Zoophage
Zoophage
About
- Username
- Zoophage
- Joined
- Visits
- 291
- Last Active
Comments
-
I'm having the same problem here to be honest. When I know I'm playing against a PH I tend to play a little more "immersed" and hope I can prevent the ol' Catch-22 by avoiding the confrontation all together. Spine Chill has become a staple of my builds now, which also helps against ALL stealth Killers as well, so that's nice. When I'm outed or forced to play aggressively I just try to maintain some semblance of distance between him and I. I've noticed that very few PH players will cage you anymore so running through his "fence" isn't that big of a deal (add-ons can change this), but I still try and avoid it when possible. And yeah, throw the pallet early and try and fake your window vaults, if possible. I'd love to hear some other advice.
-
Okay, that makes sense. Thanks for the responses, guys. I swear, I'm still learning things about this game after 3+ years!
-
Downing one those annoyingly cocky, tea-bagging Survivors right at the exit gate; NOT QUITE close enough for them to fall/crawl through before you pick them up and trek back to a hook. Blood Warden is especially GREAT at this if they don't suspect and/or see it.
As a Survivor I'd have to say popping your Unbreakable when everyone is slugged and the Killer is preoccupied with the injured 4th man and completely reversing his snowballing potential (or in his mind "a guaranteed 4k").
Ahhh, these are the moments we play for, are they not?
-
It's a GREAT perk; probably one of the best in a Survivor's arsenal. Like others have mentioned you simply need to look around yourself. Typically, there's only 2 directions the Killer can reasonably approach from. You know he's not beelining it from a wall to your location. He's usually patrolling gens and will usually take the shortest route possible. In most instances it's a 50/50, though sometimes much better due to RNG and certain maps. There only real downside to Spine Chill is that it can give you "false information", or more precisely, "information that isn't relevant" such as the Killer being a floor above or below you (I'm looking at you Midwitch/Gideon). I find it to be one of the most helpful perks available. Is it meta? Not really, but it's damn close.
-
@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1385077#Comment_1385077
Maps were darker, yes, but the sound system was also much more reliable than it is nowadays. If you walked past a P3 Claudette in a bush, you WILL have heard her breathing with any half decent headset and soundcard.
Ah yes, I miss being able to consistently and accurately determine the origins of sounds. I feel like it's much trickier these days. If I had a nickel for every time I've heard "with a good headset" I'd have, well, a jar of nickels.
-
@kazakun said:
https://forum.deadbydaylight.com/en/discussion/comment/1385077#Comment_1385077
That's a very good question about the maps being darker. I remember it that way,but I've never been sure and never think to ask anyone. I played on PC real close to launch,and then like half the parts on my rig went and I switched to PS4. Then I took a long break and came back to PS4 like January or February. I feel like a few of the maps just got super dark after the last patch. Yamaoka being the main one. But I haven't seen anyone talking about it. The Game also seems like I can't even see sometimes. But I did get a better TV so idk. I did see one other post mention it. The game has been kinda bizarre at different points. Used to be able to start without a full team and only have to do a certain amount of generators for example. Like if you only had 2 or 3 people you didn't have to do all 5 gens. No end game collapse obviously. I dunno which I prefer. There wasn't many characters to choose from. At launch I believe there was only 7 total including all killers and survivors. Think 4 survivors and 3 killer. It would definitely be interesting though.
Now that I DO remember, albeit vaguely. I think it was the same formula we have now: number of Survivors +1 for gens if you played in a game that was less than optimal (and they were not uncommon). I mean can you imagine 2 Survivors having to repair 3 gens nowadays? These days, I feel like most of the time when it gets down to 2 Survivors it's the same question: "should I attempt a rescue and (most likely) give the Killer a 4k? Or should I play 'selfishly' and get the Hell outta Dodge?" I
It is mpressive that this game is still going strong after 4 years. Other than maybe StarCraft back in the day, it's the longest I've ever been hooked on a single game. :P
-
@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/1384503#Comment_1384503
They were permanently gone. Then it changed so they came back in 3 minutes I believe, and now the system we have now.
∞ —› 180s —› 30s
Damn! Probably missing some steps in there, as well.
-
@Orion said:
At launch (version 1.0.0), it took 15 seconds to sabotage a hook using a toolbox. With Saboteur it was 18,75 seconds.
Oh, wow. Do you remember how long it took for the hook to respawn (if it even did)?
