Zephinism
Zephinism
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/1913924#Comment_1913924
Yes they can, I swf with a friend on windows and she says they're able to.
Thanks. Well then I guess that solves the mystery. I met a Windows Store player today. Its like spotting a unicorn I suppose.
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@AsherFrost said:
It would make sense for windows store owners to talk in post game chat, since they just have the same PC version afaik. That being said, if it is the same version, does the cross play icon appear? Could just be a hacker. They got away, did you notice other weird stuff during the match?
No not really, everyone played pretty fair so they weren't hacking. Their name in the chat appears with a # and 4 digits (like a Discord name) despite their globe name not having it. That and the end-game ability to talk were the only surprises.
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Can Windows store players talk in the end game Steam chat? I don't know anyone who uses it
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Wake up / Remember me - Exit gates are almost insignificant.
Babysitter - If the killer is close enough to go for the unhooked guy they will. If they arent it won't serve any purpose other than a weaker Dark Sense.
Zanshin Tactics - Woo you can see Windows and pallets as a killer sometimes. 30 second cooldown at purple rank.
Territorial Imperative - Shows you survivors at the basement on a cooldown for a very short duration with no noise activation and only if you are really far from the basement anyway.
Predator - Yellow & Green rank of this perk dont change anything, and the purple variant is so weak it might as well be rolled into another perk. (Bloodhound maybe?)
Monstrous Shrine - lol.
Hangman's Trick - see a survivor 6 metres from a hook while carrying a survivor and dealing with their wiggling? amazingingly useless.
Beast of Prey - grats on getting looped, gain undetectable (but not invisible) until you kick the pallet.
Up The Ante - Pure crap luck % that affects only unhooking yourself on your first hook. Buff it and then remove its ability to stack (or delete the luck mechanic and this perk)
Sole Survivor - Gets progressively better as your allies die at hiding your aura, but only triggers after they die by which point BBQ has already picked you up.
Red Herring - Long cooldown on a crap perk that can screw your teammates.
Premonition - The killer is somewhere on the map. Now have a 60/45/30 second cooldown.
Power Struggle - Has anyone made this work, ever?
Off the Record - Iron Will for a limited time only after you've been hooked anybody?
Object of Obsession - Cancer.
No One Left Behind - Once someone has accidentally opened a 99%ed exit gate, heal the guy next to you for 300 extra bp.
Lucky Break - Iron will 2.0 but with a timer for some reason.
Lightweight - Your scratchmarks are only visible for 7/8/9 seconds instead of 10.
Left Behind - See the hatch after letting all your teammates die while you were hiding in a locker with a key.
Flip-Flop - If the killer slugged you for ages, you might wiggle out. If the killer didnt slug you, this perk does nothing. If your teammate picks you up this perk does nothing.
Desperate Measures - For every injured person, heal other survivors 1.6 seconds faster (then lose this speed bonus because they're healed)
Camaraderie - You're getting camped, you still die.
Buckle Up - Your teammate is getting slugged, we'll show you the killers aura for 6 seconds after you get them up so you can know your teammate is about to get slugged again.
Breakdown - break the hook so you cant be farmed, but dont worry there are hooks everywhere so you will get hooked again.
Boil Over - make it harder for the killer by making them use their eyes to see a hook.
Any Means Necessary - Pickup dropped pallets every minute, don't worry though your teammates wasted all the good pallets that the killer promptly destroyed.
Aftercare - Ever wanted your survivor teammates to run the killer to you? This is the perk for you!
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When I block at the exit gates it doesnt seem to count towards the achievement though
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- Freddy (Slow, can do everything, boring mechanics)
- Spirit (With Stridor she is too easy to play)
- Twins (Slug city)
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There was a coldwind map (with the shed) where an Undying totem spawned beside the tractor but couldn't be cleansed. Had to cleanse ruin 4 times (lost of course).
Fatshaming trees seemingly everywhere as well.
