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Zeidoktor

Zeidoktor

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  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763737#Comment_1763737

    Nope. I'm not BHVR's guinea pig. IF they give me a paycheck for game testing for them - sure, but not going to go through the stress and abuse otherwise.

    That's your call. My only point was not wanting to play without having bloodlust kind of defeats the purpose of the experiment when the whole idea is to find out how well or not the game can be played without bloodlust.

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763533#Comment_1763533

    https://forum.deadbydaylight.com/en/discussion/207492/avoiding-stress-as-killer-this-weekend#latest . It shouldn't be the Killer's job to make the game fun for Survivors. The game should be fun for killer's too. There's literally 0 incentive to play this weekend as Killer.

    That's not what I'm suggesting, and your point is exactly why people play killer. If the removal of Bloodlust is going to cause the kind of imbalance, gameplay or fun-wise, that you're concerned about then playing now and showing that might make it show up in stats BHVR would, in theory, use for their later decisions on the matter.

  • You can also play as killers who don't really benefit from Bloodlust life the Doctor, who loses Bloodlust whenever he uses Shock Therapy.

  • It seems to me that this is the worst time not to play if you have strong feelings about Bloodlust. If the devs want data, you're better off playing so they have a much as possible. If you're thinking you're going to lose because of the lack of it, isn't this exactly the time to demonstrate that?

  • My own thought for Pig, assuming no total overhaul of her powers, was have every Jigsaw Box be fully random but, the odds increase for each failed search. So with four boxes at the start, the first box has a 25% chance of being the one to unlock the trap, the second 50/50, third 75%, and last guaranteed. I'm honestly not sure if that makes the RNG nature of the Pig better or worse, but it does seem like it would be more consistent.

    I've also seen the suggestion of making her pink "box auras are invisible until the trap activates" addon base kit.

    Giving the traps a set, no matter what time limit or introducing a poison that forces survivors into a consistent, very specific place seems like a bad idea on the grounds it encourages tunneling a hatted Survivor until time runs out or, as mentioned already, camping the consistent, very specific place once you've got some hits in.

    The Demogorgon stuff sounds like an actual instant win button.

    The thing about reworking a killer is, ideally, the Survivors are still supposed to have a chance of surviving.

  • I confess I'm not entirely innocent of this sort of thing. Though I like to think I at least have the courtesy of playing on a platform where my rank actually is low when playing with also low ranked friends. It's mostly to lower it risk of the opposite situation of landing teammates with too strong a killer. I also have s personal rule of letting the killer have me if they're getting ROFLstomped. In those cases my score is usually solid enough I can still score high despite dying.

  • At the moment my main thought is just trying to think of combos that could potentially be usable. Whether they're good or viable is secondary. In this case I was watching a stream and the streamer made a note about Territorial Imperative after it popped up in the Bloodweb and it got my gears turning in wondering how it'd work with a Killer that you could separate from.

    I had a similar idea wondering if Surge could proc Oppression, but I've already seen that won't work.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1747040#Comment_1747040

    They don't trigger at all, or do they just not show the Aura?

    Cause with TI, all you really need is for the Perk to trigger.

    Yeah. I didn't know about the aura thing (I've mostly just been watching PTB vids here and there) but TI is still a perk that lights up when it triggers so you can go by that. Though @APoipleTurtle's idea is good too, take it from the other direction. Though in that case you'd have the Killer Instinct to use which would eliminate the need for the perk.

  • "So is Victor considered to be a killer or killer's power?"

    Yes.

    Serious answer, he's kind of both. When you control Charlotte, he's your power. When you control Victor, he's your Killer.

  • I've got my answer. At about 19:25 in this video, OhTofu downs a Survivor and sets off Surge then, while it's on Cooldown, kicks a gen and sets off Oppression's cooldown, so I'm taking that to mean Oppression does need the actual kicking of a generator to trigger.

    https://youtu.be/KTws3wCeet0?t=1155


  • @katoptris said:

    Myers's lunge in tier 3 is gonna be alot bigger now with this perk combine with fire up,brutal and bamboozle.