-
I'm not sure the exact time it took to sabo a hook when the game came out, but the issue was Survivors could 99 the hooks (usually end-game) and then drop all the prepped-hooks instantly so the Killer couldn't hook them. I'm guessing it was slightly faster b/c you RARELY see anyone bothering to sabo these days; and if they are it's usually just to farm Boldness points.
-
@StardustSpeedway said:
I haven't been able to escape ONCE tonight. The survivors I'm getting are allergic to gens, play very selfish, and the majority of killers have been playing very toxic.
I can honestly say that this has, for whatever reason, been the most toxic event ever. Both as a Survivor AND Killer. Absolutely ridiculous. Why?!
-
@MagicMiq said:
https://forum.deadbydaylight.com/en/discussion/comment/1377323#Comment_1377323
As someone who is bored and can't sleep I just crunched the numbers excluding any potential random skill checks for a worst case scenario for a killer perspective (may have missed a perk that has a hidden benefit) If both survivors run Streetwise (-75% item consumption twice ~56%) and Prove Thyself (I have them with Spine Chill for a potential final squeeze and Sprint Burst to reduce travel time between generators) and Engineers Toolbox+BNP+Socket Swivels
First gen can be done as quick as 13.9 seconds
Second gen can be completed in 17.8 seconds
Even accounting for movement between gens 2 survivors could easily do 2 gens within 40 seconds allowing for up to 39.25 meters of running to gens. If you don't get to the first gen on the side the survivors left in 24 seconds (quite likely for a killer who knew the other 2 spawned near them) then you won't see scratch marks and they could be on the opposite side of the map by now.
From my limited experience of killer perks the best way to play around this would need corrupt intervention and discordance with potentially an irritated franklins to hurt the gen rush toolboxers if you get a hit on them before they finish the second gen
What could be worse is if it's a 4 man with all running this build you go to near the first gens location the other 2 then start the same process the other side, could potentially be 4 gens within the first minute!!! Take into account the number of loops on
Saying 10 seconds is actually such a small exaggeration that it is well within the realms of approximation appropriate for a post on a forum for a game.
Also if I read right that it was Azarov's then there are enough locations and more importantly safe-ish pallets and windows a survivor could loop you on in those areas. In a purely theoretical standpoint even without random skill checks the survivors could finish the 5th generator within 2 minutes. I emphasize this is entirely a theoretical worst case scenario and although the ways to counter it may be tough and it may turn out to be an impossible task for most killers, this speed does require a bit of misplay from the killer. Or just a chunk of bad luck.
I suppose the perk Resilience would have a fairly significant effect on these times as well. Of course that assumes that one or both players are injured or running MoM. Hmm...
-
@MagicMiq said:
https://forum.deadbydaylight.com/en/discussion/comment/1377323#Comment_1377323
As someone who is bored and can't sleep I just crunched the numbers excluding any potential random skill checks for a worst case scenario for a killer perspective (may have missed a perk that has a hidden benefit) If both survivors run Streetwise (-75% item consumption twice ~56%) and Prove Thyself (I have them with Spine Chill for a potential final squeeze and Sprint Burst to reduce travel time between generators) and Engineers Toolbox+BNP+Socket Swivels
First gen can be done as quick as 13.9 seconds
Second gen can be completed in 17.8 seconds
Even accounting for movement between gens 2 survivors could easily do 2 gens within 40 seconds allowing for up to 39.25 meters of running to gens. If you don't get to the first gen on the side the survivors left in 24 seconds (quite likely for a killer who knew the other 2 spawned near them) then you won't see scratch marks and they could be on the opposite side of the map by now.
From my limited experience of killer perks the best way to play around this would need corrupt intervention and discordance with potentially an irritated franklins to hurt the gen rush toolboxers if you get a hit on them before they finish the second gen
What could be worse is if it's a 4 man with all running this build you go to near the first gens location the other 2 then start the same process the other side, could potentially be 4 gens within the first minute!!! Take into account the number of loops on
Saying 10 seconds is actually such a small exaggeration that it is well within the realms of approximation appropriate for a post on a forum for a game.
Also if I read right that it was Azarov's then there are enough locations and more importantly safe-ish pallets and windows a survivor could loop you on in those areas. In a purely theoretical standpoint even without random skill checks the survivors could finish the 5th generator within 2 minutes. I emphasize this is entirely a theoretical worst case scenario and although the ways to counter it may be tough and it may turn out to be an impossible task for most killers, this speed does require a bit of misplay from the killer. Or just a chunk of bad luck.
