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Zeidoktor

Zeidoktor

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Zeidoktor
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  • Say they did report the guy playing killer, wouldn't that run the chance of also exposing the hacker, assuming they, at bare minimum, look at the game chat which sounds like it mentioned them? I say let them do it in that case.

  • @scenekiller said:

    I'm a solo survivor main, and I get so frustrated when a LF camps in the basement with Insidious, not realizing that I can see them with Kindred, but none of my other teammates run it so I have to watch as they all get downed

    It may be worth noting that, for all Kindred's recent buffs, it took a hit in that it no longer trumps stealth/Undetectable, so an Insidious Leatherface really could be missed despite having it.

    For myself, the main thing that really gets me angry in a given game is being downed so fast and so repeatedly that I'm incapable of doing anything in the game proper. By extension, I have a poor opinion of tunnelers and have disconnected from games upon realizing that it was happening.

    I don't mind campers nearly as much since, due to my own frequent use of Kindred, I can turn camping against them more easily than I can tunneling.

  • That or use Surge as a backup against Ruin's cleansing, though that may be too redundant for using a third Perk Slot.

  • I do not believe it does because Overcharge is activated by the act of kicking the generator, which you can't do if it's blown up by Surge.

    It's similar to why you can't use perks like it and Pop with Hex: Ruin, you can't kick an already regressing generator.

  • One thing related to the Obsession that hasn't come up yet, when the Killer is chasing the Obsession, the little obsession claws will wiggle and twitch. That means that, assuming your aren't the Obsession yourself, you'll know when the Killer is chasing them, leaving you able to focus on other tasks.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1127507#Comment_1127507

    The camping penalty is a joke, which is why camping is so effective and common. Best counter is do gens and hope the camped Survivor has Camaraderie lol I'll never forget The Cannibal that face camped me in the Basement and upstairs was a Generator that someone worked on while my timer was paused. Everyone escaped, I was glad to struggle until the last drop.

    It's part of the reason I love to use Kindred. If the killer wants to camp me, they can be punished for it. Since its buff I can do the same.

  • Yeah, it's not really SELF-sacrifice when the person you're risking yourself for is the one who keeps going down.

  • I could also see it done for fun and memes. Load up a one shotter with insta down perks and go to town.

  • @SnakeSound222 said:

    Because it's still possible to have some fun in this broken mess of a game.

    Sometimes it's possible to have fun BECAUSE it's a broken mess of a game. Every now and again, you get a glitch or big that proves more amusing or entertaining than frustrating.

  • Not sure what happened, but my post got lost somehow. Don't have time to type is all again but quick version is the key phrase is "ACTIVE Reverse Bear Traps", and traps become active when generators are done. No generators, no active traps, nothing stopping survivors from leaving with one. Once activated, the timer stops when they're in terror radius/chase, on hook, or downed, but the trap is still considered active.

    The traps are ultimately a slowdown tactic, as I've always taken it, as they force the Survivors into focusing on something besides generators. Kills with them are great, but bit the goal.

    There's no reason not to use them as early as you're able.

  • As said, the key phase is "Active Reverse Bear Trap". An RBT is active when they have the red countdown started, and THAT happens when a generator is completed while the trap is on their head. Until that happens, the trap does nothing unless your have add-ons like the blindness one or similar in use. Also, I'll not 100% on the specific mechanic, but the timer doesn't count down if they're in your Terror Radius (or possibly in chase with you, that's the part I'm unsure on).

    The Survivor can't leave via the gate with an active trap on their heads. They either need to get it off or find the hatch, which is usable no matter what. Putting the trap on after the generators are already done/the gates are open does nothing but grant you Deviousness points because there are no longer any generators to activate it. It won't stop them leaving.

    I don't think it matters if you slug or not. It stops the countdown, yes, but the trap still counts as active if it was activated previously, so they still couldn't crawl out. Just like how the timer doesn't start on a trap is a survivor is on a hook when a generator if done until they're saved.

    My understanding of the Reverse Bear Traps is that they're ultimately a distraction for the survivors. You aren't necessarily meant to get kills with them, sweet as it is when it happens, you're meant to use them to force survivors into doing something other than generators for a time. Between this and the endgame thing, there's no incentive to not use them as early as possible.