    Alternatively, what about Scratched Mirror Myers?


  • @BlooperReel said:

    I see a lot of people vying for it to remain off but in all honesty I think it's necessary. Consider the fact that without it currently, the more you play the game, the more the game considers you to be good, regardless of whether you improve. If you do improve but don't play often or play as killer in kill your friends, you'll be a high skill killer in a low rank setting.

    I think people are looking at it as a situation in which everyone is set to 0 so everyone has an equal chance of running into bad matches where they are either too skilled for the other or underprepared. The issue though is kind of clear. Some killers are practically absent from the game whilst some make major appearances, while this does have to do with their ability it also has to do with player confidence. I can play Hag fairly well, I don't play her much as I find other killers more satisfying but I can play her well. Despite this, she never appears.

    On the other hand I refuse to play Nurse, she's a difficult killer to get into and the fear of constantly losing with 0 hooks is a turn-off of the character, someone I'd like to get to know but someone I don't want to hate the entire time I play with her. Getting set to 0 means I'll go against players that are better than me but I can take confidence in knowing that it won't be permanent. That I can count on, after 10 matches, to not suffer and that will motivate me to play at least 10 matches in order to place with people of the same skill as me.

    I don't claim to be a great killer, I'm barely mediocre but I find that even when I'm okay with a killer such as Wraith, Ghostface, or Trapper. I still find that I get nervous and tend to avoid playing killer once I reach green ranks. Sure it's more of a personal thing but I feel like my fear of failure can be laid to rest with an MMR system.

    I don't see a lot of good arguments against it other than that people don't want to hurt new players. Some tough love is necessary but it'll be better for everyone once it gets going. I think if nothing else though, new players will have to have the MMR system explained to them in the tutorial. It'll be great to hide the MMR but it will be unfortunate if new players misunderstand the MMR system and assume they will get nothing but good players until they play 10 matches against that killer.

    I think the best solution is to explain that there is an MMR system and to attempt to pair survivors off with killers they've faced more recently. Suppose a new player goes up against the Blight, Nurse, and Myers. To start off they would try to get these three more often than not to set the groundwork for how the game works as well as to ensure at least a small group of killers are adapted to their skill level, and slowly integrate more killers over time. In essence, the new survivor would face these three with a little diversity to speed things up, until they place with Blights, Nurses, and Myers their skill level. Then this process could be repeated again, perhaps the first three diversity killers, let's say Wraith, Billy, and Ghostface are the next three up for grabs so that after this, the new player can reliably count on facing off with six killers their level. After this regular matchmaking would occur and they'd face killers randomly until they reach their skill level with all killers.

    I'm not sure if MMR is bad, in and of itself, but the problem is that the one time it was implemented in-game, it not only failed to do what it was supposed to, but did exactly the opposite and exacerbated the very problems it was created to prevent. As others have mentioned, there were matches with very obvious skill mis-matches, and not just from rank, which, in theory, would happen if you were a different rank than your skill level, but the actual gameplay of the sides themselves was obviously mismatched. Rank 20 killers with only a single perk to their name going up against red-rank level teams, or vice versa, that kind of thing.

    MMR may yet have a place in DBD, but if it is going to have it the developers need to implement it far better than they did previously.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1730967#Comment_1730967

    Good news! in-game graphics settings are coming! i believe peanits announced that more specific settings are coming in the future, just not in one big batch but over time

    A dark outline for skillchecks is a absolutely WONDERFUL addition.

    https://forum.deadbydaylight.com/en/discussion/comment/1731017#Comment_1731017

    I'd rather survival bloodpoints be gained for actions, but this is a nice and good change that i absolutely would not contest.