Very interesting! I love the maths. Like you said, it's theoretically possible but very, very rare to see in-game. I find it interesting that people running these "gen rush" builds never talk about Streetwise; true, the value you get out of it diminishes with each occurrence but I still think it has the potential to be a pretty decent perk -- most notably in the hands of well coordinated 4-man SWF. Which may actually mean it's in a good place right now, "balanced" one might say. A little buff to the perk may just tip it over the edge, who knows. Thanks for sharing!
-
Nice! Go get it, man! Well, with a little luck and crossplay enabled in the near future (right, BHVR?) I'll see you in the fog, my friend.
-
I've finished college... for now but I do want to eventually get a PhD in stable isotope analysis (or five other things, there's too many choices in academia)
-
@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1377323#Comment_1377323
Are you a math professor?
No, but it's funny you ask that. My parents always pushed for me to become a professor; I guess I still could but it would be in Biology or Biochemistry.
Damn! I'm on PS4 or I'd add you.
-
There's mistakes galore in there but I'm not going to edit them and have my post disappear again.
AGAIN, there are some generators on some maps (not going to specify more than I have already) that, for wherever reason, are going INCREDIBLE FAST. I repaired one, by myself, while my friend was being chased. It took maybe 25-30s (conservatively) to finish. I'm assuming this is a bug and have reported it. This may be what OP was subjected up.
-
@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1376763#Comment_1376763
They couldnt activate spine chill, i was too far away from then, and about the data, all the data i have is with you already i think. Also thanks, you are the only one here in this discussion that is trying to help
Not sure why it's taking so long to post. I'll redo it.
I don't know what the Survivors were using in terms of perks (Prove Thyself? Streetwise?
Spine Chill), or if the other Survivor (#2) on the gen had any items/add-ons. Without that information we're guestimating something like this:Survivor #1 = Engineer's Toolbox (16c @2.0c/s), BNP, Wire Spool (+12 charges @ 2.0c/s)
Survivor #2 = Nothing
1 generator = 80 charges = 80s @ 1c/s
2 Survivors incur a 15% repair penalty, so instead of fixing the gen @ the rate of 1c/s it will be 0.85c/s for EACH of the Survivors = 1.7c/s total combined efficiency (w/o items, perks)
80/1.7= 47.05s repair time for 2 survivors
This is where it gets a little tricky (I'm no math whiz, believe me) - I don't know how BHVR decided to write the expression for Brand New Part (BNP). I'm just going to say it repairs 25%, or 80*/0.15 = 20c in the given time; otherwise it would have significantly less of an impact on a gen that wasn't at 0c (if it can even be used like that; I don't know). It repairs up to 25% (if player hits both skill checks) of the gen in 5 seconds, at a rate of 20c/5s = 4.0c/s.
Both survivors get to the gen and start working on it at the same exact time. In 5s the gen will be at 20c from player 1's BNP in addition to player 2's contribution of 0.85*5 = 4.25c, for a total of 24.25c or ~30.32%.
Again, I don't use these items so I'm going to assume that BNP doesn't use up any charges of the Toolbox while it is being used; if in fact it does, the end variable, time, will be slightly different. Does the -15% even effect the Toolbox or BNP? Again, lots of guestimating:
Generator is currently at 24.25c/80c, or ~30.32% complete. The Survivors continue to work on the gen together at a rate of 0.85*(2.0c/s + 1.0c/s) for the next 21.86s, while his Engineer's Toolbox is in effect. In that time @ 0.85*(2.0c/s + 1.0c/s) = 55.75c the repair is compete, and Survivor #1 walks away with 6.14c remaining in his item.
24.25c + 55.75c = 80c, or 100% in 26.86 for maximum efficiency, in terms of time and given our initial constraints (no perks, no items on Survivor #2, not hitting any great skill-checks, etc). If one of the Survivors had Prove Thyself equipped this would shave a few more seconds off the time required; just like both players consistently hitting great skill-checks. In light of this, his estimate of ~20s doesn't seem so absurd.
-
@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1377093#Comment_1377093
I think your math was right (i think), even thought you were a professor after that, but thinking now, whats the point of anything that we post here since bhvr wont change anything. thanks again
I know it can definitely feel that way sometimes but trust me, they listen. There have been countless mods/tweaks/reworks in this game and it's still ever-changing; that is what makes a game go the distance. While it's true that the most recent nerf to gen speeds was inadequate, it did show that the devs were at least listening to the community. That's good news, even if it takes them a long time to do. Hang in there and don't be afraid to voice your concerns!
What platform do you play on?