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@Klakky said:
I don't even have 500h and I have every killer except 2 at prestige 2, 1 at p3, maxed out survivors have 6 still locked, 1 at p3 1 at p1... At lvl 50 u get 4 perks to choose from... Not that hard to get perks u want, u dont have to prestige, I do it cause of my OCD, you can just get all perks at lvl 50 no prestige, it's random so if u see perks u don't like don't get it! Otherwise chances to see that perk in t2 increase alot
According to steam I have 881 hours in DBD I have 1 P3 survivor with all perks, another survivor with all survivor perks but on killer side I only have Hag & Spirit with 'close' to all perks. (neither prestiged). Other killers aren't even close, and my other survivors are lvl 30-40ish.
How did you prestige all your killers twice and get all the perks on them??
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Oh yeah in the evening it gets to about 5 minutes (EU West)
Maybe games like WoW with their 40 minute DPS queues have conditioned me to wait lol
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Im rank 4 at the moment and my queues are at best 2 minutes for survivor. Is this meant to be bad?
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Ok so you pay for the game. $10 (when on sale).
You then pay for the DLC, which even on the most generous of sales is over $40. (the Christmas 2020 sale)
You pay another $10+ per rift pass. (6-7 outfits and charms nobody will ever see)
Almost the entirety of the skins that are released are available in odd amounts of 'Auric cells' (1 way currency you pay for but cannot exchange back into cash) These cosmetics are released every few days constantly.
The game developers release broken and bug-filled DLCs abd straightup nerf DLC perks (like Ash) mere weeks after release. The game is increasingly full of cheaters with an in-game report system which doesn't seem to work.
Matchmaking is a complete farce, communication from the Developers is almost non-existant and they don't seem to comprehend the game from the perspective of the players, merely looking at the statistics. Bloodwebs remain full of useless crap and become more & more convoluted as more perks, characters and worthless offerings/addons are added into the game yet bloodpoint gains have remained the same for years.
They have an estimated revenue of around $100 million dollars while charging people through the nose on almost every way they can nickle and dime you on a game that you paid for.
Yet here you are offering even more ways for them to take money from us. Do you hate the consumers of this game?
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You run at 100% movement speed.
https://deadbydaylight.fandom.com/wiki/Movement_Speeds
Depending on what the killer has (or who it is) they can close a gap easily.
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Hag or Freddie with a 3 gen situation.
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Survivor : Babysitter - Utterly useless, why is this a paid-for perk?
Killer : Zanshin Tactics - Why is there a cooldown on this already terrible perk. Again, it's a paid-for one. Why does this exist at all? I doubt anyone ever uses it unless they're going for Adept.
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All of my very fun to verse killers are the ones with (generally linear) powers you can juke but you can't get too greedy with or you will pay for it.
Fun is ones that require what I view as a lot of skill to master where they really capitalise on survivor mistakes.
Clown and Doctor are in the OK category because they can shutdown loops and be annoying in the process (blinding you or screams) but don't have too much else going for them imo. Ghostface, Wraith and Hag are the heartstopping jumpscare types which keeps the game exciting for me.
Pyramidhead & Spirit feel a bit anti to the game without requiring as much skill as Nurse so I get frustrated facing against them and having pallets be useless.
Slugging Twins, Iridescent Hatchets with truck-sized hitboxes, Noodle-arm slowdown Freddie and facecamp Bubba are almost always not fun to face.
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@danielmaster87 said:
This game has a serious problem in that solos are too easy for killer and SWF are too hard. That's why, when I play killer, I'm gonna dodge if I see all survivors are my platform or all of them are from another platform. I have to assume they're a 4-man SWF, which is a very miserable experience playing against. If there's 3 and 1, I'll humor it because it might be hard but is almost close to a fair match. But I don't care if I have to lobby dodge 5 times or more, because I don't want to be a 4-man's plaything. Maybe with Spirit or one of my better killers, I'll break away from this strat, but not with Trapper or anything weak like that.
You lobby dodge because there's 4 people on another platform?
I play on PC and will often get an all other platform opposing team. They could be Switch/PS4/PS5/Xbox/Stadia/MS Store players. Have no way of telling.