    I actually think that with the coldwind farm rework in the future, they should make the corn a bit more visible through, but also have the closest corn to a generator die upon the generator being finished. would be an incredible change to atmosphere, and alter visibility on the map as generators are done.

    https://forum.deadbydaylight.com/en/discussion/comment/1731047#Comment_1731047

    Thats pretty much what they've done with offerings on mobile. wouldn't mind that change, but then i'd also effectvely have a couple hundred mori's on newer killers, which is not exactly a good thing either.

    i'd rather survivors being specifc, and that they have something about them that makes each of them very slightly different (but not tied to gameplay balance, more playstyle)

    https://forum.deadbydaylight.com/en/discussion/comment/1731058#Comment_1731058

    That would be a nice change, but i mean, that would just allow for selective tunneling because of ds. i don't really think that should be in the game and that they should rather, work on the things that have timers to make them feel less abrasive to go against.

    https://forum.deadbydaylight.com/en/discussion/comment/1731060#Comment_1731060

    I agree with all of this, though the aura colors would have to come alongside a perk rework with the colors changing in the perk description based on what you've selected in the settings menu.

    They could easily balance out the ingame xp thing by making the emblem system give more, and the time spent far less.

    https://forum.deadbydaylight.com/en/discussion/comment/1731217#Comment_1731217

    actually yeah that's always bothered me too.. though i don't think she's really a rare pick, its not fun that mini stun, rather it be more like a huntress charge up.

    https://forum.deadbydaylight.com/en/discussion/comment/1731241#Comment_1731241

    god the forced camera movements actually give me a slight amount of nausea as well.. i don't like those. And yeah, feedback on a reported player would be very good, but it would also incentivise reporting more which with how the playerbase is, could lead to false reports. i 100% agree that it should be a thing, but i don't think its something the dev's would add for being afraid of that reason and seeing the boone of banning someone you despised going against.

    https://forum.deadbydaylight.com/en/discussion/comment/1731249#Comment_1731249

    You kind of can based on the level of the health meter, but honestly they should also add icons that more clearly demonstrate it for newer players. 1st hook is standard, 2nd hook is more bloodied.

    https://forum.deadbydaylight.com/en/discussion/comment/1731283#Comment_1731283

    I mean, i'd prefer just directly showing perks to people in the esc menu/on the lobby screen, but this gives me the idea for "nametags" that are earnable for killer and survivor. or just name color tags, that indicate how long you've been playing the game for lobby screens/ingame. have it tied to player level. kind of like player borders in ow.

    https://forum.deadbydaylight.com/en/discussion/comment/1731292#Comment_1731292

    I believe that was a bug for a while, and it was a very good bug. would like that base, and also for the obsession to have some kind of benefit to the killer ie just as obsessions escape, 500-1000 bp for hooking the obsession.

    could also rework having a lack of obsession to also mean something, or hiding the obession sign until it is relevant.

    I think a searchable inventory is something absolutely needed, with how many things are in the game now.

    When the Obsession mechanic first came out, wasn't being the Obsession only visible to the Survivor and the Killer?

  • I do my best not to tunnel. It is the one thing I most hate running into as Survivor so I make an effort to avoid doing it as Killer. That said, I won't tunnel off hook, but I will slug off hook if the opportunity presents itself. I will not, however, interfere with pickup. The slug is just for keeping pressure and to punish whoever thinks it's a good idea to unhook right next to the killer.

    A rule I've developed as Survivor lately, since I've been in lower ranked games due to not playing as often: If the Killer is getting roflstomped but otherwise not being a jerk player (and I'm not doing a 'must survive' ritual or challenge), I'll let them have the Kill on me. I'm usually fine point-wise at that point so dying doesn't mean much to me.

    When I'm killer and I or someone else uses BPS or Cake, I'll happily farm, but not blatant farming. I'll play seriously until I have Barbecue stacks, maybe 2 hooks on a person, then I'll mess around, hit them and down them when I'm able, but otherwise won't stop them escaping. If they kill themselves on hook, far as I'm concerned that's on them.

    I'll do the same if I find myself in a position to win the game fast. Since I'm in it for points long games favor me.

    I'll sweat and tryhard more when I'm playing a killer I'm not as good with, such as Nurse or Hillbilly.