-
@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1376763#Comment_1376763
They couldnt activate spine chill, i was too far away from then, and about the data, all the data i have is with you already i think. Also thanks, you are the only one here in this discussion that is trying to help
I did some maths for you but it'll have to be approved first before it appears (I had to edit something). Whenever it drops I hope it helps. Gens can definitely go fast, especially against a very coordinated SWF.
-
@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1376763#Comment_1376763
They couldnt activate spine chill, i was too far away from then, and about the data, all the data i have is with you already i think. Also thanks, you are the only one here in this discussion that is trying to help
EDIT: see next post for maths
-
Ahhh, yeah even the nerfed BNP makes a difference. I'd have to do the math to figure out how long it should take TWO survivors, one with Engineer's Toolbox & BNP, the other with nothing (or maybe Prove Thyself; BNP; or whatever), to fully repair a gen. I would need any and all relevant data; otherwise who knows, maybe Spine Chill had some effect.
-
And, of course, we're talking about NO add-ons, right?
-
From what I've seen in the past week or so I believe you. Do you remember which map you were playing on?
-
I think he's exaggerating a bit BUT I have noticed a few generators on certain maps can be repaired INSANELY fast. I've encountered this twice on a specific gen on Lery's and it takes maybe ~ 25-30s to repair by yourself. Think I filed a report when I first noticed it; haven't heard anything back yet. Anyone else notice anything odd with gen speeds?
-
Very creative, I like it!
At first I thought Destruction seemed very OP (how does the Killer LOSE tokens?), but I guess if it can only be applied to 2 generators at a time (-18% speed maximum on a single generator is only slightly more powerful (2%) than Thanatophobia, which effects ALL gens)).
I'm curious about Unrueling: So you could jump up to the main floor from any drop on the Gideon map, for instance? Or you could jump right up into the 2nd level on Swamp maps (some areas are roofed, some aren't)?
-
I think it's about as "balanced" a perk as you find in this game; which is why no one uses it.
All jokes aside, it's a little too niche for me. Just like @Dead_by_Gadfly said ~ it's [almost] useless when Survivors just 99 the gates every game.
-
@CraftingSoup said:
I understand Adrenaline, because it doesn't work with regular hooks, but perks like Borrowed Time and We're Gonna Live Forever don't, and I don't understand that.
Adrenaline doesn't state anything about hook mechanics to proc. I think this was overlooked and should most definitely work on cages.
Unfortunately perks like BT and WGLF have specific wording that relates to Hooks; ergo, no hook = no perk. I don't think that was an accident on the devs part. I think they wanted to try and shake up the meta a little bit, but that still doesn't mean the mechanics are working as intended.
I'm of the mind that WGLF and BT should absolutely still work with Cages. DS? Maybe not, I'm 50/50 on it; but I really like what @Snowstruck said about it ~ DS only procs if the Killer is nearby Cage. Would obviously have to be more specific but I think that's a good direction to go.
-
Yeah, I don't consider Head On stuns to be toxic. The Killer probably just got wrecked by a 4-man SWF the game prior and took it out on you guys.
@EvilJoshy I really like this idea! Why not, right? It would give you the info at the end of the match where it'll either console you (as Killer) or, if you did really well, even empower you. Seems like a win-win to me.
@th3 I'm not really sure why but I've been seeing more of this type of behavior lately. For example, I had a game last night where the Killer (Plague) ran some of her best add-ons (no issue with that) and then proceeded to slug everyone on the team; there was a moment of hope when one of the 3 random slugs popped Unbreakable but alas! it was futile. As we all crawled around waiting to be hooked she just walked between all of us on the ground nodding until we bled out. I know she wasn't getting many BPs from doing this. She, of course, was using a slugging build complete with Deerstalker, Infectious Fright, Knockout, and Distressing. I get it, you're obviously a better Killer than we are Survivors (as suggested by the huge disparity in rank); just kill us and move on, right? Why the overt toxicity?
-
@The_Daydreamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1368706#Comment_1368706
I just found one match against the executioner and it was as expected boring.
https://www.youtube.com/watch?v=7A_29cx4aT8
Chase: 0:22 and 5:23
I really tried using your advice and I think it kinda worked with the early drop, but as expected it doesn't really help. Just ignore paletts and bloodlust and you get a safe hit. I recorded all matches until I found a Executioner, so I uploaded this two matches so you can see how I play.
So here is a match against a hillbilly and for example look at the chase at 1:08. Maybe you can tell me now better what I should change to get better.
