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Zeidoktor

Zeidoktor

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Zeidoktor
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  • Serious question: Is 1% instead of 2% really that big a difference? On paper it seems pretty negligible, and a small price to pay for getting more points when you hit one, which seems more valuable to me, personally.

  • @The_Horde said:

    It seems as though every time a new adjustment happens people claim that it will be the death of the game. Either the doomsday projections for the game are over dramatic, or this game is a cat with 9 lives.

    @GhostJonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/1240122#Comment_1240122

    Look at the threads man, they are the worst i've ever seen. The worst being the forced AA that makes it impossible to play, plus the huge fps drop a lot of people are getting because of that and forced V-Sync.

    Speaking for just myself, I agree with The_Horde. Less because of any real consideration and more because I see a slew of threads complaining about literally anything and everything Devs do. Case in point:

    @USELESS said:

    This game died when ruin got nerfed

    There may be legitimate complaints to be has, but I can't take these kinds of threads seriously enough to think there's anything to them. It's not worth navigating the sea of negativity to find the occasional buoy of true issues.

  • @KiloOfSalt said:

    As we all know its possible to glitch multiple killers into a single match. What if as a rework to legion they made him the first co-op killer? They could balance him around it by giving him no power and making him move at 100% movement speed along with survivors. It would have fun counter play with your legion member to corner the survivors and get a hit on them, while making it where its not op by having a power or strong movement speed.

    I've had a similar idea, though in mind the additional Legions would be A.I. controlled. Got the idea after watching a video about how the ghosts in Pac-Man were programmed.

    My idea was when you inflicted Deep Wounds on two or more Survivors, the other members of Legion would spawn and pursue the Survivor the player wasn't actively chasing and would do so until either a set amount of time went by, the Survivor was able to Mend, or they were put into Dying State.

    To mitigate potential OPness, the AI Legions would only bring down the Deep Wounds timer, meaning it could take multiple hits to bring someone down.

    I appreciate that it probably isn't feasible, but I'm down for anything that makes use of Legion being multiple people.

  • @batmanscar said:

    so if I was at the correct distance but invisible / with insidious activated would MYC be enabled ? and if so what is the correct distance to be form the hook when the survivor is unhooked ?

    In that instance it would work because you are the correct distance (which, to answer your other question, is 32 meters for Make Your Choice).

    Being Undetectable or not has zero impact on whether Make Your Choice activates or not. If you are less than 32 meters from the hook, Make Your Choice will not activate, period.

  • An alternative idea that could cut down on frustration:

    Have the speed boost kick in at generators' completion, but have the exposed status kick in upon Endgame Collapse.

    Increases threat at endgame, and there killer even has the option to start the one shotting effect themselves if they want more than the speed boost, but at the cost of potentially making escape easier.

  • @GoodBoyKaru said:

    Here's some tips I've learned:

    -A lot of doctors will shock while you're both at opposite ends of the loop. In this case keep running forever, they won't catch you, since they lose all blood lust while shocking people.

    -Calm spirit removes a lot of his tracking (not all, mind you) so if you're having a really bad time then use this perk. Be warned though, the lack of screaming from this perk makes you struggle sooner as there's no screaming animation before going straight into button mashing.

    -The average game length is 6 minutes, as confirmed by a dev on one of these posts. This means the doc gets to use his static blast ability 6 times per match. When in the terror radius you also hear a directional audio que so you can either hide in time or book it in the opposite direction.

    -Lots of doctors will shock where they think you'll run. Taking alternative patching makes them miss their shock and bloodlust and also probably a hit. For example, when at an L-T wall a lot of doctors will shock inside to deny the window (me included) so running to the other wall confuses them a lot.

    Good luck, and I'll see you out there in the fog :)

    Doctor loses Bloodlust when he uses Shock Therapy? I legitimately did not know this.

    On that note, for the OP, be wary of the Shock Therapy, the spammable shock, if you're about to drop a pallet or hit a window, because getting hit by it prevents interactions for a few seconds, which could well be critical if he gets you at the wrong time. The area Shock, Static Blast, does not cause this effect.

  • @Dccrasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214890#Comment_1214890

    Bubba can down a whole squad, though! His ability should only destroy gens and pallets, and at MAX give deep wound. Plus, the plague is too strong. Red vomit shoulodn't harm you...