You'd dodge them anyway?
I understand dodging flashlight squads or keys, but putting on crossplay and then dodging when they're on another platform is stupid.
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Anything you don't like.
If they are P3 they are probably toxic. if its a default survivor they're probably toxic. Any neon outfit is likely toxic, as is anything from the store and also given away for free.
It's the same that makes them toxic. If they do anything you don't like they are toxic.
Examples include - using a toolbox/flashlight/key/medkit in a way that gives them an advantage. Crouching, pointing, emoting 'come here', spinning, and nodding are all toxic.
If the survivor has .ttv, a Russian username, a DBD pun or sexual innuendo in their name they are toxic also.
If they tap generators, totems with TOTH, 99% exit gates, bodyblock for injured survivors, vault the same window 3x, pallet stun you, blind you, repair a generator near you, unhook near you, open the hatch, use the hatch, wait for the hatch or make you swing against a generator then they are toxic.
Good luck.
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Only character I have P3-50 is Tapp as I figured he wouldn't get any cosmetics and he'd be my blendette. Otherwise my other characters are all lvl 50 with most perks except Laurie at lvl 24 lol. Hate her with a passion.
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I agree though maybe getting double pip with the 3 perks could be new achievements for both sides and ported over so that some people don't feel their killer adepts are made a whole lot easier.
Achievements & Trophies are only optional content though so I wouldn't say it's a pressing matter to get them all.
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I had some killer absolutely lose his cool with me in endgame chat a couple of weeks ago because I traded with BT for another survivor and the 3 of them escaped. Accused me of being SWF etc, when I was on PC (as was he) and the other 3 randoms were on console. Took several attempts for me to explain to him I didn't know any of them and was just being altruistic.
If you play well and as a team with the game going badly for the Killer (0-1 kills) the SWF accusations will fly out the gate in post-game chat.
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I like unintended friendly killers.
I had a game against a Pig earlier tonight and they went to grab a survivor off a totem and the grab motion bugged them out, they couldnt pick any survivor up and had their arm up against their own head (as if carrying a survivor) for the rest of the game.
They could still hit so eventually the other survivors figured out we were farming (I kept getting downed, healed, downed again) and we all 'booped the snoot' and sacrificed ourselves to the EGC so it'd give the pig some hooks.
That kind of farming is OK in my eyes.
Also OK is when survivors disconnect or ragequit, farming with the killer (trading hooks, pallet stuns, grabs etc.) so everyone left can actually safety pip. When I get two early DCs and the killer decides to go full turbotryhard and everyone including the killer depips I just sigh.
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Devotion 3 Level 74
814 hours
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Got your DS thread planned out for tomorrow too?
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It's nice to see a killer sided complaint. It's rare to see them on here these days, especially about DS. Thanks Vertrathene.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/1805327#Comment_1805327
THis ^ all i wanted was a happy medium
https://forum.deadbydaylight.com/en/discussion/comment/1805330#Comment_1805330
only after they deal with SWF, Dead Hard, loops, DS, Body blocks, unbreakable, power struggle. There's plenty in survs arsenal
How would you suggest they "deal with" loops? Are survivors meant to run in straight lines? How is BHVR meant to "deal with" 'Unbreakable', a perk that lets you get yourself up once per game?
Power struggle? What the hell is that?
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Every time I take DS off I get tunneled harder, especially if there's not a single obsession in the game. If there's no obsession you can bet the Killer will be going for the unhooked survivor every time.
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Totem counter
Kindred basekit
We'll make it - show aura of survivor unhooked & unhooker to each other for 30 seconds after unhook.
Show other survivors perks & carried items in pre-game lobby.
Ability to deposit carried item into empty chest.
Ability to requeue with the same survivors in post-game lobby.
Props score - When giving Props in the end-game lobby, have it tally up (one props per DBD account so not abusable by SWF), then display this score on pre-game lobbies
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I introduced a friend to DBD recently and she isn't very good (rank 16) however in nearly every game she is first to be hooked then tunneled hard immediately after. I can bodyblock, unhook with BT, clicky my flashlight etc. and they will ignore me to kill her. It's been about 3 weeks of this now and I struggle to even get her to play with me anymore.