  • Personally I'm fond of Puppers. He plays both Survivor and Killer, plays both jokingly and seriously, rarely gets particularly toxic, and is good enough to learn while watching. Though unlike, say, Otzdarva, he doesn't go into a lot of detail of why he does things unless it comes up in his chat during the game.

  • When I'm just farming for points I'll usually let the Survivors all escape. Even in a bad game, Killer is typically assured a hefty amount of points. Let the Survivors have their own extra 5k for getting out. If they DC or kill themselves on hook in that scenario, that's on them.

    I'll usually sweat for kills if I'm doing a Ritual or Challenge that requires it, or if I'm playing/practicing a Killer I don't use often.

    Funny story, recent game I played was for a ritual of 4 Surprise Attacks with the Wraith. Partway through I forgot I'd used Bloody Party Streamers and remembered I had a Kill Survivors challenge active, so I went for the 4k and got 3.

    In my defense, I at least waited until all four Survivors were on death hook before going in for the kill.

  • Doctor is my fun killer. I do well with him and I love throwing electricity around.

    Nurse is my choice when I want a challenge but don't necessarily care about winning. Makes the times I DO win, or at least well, all the more exciting.

  • @EerieBloodyToxicity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113653#Comment_1113653

    How does swf work on the switch? How do you use comms and mics?

    Same as anything PC, I suppose, discord or other voice chat.

    I generally play with my roommates when we're in the same house so we just yell at each other.

  • I haven't had any noticable trouble. I play Switch pretty regularly now, am in green ranks survivor and yellow in killer. Killer games take longer, but I consider that normal given its the same for me across PC and PS4, but I've never felt I've had to wait especially long unless I'm in a SWF group, which, again, has been consistent for me across platforms.

  • I'd probably have to say Killers that don't go out of their way to be toxic. For example, I don't mind dying in a match, but can't stand tunneling because it just screws over the poor sap who gets tunneled.

    I've actually tried learning Nurse on Switch. Figure if I can do well with her there I can handle PC. Actually managed a 3k recently, albeit in low ranks and a stroke of luck in that they 3 genned themselves

  • My first thought re: For the People is curiosity on whether or not it synergizes with Solidarity. Do they not work together or do you get the 50% despite the insta heal?

  • @Starr43 said:

    In the Saw series Amanda was apart of the games and she survived..

    Would anyone else love to see Amanda Young as a survivor as well?

    Yes, she survives her Game in the first Saw... then goes on to become one of Jigsaw's disciples. One who makes a deliberate point of making her games unwinnable, dooming whoever's in them even more than Kramer or Hoffman.

    She was an active killer well before the Entity got its mandibles on her.

  • @GraveHunter said:

    Doctor is finally good after 2 reworks. They reworked him twice in the past, the first doctor was really bad. Second doctor also bit trash, third doctor is good.

    If Doctor Who has taught us anything, however, the Fourth Doctor will become one of the most iconic versions of the character and last the longest of any of them.

  • I'm not sure I'd recommend Hillbilly as a first Killer myself. I, personally, find his chainsaw a bit unwieldy to use easily. That COULD just be me, though.

    That said, among the base game Killers I'd suggest Trapper or Wraith to start with. Outside of their powers (setting traps and invisibility, respectively) they're fairly basic and can help with getting those basics down without excessive gimmicks or tricks to worry about. That's the main reason I agree with avoiding the Nurse, at least at first. She plays differently from every other Killer so she isn't a good choice for learning Killer in general.

    For more general tips, a free things I can think of are, when in doubt, patrol generators to find Survivors, and try to be careful of tunnel vision, not to be confused with tunneling, where you focus on one chase to the detriment of your ability to pressure the rest. You've likely has Survivor games where the Killer was so focused on one person you could do your thing basically unhindered.

  • @Alice_pbg said:

    Just yesterday, the doors were open (well, 1 of them) 1 person escaped, 1 was dead and I was about to hook another in the basement. Hooked her and expected to see an aura near one of the gates, but the aura was on another corner of the map, so while the guy struggled on hook I went to find the last one. He was camping hatch. I closed it in his face after the other guy finished dying.(he should have left when I got there, but didn't 🤷‍♂️)

    Got a hit on him and he ran a bit before stopping. Then I hit him again and start taking him to a hook.