    That's only really if the squad lets him. I can't imagine any good reason a full four survivor squad would be in one place long enough for Leatherface to get them all in one chainsaw, as that first sentence suggests to me.

    Two happens often enough, and I'm fine with that as a way to set him apart from hillbilly, but just because he can take down a whole squad doesn't mean he's likely to.

  • Unrelenting and Zanshin Tactics can also work as what I call "Training Perks", a perk more useful to beginners than to veteran players.

    Hex: The Third Seal isn't one I see much value in, unless you want to specifically counter something like Kindred or Object of Obsession, but even then since it's a Hex perk it loses some of its potential since it's gone once it's cleansed.

    Territorial Imperative is also probably too specific since all it shows you is if someone is inside the basement.

  • The reason the a Demogorgon roars at everything is he met the Oni while they were both waiting got their release and Oni taught him how.

  • @Thatbrownmonster said:

    Like godamn 3 matches and I am allready facing toxic red rank swf

    I thought the rank reset was supossed to mix a bunch and help me get the adept achievements

    Not put me against red ranks?

    Because some people are more dedicated than the servers.

  • Would it work to make NOED activate in the Endgame Collapse rather than the last generator?

  • While they don't work simultaneously. I've seen Surge used as a backup to Ruin. They get Ruin early you still have Surge.

  • @greekfire774 said:

    I main the oni and am currently rank 3. I got out into a lobby with 3 rank 1 survivors and a rank 6. I found all 4 working on a gen in killers shack and immediately downed the Claudette with a key and hooked her in the basement. Here's where my game got interesting for me. As I'm walking out of the basement, I hear a grunt from behind me and turn around and sure enough nea has fallen behind me to save Claudette so i went back down there and yanked her out of the hook save and put her on a hook beside Claudette. As I'm leaving the basement AGAIN I hear a grunt and turn around and it's another nea on the stairs trying the same crap. So, I yank her too and she goes on the 3rd hook. As I'm leaving the shack finally I notice bill running behind a rock all the way across the field and activate my power and go over there and down him instantly and hook him. They all died and nobody got unhooked and not a single generator was finished. None of them got above 5k bloodpoints yet, somehow after the game I still got hate messages that said I'm a camping killer and that if I hadn't camped basement I wouldnt have gotten a single kill. I just don't understand cause i never camped they just made the possibly dumbest play to save their friends literally right behind my back like I'm deaf.

    It's not camping if they don't let you leave.

  • I don't know about mechanics, but I think there's a lore explanation that the Entity enjoys the chase and prefers the drawn out back and forth to the quick finish.

  • @YoshisCookies said:

    running BPS means to me a SWF that means i shut them down by camping them hard/tunneling

    Like others, I question the logic here, since it seems to me you benefit just as much from double points, which I would think provides an incentive to do the exact opposite of shut them down and instead drag the game out.

    I might understand if we were talking the green envelope, since the Killer gets no benefit from it, but we aren't.

  • @swiftgiraffe808 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206409#Comment_1206409

    Oh sweet I didn’t know WGLF multiplied like BBQ. Thanks!

    One tip for We're Gonna Live Forever is Protection Hits also add stacks along with Safe Unhooks. An easy way to get Protection Hits is take a hit from the Killer while they're carrying a survivor. Pair it with Breakout and it can potentially aid in your teammate's escape.

  • Yeah. That's what always strikes me as the tricky part when I see people talk about punishing camping or tunneling: what kind of punishment can be used that the players doing these things actually care about?

    It's at least one reason I use Kindred as my main anti-camping tool. Someone wants to camp me? Everyone else can know it.

  • My own idea is have the AI controlled members of the Legion spawn when multiple Survivors are hit with Feral Frenzy and pursue whichever Deep Wounded Survivors the player isn't currently chasing, their attacks only reducing the DW timer until they go down, mend, or survive pursuit for a period of time.

    Uses the fact Legion is multiple people while giving them a unique ability to pressure multiple Survivors at once. Though I appreciate it's probably not feasible.

    Got the idea after watching a video about how the ghosts of Pac-Man are programmed to chase Pac-Man.

  • They're also a handy point farmer.

  • An idea I've had, though I don't really think it's feasible, is when you have multiple Survivors with Deep Wounds it summons the other members of the Legion to target whichever Deep Wounded Survivors the player is not actively chasing.

    They'd be AI controlled, their attacks only affect the Deep Wounds timer, potentially bringing it to zero, and they chase for either a short period of time, until they bring down their target, or the Survivor mends out of Deep Wounds.