  • @Saberawx said:

    I have tried out the doctor and I'm in love with him the thing is I'm not great using him I usually win about 60% of my games, I'm sorta new to the game and the only killer I really played is the doctor I have him at level 50. My question is, what are the best perks for the doctor? Right now I'm running overcharge, distressing, iron grasp and sloppy butcher.

    Otzdarva put out a video for "beginner builds" for killers a while back, which features builds you can use without having unlocked any other Teachables. His build for the Doctor was Distressing, Hex: No One Escapes Death, Hex: Thrill of the Hunt, and Sloppy Butcher. Add-on wise he recommends range add-ons (the various electrodes) alongside the Maple Knight (shows you the area of effect of Shock Therapy) to learn different ranges.

    For builds w/ Teachables: A Doctor main on Twitch, Archdruiddrey, has a favored build of Barbecue & Chili (Leatherface), Iron Maiden (Legion), Save the Best For Last (Myers), and Surge (Demogorgon). Of the four, Surge he uses primarily for convenience so he has to kick less gens less often.

    For myself, I like using the Plague's Dark Devotion. Not to win, just for fun. The Doctor is a fun Killer to pull Terror Radius shenanigans with

  • A couple of thoughts:

    Obsession every match. Regardless of whether there's an Obsession perk in play. Killer's can't use the lack of Obsession as a signal to tunnel.

    Searchable inventory. You can look at a list of perks you've unlocked and see who's got it and at what level.

  • @TheWarNung said:

    https://forum.deadbydaylight.com/en/discussion/comment/1714570#Comment_1714570

    So.....

    You know Terror Radius perks don't work on survivors who are asleep, right?

    When a survivor enters the dream world they gain the Oblivious status, which makes them unable to hear your terror radius. Instead they hear a "lullaby" (Freddy's theme song) which is locked at 32m.

    Your perks are only affecting survivors for a small portion of the game.

    Yes, that's the meme. It's fun when you actually get IF to work. Once had someone get salty at me for using IF and BBQ on Freddy.

  • Before we begin, take anything I say with a grain of salt. I'm a very casual player and enjoy memeing when I play Killer as much as actually playing for real. My favorite build to play is Freddy loaded with Terror Radius perks, for example.

    Regarding what Killer to play, I tend to advocate playing the Killer(s) you most enjoy, reputation or strengths/weaknesses be damned. You like playing Clown, play Clown. Playing the strongest killer in the game feels pointless if you don't actually enjoy and/or aren't good at playing as them. In this case, though, that might not be helpful advice since you're still having trouble and want to try new Killers anyway. I just wanted to put that out there.

    The first thing I'd toss out is for you to consider what your specific weaknesses are, playstyle-wise. That can help you find (a) which Killers most or least complement it, and (b) give you an idea of what builds to consider.

    For example, it sounds like getting gen-rushed is your biggest problem, look closer at Perks like Pop Goes the Weasel, Corrupt Intervention, or Hex: Ruin. Can probably look at Addons that can slow other things down like Sulphuric Acid Vial for healing.

    If Items are a big issue, look at perks like Franklin's Demise, or Lightborn if you see a bunch of keys or flashlights

    Speaking for myself, I consider myself weak at tracking. This is at least one reason I like playing the Doctor. Other killers I try to keep a solid tracking perk ready to go. Spies from the Shadow isn't rated high but it's worked great for me in the past. Similarly Bloodhound is nice once in a while. Predator not so much since scratch marks usually aren't an issue for me.

    The best advice I can think of is build around your personal playstyle.

  • Random thought: Would it make the Pig more or less RNG based if the odds of escaping a Reverse Bear Trap increased by how many you've already searched?

    If I'm not mistaken, right now when you put a trap on someone, that trap is keyed to a specific Jigsaw Box on the map. You can find it in one go, or it'll be the last one you search. What if, instead, you had a set chance of escaping on a Jigsaw Box that increased with each one searched. The first one you search is a 25% chance, second is 50/50, third is 75%, and last is guaranteed.