I'm having the same issues trying to counter PH right now. I watched your first video (both chases) and I think you did a pretty good job buying time there; and that's really all you can do as a survivor: buy time. Any survivor will go down eventually against a decent Killer, it's only a matter of when. I've been trying different techniques against PH lately and the best I've been able to come up with are as follows:
1. Play "immersed" when he's approaching and try to avoid, or at least delay, when the chase begins. I've been able to avoid confrontations enough to make me think this is fairly reliable. Of course, RNG, map, perks (Whispers) are going to have an effect on this strategy.
2. I've been equipping Spine Chill and Sprint Burst and just booking it outta Dodge when I know he's headed my direction (usually Spine Chill stays lit up). No stealthing around here, I'm just trying to put distance between us at that point; make it look like he's starting a chase he knows he doesn't want to commit to. But... if there's nothing else grabbing his attention he'll commit anyway. And yes, dropping certain pallets early can definitely be beneficial.
In my experience, when PH gets close and decides to use his ranged attack he doesn't slow down enough to really make much difference. Like many people, I know that I probably just need more experience to figure it out.
Question: I was playing a game the other day against PH and messed up, I didn't fast-vault a pallet and consequently the Killer missed his ranged attack (I was still crawling on the pallet). While rare, I also assume this is working as intended? 'Cause that's interesting, opens up the door for a few other possible plays.
-
Ace: I just relate to him the most; and simply the assumption that he's a shark at the table; playing, of course, "the Cadillac of poker." Throw in his WWII pilot cosmetic and it's game over, no contest.
Zarina: in terms of lore, looks, and the pseudo-archaeologist-looking (to me, at least) cosmetics she probably wins the title of best female character in the game. I just wish there was a little more detail regarding her Father's murder. "Man with TWO coffees get pushed into street, dies", that just irked me a bit.
-
@CraftingSoup said:
The Sirens are tied to Pyramid Head, not the map. If the killer is Pyramid Head, the Sirens will activate when the EGC is activated, on any map.
Oh, okay, that makes sense. I'm hearing these in most trials (lots of people playing PH). Thanks for clarifying.
-
@Wamps said:
https://forum.deadbydaylight.com/en/discussion/comment/1371513#Comment_1371513
@Zoophage, Thanks so much for the kind words! I really put into this! Be sure to to check out My guide for "The Nun" As well!
To answer your question He is at 95% while as a suvivor and returns to 115% when he returns to Pennywise! The scary thing about him I've come up with is, He starts in survivor form... So.. He get's survivor Spawn.. Say someone uses a shroud of binding (All Survivors spawn together) Or shroud of union (You spawn with one other survivor) Pennywise would get the survivor spawn and be included in that.. you could literally spawn right next to him.. 😮
@Wamps, I LOVE it! That sounds absolutely terrifying to suspect, or even know, that the killer is disguised and right next to you, seemingly harmless. This is phenomenal. I really hope BHVR listens to this; Hell, I hope they offer you a job in their creative department.
-
Really, REALLY, cool concept! I think the ability to blend in as one of the survivors would absolutely be the scariest thing in DBD to-date (I'm assuming the specific character would be random but would always be a clone of at least one of the survivors; so, you know, you could actually blend in). Excellent work!
One question: Killer's movement speed is 100% max (4.0m/s)? Or he's only at 95% (3.8m/s) movement speed while in Survivor form and returns to 115% (4.6m/s) when in Clown form so he can M1?
-
*Yawns*
This sounds like a perma-brown rank Killer, both in mindset & build.
-
There's no denying it really, this game is FAR more intricate than it seems. Yes, I know that's true of most games, but this one really sets the bar high. I'm still learning new things after 3+ years; but I think that's something you come to appreciate in time.
Practice, practice, practice.
Take some time off from playing Killer and play the relatively easier role of Survivor. You'll learn how survivors think, where they like to hide, what perks work best for your play style, etc. That'll take your Killer-game to the next level.
I can tell you this: if you DON'T throw in the towel now you'll come to really appreciate and enjoy this game, and even revel in your newfound skills.
-
This appears to be happening to most everyone who is at the BP cap; possibly b/c the new chapter came out. Don't think this is a bug, BHVR is just making sure no one misses out on the free 50k/day bonus. Enjoy!
-
@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1365709#Comment_1365709
Rites of Judgement does not persist near hooked survivors (or the Gate Switches for that matter). It quickly dissipates seconds after being placed too close to a hook in use.