    So while Frank is chasing Dwight, Julie could be after Meg, Joe's after Claudette, and Susie is after Jake.

    I've always thought not utilizing the fact that Legion is multiple people a wasted opportunity, and it would give Legion the unique gimmick of being able to pressure multiple Survivors at once.

  • Whenever I see someone say "There’s still no ability to stealth against [the Doctor]." I think "Isn't that the whole idea?"

    The Doctor's whole gimmick is that, for one reason or another, he's supposed to be difficult to stealth around, so that particular complaint always feels to me like it misses the point.

  • @SquirrelKnight said:

    You know, i never saw complaints about bloodlust UNTIL this patch. It's almost like survivors have a list of changes they want made every time killers even get a slight pat on the head.

    There are times when the need to complain outweighs the need to have something legitimate worth complaining about.

    More seriously, my immediate thought to "Why is nothing done about bloodlust??" is "Why should something be done without bloodlust?" Has it been causing issues in the PTB with the smaller maps? Has it been doing something it hasn't been doing before? Has it been getting abused by killers in ways not intended?

  • Editing out double-post. Thought my first one got deleted.

    New serious question: has this whole thread been bait or a severe misunderstanding of how the Plague actually works?

  • I don't think that's different from then and now. She always gave you Broken status. That's been a thing from day one, far as I know. You get green puked on and become Broken if you didn't cleanse.

    Unless you're saying the blood puke inflicts Broken now?

  • @Respectfulnancymain said:

    Why can't we all just discuss our opinons instead of insulting eachother?

    For what it's worth I tend to see less toxicity in the Ask the Community forums. The General Discussion I check in to see what the Complaints of the Day are.

  • Serious Question: Is there really any difference between Plague then and Plague now, other than the fact that she's guaranteed her blood puke at least once in a game even if the Survivors don't cleanse?

    Doesn't this just made one of her add-ons base kit?

  • Serious Question: Would it be worthwhile to make NOED activate with the Endgame Collapse rather than completion of generators? That would cut its power/abusability a bit but still leave it a potentially dangerous endgame perk.

    in d Comment by Zeidoktor
  • Would it be worthwhile to make the two perks activate with the Endgame Collapse rather than the completion of generators? Doesn't fix the issue of activating with the Hatch closing, but the killer then gets NOED to compensate if they have it.

  • The only guarantee is you won't get rituals for characters you do not own.

  • The way I go about farming is at least one hook per survivor for points and/or BBQ stacks. After that, work on maxing out the other 3 categories. Once that's done, let survivors have the escape so that they can get their extra 5k survival points.

    I try to indicate I'm farming on the second down, doing things like clearly not hooking anyone I down or spinning in place. They don't always work it out, and I've had DC's and people killing themselves on hook. I figure that's on them.

    I'll harass and chase survivors so they can get their own points for boldness or what have you. If they catch on and try to indicate they want to do something I'm fine to play along.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183581#Comment_1183581

    Well i mean lets atleast agree to disagree that the perk is fun in concept. We don't have to agree on its strength man. i just find the perk fun :)

    https://forum.deadbydaylight.com/en/discussion/comment/1183587#Comment_1183587

    Wouldn't mind this added to iron grasp actually. agitation already increases your speed to levels above a survivors run speed in order to get hits, so pairing it with iron grasp and mad grit with this change could lead to suprisingly fun backpack builds!

    https://forum.deadbydaylight.com/en/discussion/comment/1183603#Comment_1183603

    these are some solid changes ngl! though i'd prefer they added just a 100% point buff akin to wglf to No mither, as it is incredibly high risk. Allowing it to be disguised until seen would also be nice as well (ie the survivors icon is unbroken just normal health at the start of the match, but there a injured survivor normally, and go down in one hit as usual, then when hit they go down, and after that point they forever have the broken status icon.)

    https://forum.deadbydaylight.com/en/discussion/comment/1183808#Comment_1183808

    it's also one of my fav perks! allowing it to work whilst injured would be amazingly useful, and also just allow for variety in stealth builds. i know they were going for a reason to not stay injured, but honestly just buff the perk haha.

    https://forum.deadbydaylight.com/en/discussion/comment/1183931#Comment_1183931

    the overwhelming presence change is good, very good but im unsure if it would be too powerful... i mean it would be a global franklins demise with no requirements as doctor.... Shadowborn 100% needs a secondary bonus. im thinking allowing auras to be seen for perhaps 2s after they would normally dissapear? this plays into the sight factor a bit, and also increases synergy with a hell of a ton of other perks and addon's!