    Then he DC's and I laugh out loud. Even more after I saw he was the only survivor who used an escape!cake. And everyone had over 20k bps... he wasted so much time and bps just because he was denied the hatch... Love it.

    Reminds me of a recent Switch game I played with two of my roommates and a random Claudette. The Claudette got me killed pointing me out to the killer, which I saw her do via Aftercare, took the map I'd brought with me, and wandered the map doing jack all while my roommates were eventually killed.

    She ended the game finding the hatch and standing on it waiting for the Killer to show up so she could jump into it in front of him. Then sweet, sweet karma entered the picture as Claudette learned the hard way that the Wraith can close the hatch while cloaked.

    To her credit, she at least didn't DC then. Despite my own earlier post about why I'd disconnect, there's never a good reason to do it after the game's gone on a while.

  • For me, it's bloodpoints. I like building up BP to build up and unlock stuff. When I play Killer I'm mostly farming for BP and usually have no issue letting Survivors escape and get their 5k Survival points.

    It's also why the most frustrating thing to me is when, as Survivor, I'm taken out early because of tunneling, camping, or bad luck (if it's my own mistakes then at least that's on me) because it makes the whole thing a waste of time. I've had occasions when that sort of thing happens I'll just d/c because I know I'm not going to get anything, what little I've gotten isn't worth the frustration, and just leaving is actually kind of cathartic.

  • @Shaai1 said:

    Then in addition survivors can't work on another generator for 30 seconds after one is done.

    In all seriousness, there's a legit perk idea there. Block other gens for a set time after one is completed. Maybe it's a long block at the start and it becomes shorter for each completed generator, or it specifically blocks the two nearest generators to force survivors to certain ones.

  • Speaking for myself, one word comes to mind: catharsis. One of my games last night had BPS, but between mistakes on my part and a bit of tunneling on the killer's, I got taken out early, and that's when I get particularly frustrated since it means I didn't get to even do anything, so I d/c'd to get the frustration out of my system, BPS be damned, because I wasn't going to get much anyway even with them.

    Yeah, I know it's stupid, but it felt good and, as I was on death hook anyway, it didn't hurt anyone else but me.

  • For myself, I mainly use killer games to farm points and don't mind letting survivors escape with their 5k survivor survival points.I actually sweat more when the daily or challenge involves killing survivors. It just seems fair to play seriously when I have to screw someone out of their points anyway.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1069988#Comment_1069988

    Not entirely, you can thank Static Blast for giving Distressing another use, since having Distressing increases the range of The Doctors Static Blast.

    Also, people claim Dark Devotion also causes a Static Blast to come out of the Obsession when previously hit, so Static Blasts implementation really did make a lot more perks useful on The Doctor.

    That's where "outside of the Doctor" comes in. It's great on him, anyone else it's primary purpose is extra Deviousness.

  • Yeah, outside of the Doctor or used with perks like Unnerving Presence, the primary reason to use Distressing is point farming.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1068703#Comment_1068703

    Something like this could be fun, but I don't know how to make it work... :p

    Hence "probably isn't feasible"

  • An idea I'd recently had for Legion, though one I concede probably isn't feasible, even if it could be tempered to not be OP:

    When multiple Survivors are Deep Wounded, it summons bot-controlled Legions to pursue the Survivors the player is not actively chasing until downed, mended, or a time limit passes. Their attacks won't down directly, but will be like when hitting Deep Wounds with Feral Frenzy. Alternatively, they can't down survivors, but can push you off objectives, or their attacks don't damage you but instead make you scream to alert the Killer like the Doctor or Iron Maiden.

    Another idea, given this idea was inspired by a video that describes how the Pac-Man ghosts move, each Legion acts differently. Frank's attack are Deep Wound Frenzy hits, Susie pushes people off objectives, Joey makes Survivors scream, dunno for a fourth.

    I've always felt that not using Legion's gimmick of "actually four people" was a wasted opportunity. This could make them do the one thing no other Killer can: chase multiple survivors at once.

  • @darknahu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1067903#Comment_1067903

    What other Killer can control survivor´s actions like that?

    While a proper answer might depend on what you mean by "control survivors actions", my initial answer is the same: none, and that's the point.


    Ever killer has a different playstyle built into them. Some are similar, such as stealth killers, the Doctor is unique in that he's designed to be hard to sneak around. What you're complaining about is literally what he's designed for

  • @darknahu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1067476#Comment_1067476

    You don't understand what I'm trying to say, what other Killer has that kind of skillset?

