Meme-y side, I recently confirmed that Iridescent Button and Starstruck can combine for a map-wide Exposed effect if you go into Feral Frenzy before picking someone up.

  • @Kira4Evr said:

    I have been thinking about this recently, and I haven't seen anyone talk about this. As we all know, the max amount of BloodPoints in one category is 8000. What if they removed that cap? I don't really know why there is a BP cap, and I don't see any problems with removing it?

    https://us.v-cdn.net/6030815/uploads/2OQAZWZDH96T/babies.png

    And here's a picture of my babies. Have a wonderful day ya all ❤️

    An idea I'd had on that is don't necessarily remove the cap but once you hit the cap of a certain category, further scoring events in it are given to one or more of the others are a reduced rate. So once yo max out Deviousness, any further Deviousness gets spread out between Sacrifice, Brutality, and Hunter.

    Alternatively, if a Survivor spends most of their game in chase and barely touches a generator or has a chance to heal a teammate, a portion of their excess Boldness goes to Altruism, Survival, and Objectives.

  • @JediWithASniper said:

    I don’t understand the wording on this perk. What are the tokens for?

    Do survivors suffer 3% for each token, or just 3% no matter what?

    If it’s 3% no matter what, why do you get tokens?

    It's 3% per token to a maximum of 33%/11 tokens, with a token gained every time you hook anyone other than the Obsession. The Obsession is excluded from this effect, gains a speed bonus to healing and unhooking, and the effect is lost if the Obsession dies.

  • It seems to me that Lethal Pursuer has value in two scenarios

    Killers who need a quick start in the early game (Shape, Oni). Even if they can't get to the survivors before the auras expire it at least makes sure they aren't searching randomly.

    As a beginner/training perk (I imagine veterans have a general idea of where to start looking when a match starts, and this perk can help newer killers the same way.

  • One idea I'd had for a possible QoL change, or maybe an addon: All of the stray traps are active at the start of the trial. Given how randomly placed they are there's still plenty of incentive to go get them but they aren't just sitting there useless while you work on that.

  • I can understand it if it happens as a result of tunneling. That's frustrating. Late into an otherwise fine game, which I have seen happen, is definitely nonsensical since at least you get points after that long.

  • I don't know if the addon is different since it's huntress specific, but to my knowledge Huntress keeps singing when Undetectable.

  • My main thing is play seriously until I have 2 hooks on everyone and have otherwise accomplished my goals for the match (max points, daily, what have you) then in fine kicking back and letting Survivors go.

    I don't out and out farm unless there's a stupid early d/c, and that's at much to make the game worthwhile for those still around as it is punishing the guy who didn't.

  • I'm a frequent user of Kindred so in that sense Blindness would be a blow to me. I've also been in and seem games where survivors are left on hooks longer than usual because the Survivors can't find them easily.

    Overall, though, I'd think of blindness as something to use for fun and memes than for serious play.

  • I agree this is a good idea. I've thought before it's better to incentivize good behavior than punish bad, at least in cases where it's hard to punish the bad without the good being caught in the crossfire

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/252996/resurgence-replacing-second-wind

    I’m looking forward to trying Resurgence with Solidarity.

    If I’m unhooked by an injured teammate, and I heal them first, it’s 2 heals for the time spent healing 1.

    I tested this with my roommate the other day and can confirm Solidarity plus Resurgence does offer a full heal.

    @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2221938#Comment_2221938

    A full heal is 16 charges of medkit. A white medkit have 16 charge and a yellow one have 24. With Resurgence you'll get 2 full heal from a white medkit and 3 with a yellow one.

    Question: Resurgence only gives you 40% progress at most, so wouldn't you need slightly more than half a brown medkit to fully heal?

  • Puppers is my favorite. I also enjoy Sattelizer and occasionally OhTofu and Granny.

  • I like to occasionally use a build of Borrowed Time, Babysitter, Decisive Strike, and Off the Record. BT and Babysitter to protect others, DS and OTR for myself.

    I know Iron Will is better, but Off The Record better fits the theme. That said, I've also tinkered with Sprint Burst as a way to flee the hook quickly or Breakdown to know which direction to flee in.

  • I don't use Corrupt myself, but that's mostly because my preference is for perks that potentially give value throughout the match, like Surge or Sloppy Butcher, particularly on an M1 killer, or perks that are, if not useful, than just fun like Dark Devotion.

  • @Shirokinukatsukami said:

    Devs thought it would be fun to screw you over when you're about to fix a gen and out of nowhere Bubba chops you to bits.

    To be fair that is pretty fun.

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