    Thanks. I'm trying to view this from an angle of "what makes these perks unappealing?" and going from there.

    Re: Shadowborn: I've always thought that what Shadowborn has over Monitor and Abuse is it provides a greater FOV increase than M&A does. M&A has a lower increase but gives you the Terror Radius effect as its trade-off.

    Maybe either further increase Shadowborn's effect or have it offer something else as a secondary effect such as seeing the auras of other things there Survivors might go for besides generators, such as seeing Dull Totems are as well as Hex.

  • A few options for No Mither, to go along with its seeming intent to be a "high risk, high reward" perk:

    1. An increase in Boldness points gained over the course of the Trial, much like Prove Thyself, Distressing, or Thrill of the Hunt
    2. Acting effectively as a Boldness offering, awarding 50/75/100% more Boldness Bloodpoints at the end of the Trial.
    3. A mix of both, #1 by default, #2 if you survive the trial, though perhaps with reduced percentage gains?

    An additional effect for Beast of Prey: Reduce the amount of time required to enter Bloodlust.

    Either a set number of seconds to get to Tier 1, or a percentage that works across all tiers. Probably nothing crazy, something like 1/2/3 seconds more, or 2/3/4? Or 5/10/15% which, at max, becomes 12.75 seconds for Tier 1, 25.5 for Tier 2, 38.25 seconds for Tier 3.

    Mindbreaker: The Exhaustion effect it inflicts is cumulative, meaning the longer you stay repairing a generator, the longer the Exhaustion will last when you either leave it or hit that 50% mark when Mindbreaker ceases working.

  • On the flip side, there's also the option of cleansing so much that all the Corrupted pools are cleansed. When every fountain is corrupted they all immediately purify and the Plague gains one shot of Corrupt Purge. The downside is you give the Plague Corrupt Purge, upside is you only give her that one, it's against her will, may be at a bad/inopportune time because of that, and deny her any way to recharge it until further cleansing occurs.

  • I've grown fond of Spine Chill, but Kindred is my go-to. Even before its recent buffs it was one of my favorite perks to use, if only because if I got hooked by a camping killer, everyone would know it.

  • @ermsy said:

    We must not be playing the same game. I find playing survivor quite relaxing.

    Oddly enough, I'm kind of the opposite. I tend to play Survivor more seriously than Killer. I think because, as Killer, I feel I have more control over the situation and I'm decent enough at it that I get decent points even if I'm not stellar that particular game. At the very least, during Bloodhunt I tend to play Killer because I quickly get sick and tired of the super sweaty Killers that emerge.

    @[Deleted User] said:

    • "What's the diagnosis, Doctor?
    • Well, to me it looks like a severe case of Gitgud."

    "What's the diagnosis, Doctor?"

    "Well, to me it looks like we have a severe need for electroshock therapy." (The Doctor laughs)

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160745#Comment_1160745

    If it increases over time, than it would need a hard-cap at around 30 seconds or more, depending on how reasonable it is. They could have it cap at 90 seconds but gradually increase the amount of exhaustion you have for every second you're on a below 50% Generator.

    And yes, that's the big downside to Mindbreaker unfortunately, it only lasts about 3 seconds, which can easily be circumvented. That's why if you use the perk, you should use it on a Killer with good exhaustion add-ons since they stack.

    My thought would be the exact opposite of Survivor Exhaustion perks. they go from 60/50/40 seconds, so a Killer version would go 40/50/60. Though not sure if that isn't TOO much now that I look at it.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159290#Comment_1159290

    That's kind of why nobody uses Mind-breaker, unless they're using an exhaustion build on a Killer that has exhaustion add-ons like The Clown, or Huntress who have THE BEST exhaustion add-ons.

    The big downside to Mindbreaker in particular, as I understand it, is that the Exhaustion only lasts a few seconds after they let go of the generator, making it useless for any Exhaustion perk except Sprint Burst.

    Seems like it'd be stronger / more viable if they made that longer or did something like make the Exhaustion a cumulative effect. The longer you stay on the generator, the longer the Exhaustion lasts, like that ultra rare add-on for the Oni that makes survivors' auras visible based on how long they're in contact with blood orbs.