    It would offer consistent odds of getting the Reverse Bear Trap off while reducing the odds it occurs the first time you do it due to a lucky guess. Add-ons that increase the number of Jigsaw Boxes change the odds accordingly, so for example 5 boxes would be 20/40/60/80/100. Odds are most people would get it off on second or third, but a bit of good luck can get it for you on the first, and bad would cause it to be last. It would be less guesswork where you're guaranteed to fail unless you find just the right box.

    I'm not sure there's a way for the Pig's power to work as it is currently without some RNG element, so something consistent across the board would seem the best way to work around that.

    I've also seen a few people mention that Ruleset No. 2, which causes Jigsaw Box auras to be hidden until the trap activates, should be baseline.

  • Yesterday I had a game where 3 of us had a gen near done but the killer appeared and started chasing one person. I used my toolbox then to get those last few seconds done that little bit quicker.

  • When it comes to the Hatch, I don't go super out by way with it. Like @dugman, unless the last Survivor is right there I don't slug for the 4k.

    I've had a couple times where the final chase ended close to the Hatch, either because the Survivor was running to it or just dumb luck. When that happens, I'll shrug, say "Okay, sure.", and let them get it.

    My main form of being a softie killer is I do my best not to tunnel, as it's the one thing I hate running into as Survivor; the most I'd do is slug off hook, and mainly of the opportunity is right there. If Bloody Party Steamers or Cakes are in play I'll let the Survivors escape and get their 5k times whatever Survival points.

    I'll sometimes do that even without BPS. One hook apiece for Barbecue & Chili stacks and I'm happy to focus on maxing out non-sacrifice points.

  • It also nerfs the thing that made it such a huge problem in the first place: the amount of information it can give to a survivor/SWF team with potentially no risk to the Survivor using OoO.

  • Probably the simplest way, to my mind, to rework it without changing its effects completely is it only kicks in when both Survivor and Killer are looking at one another.

  • Active traps can still be disarmed, inactive traps can no longer be sabotaged. It's the reason they changed Saboteur's icon to a broken hook, because it no longer affects traps. I think Slippery Meat got a similar treatment in this last patch for the same reason.

  • Only console is confirmed to be coming for is Switch. It's already active for Stadia.

  • @MegHasCuteFeet said:

    Leader makes your teammates heal you faster so that's not selfless at all.

    The OP allows for Perks that directly help others out and yourself as well.

    My own build I like to use is Borrowed Time, Babysitter, Decisive Strike, and a flexible fourth.

    For the purposes of the OP we'd have to drop Decisive Strike, but We'll Make It seems a solid replacement. The flexible fourth can be whatever but I do like For The People being in there. New We're Gonna Live Forever might be an option for pickup potential. Buckle Up was mentioned earlier, too.

  • @TsukiYurei said:

    https://forum.deadbydaylight.com/discussion/comment/1624526#Comment_1624526

    https://forum.deadbydaylight.com/discussion/comment/1624526#Comment_1624526

    Because it’s fun and easier for me right now while being a student.

    I like Nintendo but with cross progression coming I may upgrade to PS4,PS4

    But I supported DBD on switch since it’s release and I love it.

    I just want these dam bugs fixed immediately it’s ruining the fun.

    Unless something has changed recently, Cross-progression is going to be specific to Switch, PC, and Google Stadia, so if that's a concern you're probably better sticking with Switch or Swapping to PC when able.

  • @BaldursGate2 said:

    None. I have so many occasions where i did not tunnel / camp and they just made up a story how i tunneled or still t-bag at the exit gates.

    Why should anyone bother to not suck out the fun for survivors in every game? Behaviour doesn't ban people for something like that, so you wanna risk to play "fair" and still get t-bagged or eZ gg at the end?

    The toxic cycle will continue until this unsportsmanlike behaviour will be punished.

    /EDIT

    Yeah, but it's only a game, don't get tilted. Oh it's only a sport, don't bother the winner didn't shake your hand or spit in your face. Thanks.

    Speaking for myself, I know what I hate running into as Survivor, and I feel no inclination to be the guy who inflicts it on others.