The killers are usually around 10-13.
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/1526249#Comment_1526249
I'm sorry but if a killer finally snowballed in the end game and the Survivors only managed to escape through the use of a crutch perk then they ######### up. EGC, unless triggered by a hatch close, is entirely Survivor sided meaning if they got three active DS's the Survivors intention was to force use from their perk and BM the killer instead of just leaving and letting the killer secure their one pity kill.
Also, some killers don't get pressure until mid to end game, some players have problems with chases and rely on altruism to get their downs, and some players with the new MMR are being absolutely screwed right now.
How the hell is EGC 'entirely survivor sided' when it automatically kills survivors after a set amount of time.
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Not played for a while, this doesnt seem normal
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@clem1710 said:
Devs made everything to make the game easier for survivors : nurse and spirit nerf, ruin nerf, dedicated servers (rip grabs), etc. These days any team can genrush a killer by pressing M1 and dropping some pallets. No skill is needed, so survivors have easy wins and spend money in the game. That's how BHVR get money. And that's why they will never nerf SWF and other broken things
Yep, they made it easier for survivors if you completely and intentionally ignore all the nerfs survivors have gone through the past year.
Also your reply to the P3 on 11 different killers, rank 1 killer calling them a survivor main made my day.
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@MegaWaffle said:
Seeing as how gens are faster than ever to complete, why don't they go back to the whole "X gens complete vs alive survivors" hatch spawn mechanic.
You have over 4000 comments on this forum and you think in this current patch, 4.1, gens are faster than ever to complete?
Penalties for stacking gens were increased.
Toolboxes were nerfed.
BNP was nerfed. (Remember when it used to insta complete a gen?)
I love hyperboles as much as the next guy, but c'mon.
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"Real talk, no b8. So in an unbalanced game heavily favoring survivors, our only option is to re-work killers??"
When you start your thread like this, how you can expect a reasonable discussion? Your bias is on display clear as day.
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@Zoomies said:
https://forum.deadbydaylight.com/en/discussion/comment/1422321#Comment_1422321
I believe BHVR is skewing the results. We have nothing but their word that SWF barely affects the game, when it gives people every observation perk in one, makes it 10x easier to escape while not paying attention, and playing games is just better with friends.
I'm convinced that they added it, then realized too late that it was OP, and now can't remove it. But rather tahn say 'yeah, we screwed up and now we can't fix it', they just flash fake numbers on a meaningless graph and say 'See! You're all imagining it!'
You refuse to listen and invent your own reality. It's scary in a sense and proves how futile it is for anyone to engage in a proper discussion with you.
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I've started leveling Cheryl since the event started (from 7 to 33 so far).
2 Event medkits, 3 Event Flashlights, 16 Event Cakes. I've always taken the event item when it showed up.
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Please give them dedicated servers. A Russian huntress kept hitting me through the walls, despite the fact I had 40ms to server.
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Why do we even need to pay for this when we pay for all the DLC, the basegame and cosmetics as it is anyway?
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Release date is TBD though supposedly planned for this year. It's not out yet, only Steam & Windows Store users so far.
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@dhealy646 said:
Hatch just shouldn't be a thing. When 1 survivor is left the egc should start. Fixes bs escapes and keys while still giving survivors a 50% chance of a free escape if the exits are far.
Agreed, and Moris should be deleted with Cypress becoming baseline in EGC on the final survivor.
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More: Demo, Hag, Wraith, Nurse.
Rarely see any of these played which is disappointing. If it is a Wraith they're either AFK or standing behind the hook.
Less: Freddy, Oni, Ghostface, Spirit.
BOOOOOOOOOOOORING. Bring back the Bubbas, Billies and Huntresses over these 4 overplayed and braindead killers. I'm so sick of going backtobacktoback Freddy.