  • The Doctor. Not for any fancy reason, I just really love any character that lets me throw around electricity.

    I also like how you can build around messing with Survivors indirectly with things like the fake pallets and heartbeats and reverse skill checks.

    I've also been learning Nurse, which is fun more in the challenge sense than the "gotta win" sense.

  • @batmanscar said:

    but what does the exhaustion do to a survivor , does it make the survivor repair the gen slower after 50 % ?

    It only effects their ability to use certain perks. When Mindbreaker inflicts exhaustion on a survivor they can not make use of those specific perks until the Exhaustion status effect goes away. If the Survivor isn't using any of those specific perks, Mindbreaker effectively does nothing.

  • I'd actually be down for Springtrap as a potential killer. I even had my own version, calling him "The Mascot" and having a power revolve around sticking large mascot heads on survivors similar to the Pig's reverse bear traps.

    Who the survivor would be isn't too impossible. In the lore it's implied that almost all the faceless main characters are, in fact, Michael Afton, the son of the man in the Springtrap suit, on a crusade to end his father's madness. So right there you've got your Survivor.

    The biggest downside, to me, is the difference in tone. Five Nights at Freddy's is centered around jump scares and, certain builds aside, that's not really how Dead by Daylight operates. That's why another idea I'd had for a power was something involving the lockers. Though I do like the idea of incorporating the animatronics' jump scare scream into the power.

  • Question that may be useful to know the answer to: Does Fire Up affect trap setting speeds as it builds up stacks?

  • I've tried Dark Devotion in PTB but haven't really gotten around to trying it since the Doctor's changes went live. I can confirm from that DD does come from the Obsession while active. I'm less sure if the Obsession themselves is affected by the Static Blast that comes from them.

    Either way it's a fun perk to use with the Doctor since I imagine TR hiding perks aren't commonly seen on him.

  • Can't go too wrong with Distressing. The Doctor is one of the few killers that benefits from a larger Terror Radius thanks to Static Blast.

  • @Tactless_Ninja said:

    Tried sabo'ing in front of a killer. Apparently getting slapped resets progress. Hook also reset almost immediately.

    The trade off for the faster sabo speed is you gotta do it in one go

  • They don't. It'll last if the other person gets hooked but once you're hooked it's gone save for whoever rescues you.

    As has been noted, though, getting use out of the perk requires either very altruistic play, risky play necessitating getting yourself saved or healed, or a mix of.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1146697#Comment_1146697

    Well the issue with Aftercare is that you NEED to unhook or heal them for this to activate, if you don't meet this requirement than it won't show your aura to your teammate and vice versa.

    The only issue is that the effect stops when you get hooked, so it isn't full proof to the OPs issue unfortunately. It could stop their issue though, but only in niche situations and if that Survivor they unhooked/healed has a tendency to bring the Killer to Generators... if they don't than it's kind of a moot point.

    It also works the other way around, when someone heals or saves you, so it's not as niche as all that. I mainly suggested it as it's the only perk I could think of that shows both sides one another's aura without relying on someone else to have anything in particular.

  • @Kyxlect said:

    Trying to think of a way to stop other Survivor's from bringing the Killer straight to me. It happens every so often and often ends with me getting downed so I was thinking maybe Bond if it shows my aura to other Survivor's or Better Together to highlight the gen I'm working on.

    Aftercare might be an option. It has a requirement (unhook or heal or be unhooked or healed), but once that prerequisite is met, you and the person you healed/who healed you can see one another's auras pretty much wherever.

  • Makes me think of the Ninja Sex Party song "First Date"

    Let's kill some guy tonight!

    We're holding hands and laughing while we shank him in the starlight

    Let's take a motherf***ing life tonight!

    We're young and alive, which I can't say for that guy

    Yeah!

  • My own secret is trying to stay pretty chill about it all. I've noticed I play Survivor more seriously than killer, while I primarily play Killer for a change of pace or for farming bloodpoints. Either I play I killer I don't use often, in which case I expect survivors to get away, or I'm farming and, excluding a few hooks for BBQ and general points, let them escape so they can get their extra 5k survival points.

  • Perk idea: Grit Your Teeth (Survivor)

    When self-healing or being healed by another Survivor, there is a 30/40/50 % chance that a failed skill check will not cause a sound alert for the killer.

    Basically a healing version of Technician.

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