  • @scenekidtrash said:

    This is a serious question because I've seen a lot of survivors complaining about this in post game chat. Just now I had a survivor say "wow, another bbq on a red rank killer. keep relying on your crutches." Like??? To my knowledge, BBQ has multiple counters (distortion, lockers, hiding behind gen auras) so what's the big deal? There are way worse survivor perks that a lot of killers have to deal with, and most of those aren't even counterable. Someone please explain!!

    I once had someone get salty at me for using Barbecue & Chili alongside Infectious Fright, which would be understandable had I not been using them together on Freddy. (BBQ for points, IF as part of a build I use more for laughs than effectiveness). They were calling the combo op even as I pointed out Freddy's own mechanics mean IF isn't very useful.

    Short version, some people will find an excuse to complain about anything.

  • @Axe said:

    if the survivors are hook diving and not doing gens they give me no choice really. If the killer camp punish by doing gens

    I always say it's not camping if they don't let you leave.

  • @koopazepam said:

    Oh I wish they got rid of the stupid map offerings. Or I would like the option to discard items from the loadout. I hate having 100 mist bottles too.

    Like an option to refund items for a percentage of what they cost in a bloodweb. Even half would probably be acceptable.

  • @Maperson said:

    Only if I see that survivors are swarming it

    In that instance it's not camping if they don't let you leave.

    I don't camp as a rule. My feeling is we're all here to play the game, and if I stay at s hook and camp it, essentially nobody is outside the over-alruistic hook-farmer going for the risky unhook. In that scenario I'm staying by the hook, as is the survivor I've caught and, if the rest are smart, they're focusing on gens to punish the camping.

  • @DarKaron said:

    The reason they keep removing it is that hackers found numerous ways to get others banned using exploits and loopholes in the game's code.

    DC penalties are under review for a second time to compensate.

    I thought this was the third time.

    @SweetTerror said:

    There needs to be a mechanic in place that makes life easier for the remaining survivors who don't disconnect. I played a match as Freddy the other night, and two players disconnected within the first two minutes with five gens left to be done. I brought in a cake too which really surprised me. I felt bad for the other two survivors so I let them farm, and because of the cake we walked away with quite a few blood points.

    If BHVR isn't going to incorporate bots into the game to take over for people who disconnect, then at the very least you should be guaranteed a safety pip if half of your team disconnects.

    I recently did the same on a Mikey game where two people killed themselves on first hook.

  • @Blueberry said:

    It is a fun perk, which is why I wish it was better so I could justify giving it a perk slot.

    Yeah. I classify it more as a "fun" poem 8 than a winning perk, too.

    It's not as effective as it sounds. One big limit to Dark Devotion is the Obsession terror radius is locked at 32 meters, no more or less, so while it's good for perks like Unnerving, it won't benefit from Distressing.

    Plus I personally had a bad habit of not having Static Blast up when I could have used it, but that's more on me.

    That said, it is fun when you can pull it off, since stealth perks are not something one expects from the Doctor.

  • I've experimented with it on the Doctor and it can be used there to fire off Static Blast from the Obsession.

    I also include it on Freddy as part of my "stupid build" where I load Freddy up with Terror Radius perks like Distressing and Infectious.

  • @Hex_HammerTime said:

    https://forum.deadbydaylight.com/en/discussion/comment/1617449#Comment_1617449

    Then juggle the survivor if you’re scared of DS, it’s not OP you just have to learn how to counteract it

    Decisive Strike isn't the issue here. I used it and Unbreakable as an example of a combo that's often considered broken on the Survivor side, and why such a combo would be potentially just as broken if Houdini's Box required the Killer to open the locker in a certain span of time. Either the killer opens the locker and triggers Houdini, or waits long enough to invite a Head On. It's a pure No-Win situation for the Killer.

    A timer before it can be used, similar to Head On or Inner Strength would work as a balancer; a time limit in which it must be used would potentially cause the exact opposite of balance.