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@Dead_by_Gadfly said:
I think its fine as is though i do think there should be some kind of action cancel on it. I hooked 2 people before downing and picking up a feng just now, still got slapped with decisive. I mean i got tge 4k anyway so maybe it doesnt matter. 🤷♂️
I mean yeah you downed 2 people and hooked them both within the 60 seconds of Feng being unhooked before downing her and picking her up within these 60 seconds also.
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It can only be used once per trial for a total of 120 seconds spread out in 2 different occasions (60 seconds each) and you need to be picked up by killer in order to activate it after already having been hooked at least once.
There's already a mountain of conditions attached to it.
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On PC, in Europe I get 1-2min queues in red/purple rank Survivor until about 10pm GMT, then it's realllllly slow until ~4AM GMT at which point then becomes fast again.
For Killer I get 5 minute queues until the evening at which point it becomes instant. I suppose more Survivors play at night time.
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There aren't enough perks that make you the obsession sadly. I have also noticed that killers tunnel more when theres no obsession. 5 Perks and 1 add-on on the key are all we have available to force there to be an obsession.
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Playing in the UK, just got a lobby with 60ms (green). So it seems resolved. Was getting 180-230 a couple of hours ago.
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@Dzeikor said:
Haddonfield is on an entire level when it comes to being survivor sided comparing to any other map that's slightly killer sided only.
@Peanits said:
Stats are back at last! We've taken some time to gather some data and make some fancy graphs for your viewing pleasure. Be sure to let us know if you'd like to see more regular stat releases in the future! Since it has been a while since we last shared stats, these graphs show data from the past three months unless otherwise stated. Please keep in mind that numbers are not everything; there are a whole bunch of factors that could influence these numbers.
Note: If you're having trouble viewing the charts, clicking on them will open a larger version.
Killer power vs. popularity
Starting off with how frequently killers are played compared to how well they tend to do on average. A 50% kill rate would be the equivalent of two survivors dying and two survivors escaping.
https://us.v-cdn.net/6030815/uploads/230/KSPIKOCTC8RD.png
https://us.v-cdn.net/6030815/uploads/910/6KD3I8P3L1V9.png
Maps
We went ahead and checked which three maps are safest and which three are the most dangerous.
https://us.v-cdn.net/6030815/uploads/275/ZYOLAR28JADQ.png
Mid-chapter 3.3.0: Outcome
The Nurse was changed in the last mid-chapter patch, and we've been keeping an eye on her performance since then. Below, we've listed her performance on PC before and after the changes, both in all ranks and in red ranks. Like the charts above, the numbers shown here are her kill rates (where 50% means two survivors escape and two die).
In the November stats, Survivors only died 56.73% of the time on Haddonfield compared to dying 69.48% of the time on Hawkins.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/1239446#Comment_1239446
0% res in the photos? Asking out of curiosity cause of how bad AA is. Not that I play on any better lmfao,this game is so badly optimized it's hilarious.
Pretty much. If I put the settings any higher my computer sounds like it's about to take off from Heathrow.
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Just had a game where Survivors didn't even try. 2 just walked to me and 1 threw shack pallet down then AFKed.
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Played a game on Sanctum of Wrath as Legion. 1 guy started right by me and disconnected when I downed him, other 3 did 2 gens before I killed them all. When my power ran out I was helped when I saw some faint scratchmarks left by Ace so I like the change. Pallet wise I think they dropped 5? or so pallets. I was matched with 2 people 6-7 ranks above me, and 2 people ranked 3-4 ranks below me (8/9/17/18) which is a bit stupid. The rank 17 went down after not mending.
I don't think Sanctum was changed at all by the patch though.
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@Icery said:
https://forum.deadbydaylight.com/en/discussion/comment/1229519#Comment_1229519
If madness would regress %25, there woudnt be any use for pop. And i do think the second stage of discourage is a bit OP.
Well Pop works after every hook, for Madness you'd need 3 hits on the same gen which is unlikely to happen. Both Pop and madness would be interesting if ran together at a late game 3-gen situation. The idea of locking the gen away after you've chased them off it a few times is a good one.