    I don't think It's important but I'm rank 8 and I'm been playing for a week.

    None, that's the point. The Doctor is the Killer specifically designed around such a skill set.


  • A children's book called "If You Give A Mouse a Cookie", which starts with giving a mouse a cookie and steadily escalates onto bigger and more absurd demands.


    There's no special connection to the thread, just the way the title was worded put me in mind of the book.

  • Did the title of this thread make anyone else think "If you give a Dwelf a cookie..."

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1064945#Comment_1064945

    I wasnt camping like i said in the thing i was literally walking away when i see meg running towards the hook she didnt even give me like 5 seconds to get out of the area lol.

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

  • What about Calm + Monitor and Abuse? Or would that be impractical due to the chase requirement for M&A?

  • Honestly, given the Saw series has some pretty iconic theme music ( https://youtu.be/vhSHXGM7kgE ) I'd expect the Pig to get something based on it in some way.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026033#Comment_1026033

    I mean, you can still buy them for Iridescent Shards.

    If they were Auric Cell Killers than people would argue that it's a pay-wall, which they're not, so it isn't.

    Not really the point I was making. I was pointing out that there IS a discount option in-game if nowhere else.

  • I saw the news thing when I logged on Tuesday or Wednesday saying that the Doctor, the Spirit, and Jane had Auric Cell discounts because of their placement in the Tomes.

  • Does that mean it's usually better to grab the level one perks as they come up?

  • Another thought that occurs to me, if map sizes are an issue and given the changes to the Gatekeeper Emblem, would it be worth simply letting those generators go? Sacrifice a couple generators you can't readily defend anyway, keep an eye on the ones you CAN, and any emblem points lost in the first gens being done can be earned back, if I'm remembering how Gatekeeper was changed correctly (I could easily be wrong there, I didn't look at it as closely as Doctor or Ruin)

  • @Tro said:

    She needs her base speed increased, the cool down on the blinks removed, or the stun removed.

    Yeah, this thread has had me thinking of the Nurse really NEEDS the fatigue as a balance anymore. It probably served as such when Nurse could blink at will but now the cooldown serves basically the same purpose.

  • Now I'm beginning to wonder what gen speeds and such were like before the Hag/Hex: Ruin were even introduced.

  • My understanding is it's sort of a Chain Lightning deal. You shock someone, it gives them a debuff called Static Charge. That debuff stays until they come within 4 meters of another survivor, at which point the second survivor gets shocked as if hit by shock therapy. I think both get shocked if both have the debuff.

    The only exception is if you hit multiple survivors with Static Blast when they're already that close to each other. When that happens they don't get a Static Charge

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1018077#Comment_1018077

    The funnier question is how Static Blast is affected by Dark Devotion.

    I haven't had a chance to try it in live but the couple times I got it going in PTB it seemed like the Static Blast came from the Obsession but didn't seem to effect the Obsession themselves (I don't recall them screaming).

    Though I think the Terror Radius is reduced. Iirc Dark Devotion gives the Obsession a 32 Merry radius no matter what, or do TR perks effect it?

  • That and the music has a choo-choo thing going on in it.

  • To me it's pretty straightforward, Pop and Overcharge activate by the act of kicking the generator. You can't kick the generator, you can't use the perks. Ruin prevents you from performing the act of kicking the generator because you can't kick an actively regressing gen. As a result, you can't use the perks alongside Ruin.

    Using Ruin has the same effect as kicking the generator, yes, but if you can't actually kick the gen then you can't use perks that require you to do so.

  • The new chase music puts me in mind if the phrase "Crazy Train"

  • @FleshTorpedo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017066#Comment_1017066

    Ruin gets popped if you even run it, it turns into kick a gen simulator.

    So no different from old Ruin, then? That sentence applies to one as much as the other

  • @FleshTorpedo said:

    Its turned the killer game play into kick a generator simulator with minimal chasing. Chasing is the most fun for survivors and killers and bhvr just killed chases.

    Given how Ruin works hasn't it done the exact opposite of that? Generators start regressing soon as a survivor leaves it, no kicking required. It's why Pop Goes the Weasel and Overcharge don't work with it.

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