  • @Hex_HammerTime said:

    https://forum.deadbydaylight.com/en/discussion/comment/1617443#Comment_1617443

    Some perks synergize, that’s just how builds work and you can’t really do anything about it

    Hence "too well". Working well with another perk is all well and good, but one should be mindful of potentially overpowered combos. The initial idea of having the perk rely on the Killer opening the locker is a Decisive Strike/Unbreakable in the making.

  • Maybe a time limit before it activates, like Inner Strength and Head On?

    For a moment, I thought maybe the opposite, it works if the Killer immediately pulls you out, so he opens the locker he so you go into but you're not there, but that would synergize it a little too well with Head-On. If Killer waits out the Houdini trick, it gives Head On enough time.

  • @Heartbound said:

    Toxic survivor here. It may be counter-intuitive but taunt the killer. Press 2 to do the "Come here" motion and run the killer around a safe loop once or twice and pallet slam him. They'll generally take that to mean that you want to be chased and leave you alone.

    But I mean if he does wanna tunnel after you pallet slam him once or twice, all the pallets are still up. Take him on a tour of the place. If you get hooked and he tunnels you again right after though I'd plug pull, but that's just me.

    There is a logic to this. I know that, when I play Killer, a rule of thumb I follow is if a Survivor is actively trying to get my attention, do not give it to them.

  • Aren't the new flashlight mechanics just the old flashlight mechanics?

  • "I'm Running Out of Unique Titles for Streams I Watched So You Don't Have To"

    Have you already considered or gone through puns or similar based on the Nostalgia Critic, who "watches it so your don't have to" as well?

  • @PrettyFaceKate said:

    Short quick phases.

    I've heard puppers recommend that, too. Stopping it halfway to catch someone trying to double back.

  • OhTofu's newest video features the Spirit's Ultra Rare Add-on Father's Glasses, which shows blood while in Yamaoka's Haunting

    https://youtu.be/m0ZEayfqq7s

  • I do agree that a Safe Unhook should be worth more than the Unhook itself. Right now the only penalties are emblem loss, which people are not always going to care about, and failure to activate certain perks or challenges, which the Unsafe Unhooker may not have in the first place.

    If your primary goal is bloodpoints, then you have no reason in the world not to farm unhooks, especially if you know the Killer will just tunnel the unhooked. You'll get 1,000 points just for the unhook and the extra 500 for a Safe Unhook, should the Survivor get lucky or you at least had the decency to have Borrowed Time before you hook farmed, is a bonus.

    Simplest thing to me would be just flip the numbers. 500 got the initial Unhook, 1,000 for the Safe Unhook.

  • On the plus side, Hex: Undying certainly did its job.

    Seriously, though, that is pretty funny, just from the odds of them only getting Hex: Ruin with each cleansing.

  • @MasterGrit said:

    Ruin get destroyed 4 times ( hex : undying )

    On the plus side, Hex: Undying certainly did its job.

  • Probably the one that made me laugh out loud the most, though not sure it counts as funny:

    Two of my roommates and I are up against a Wraith in Red Forest. Game going normally but at one point, thanks to Aftercare, I see the random Claudette point me out to the killer. I'm killed and the whole tune my roommates are either running the killer or getting other things done Claudette does nothing, not even totems. Eventually she's last one standing. She's on the hatch waiting for the killer so she can jump into it in front of him...

    ... at which point she learns the hard way that the Wraith can close the Hatch while cloaked. Oh, and remember how I said she didn't even do totems? NOED.

    The sheer karma of it all left me laughing out loud.

  • I checked the settings in PC/Steam version and it has an option for linking your Steam account to a BHVR account, but the link it gives you ( http://account.bhvr.com/ ) currently does not work. So I'm assuming that means they're prepping for it but aren't actually there yet.

    Can that be confirmed, though?

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1605641#Comment_1605641

    not it wouldn't because adding an effect which must be basekit to an U/R is ridiculous. Blight should be able to break pallets/walls with slam as his basekit.

    I don't disagree, more for Blight's similarities to Hillbilly than Demogorgon, but if they don't do that for whatever reason, adding Generators to the mix might still make it worthwhile.

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