Pyramid Head can place ToT at the base of hooks all he wants. It won't do anything unless you're bum-rushing the save immediately after he lays the trail down. Otherwise it's a bug, but not a consistent one (because these trails have never persisted near hooks or gates in my experience with/against him thus far).
Orly? I hope you're right. Maybe this was just a bug or something b/c that was absolutely awful. I don't think I mentioned that every time I've had this happen (hook rescue = instant Torment) was on the new map. Those long, narrow hallways aren't doing the survivors many favors, that's for sure. In my experience the only upside is that you can take advantage of the thirdperson view and see if the coast is clear/which direction the Killer is approaching from before making your move. I'm sure this hinders, to some extent, all those stealth Killers out there a bit too. I have seen a lot of Ghost Faces lately... In all fairness though it'll probably just take some time to learn the new map.
-
@BigBrainMegMain said:
Bloody Party Streamers aren't even that common, and they should be.
Cannot believe I have hundreds of Ebony's when having 2 Bloody Party Streamers.
This! I have always wondered. Why do Bloody Party Streamers seem to be the rarest thing survivors can acquire? It's ridiculous. Level a character to 50 and you'll maybe get 2, if you're REALLY lucky. I think the rarities need some work; for instance, why is the 100% BP objective/survival/deviousness/whatever offering green while a 100% BP Escape Cake/Survivor Pudding is yellow? I'm hoping someone can enlighten me.
On the subject, what @Sonzaishinai said is very true: certain Killers (e.g., Billy, Bubba) lack ultra-rare add-ons, so you'll find an Ebony Mori in almost every bloodweb. Like everyone here, I leveled Bubba to 35+ just to unlock BBQ in an effort to reduce the grind (and then 40+ so I'd have Franklin's Demise for those item-heavy 4-man SWF games).
-
@themirrortwin said:
I am so tired of Rites of Judgement. Sometimes, you get effected by it even when there is no visible trail. For example, on Family Estate, there is a hill he went up. No visible trail. Walk over NO VISIBLE TRAIL, and I get tormented.
I was healing someone off the hook. I was fine. Suddenly, he hooks someone else on the other side of the map: Magically tormented.
These bugs are frustrating. Is anyone else experiencing this? It seems like it was rushed.
Yes, unfortunately I have experienced this as well. I find it's pretty easy to spot and avoid the ROJs but that doesn't stop me from becoming Tormented when I'm just working on a gen, or running over seemingly nothing. I'm guessing this is just a bug they've gotta work through.
One other thing I've noticed is that it's all but impossible to avoid becoming Tormented at some point during the trial. If the Killer is even semi-competent he's going to place a fence nearby and, more importantly, at the base of the hook. So you crouch-walk over them, but as soon as you press the button to unhook your teammate you stand-up and instantly become Tormented yourself.
Considering the fact that freeing someone from a Cage of Atonement removes the Tormented effect from both players involved I'm inclined to believe this is working as intended.
Have you noticed that after losing the Tormented status effect you'll still see flashes of barbed wire around your character's legs when running? Yes, that's really only cosmetic but could trick players into thinking they're still Tormented, if only for a moment.
EDIT: I think there should be a way to free yourself from first Cage, maybe at 4% base chance of success, just like hooks. I like a little consistently and, well, a chance to survive doesn't hurt either.
-
@malatruse said:
Here's an idea: if someone dies on hook within the first X minute of the game, everyone else in the match gets additional BP. So rather than having something taken away, the person just loses out on something.
THIS!
I don't think you can viably punish people for this heinous act...which, admittedly, is unfortunate at times; especially when the Killer is face-camping. Take one for the team and buy them a couple minutes.
I think Malatruse is correct ~ it's probably better to reward the type of behavior you want to see in-game than try to punish those who don't comply. I think making the decision to stay on that hook and struggle, and thus helping your team (no, I'm not going to talk about the hatch), should be rewarded with extra bloodpoints! Tack them onto the survival category, those are probably the most difficult to obtain anyway.
-
Now this is interesting!
Not only would it provide a last chance for the killer to get a hook (or even a kill), it may actively encourage survivors to leave the game instead of simply hanging out and BMing right next to the Fog/Entity spikes.
Yes, pulling it off successfully might be rare, but aren't those the most thrilling things in DBD?
Awesome idea, Boss!
-
@Papayarng said:
So I play on Nintendo Switch and I love selfcare, however I find that I'm unable to change my binds so that I'm able to selfcare at palates/vaults, this is also a problem because ive been in many situations when im trying to vault a window/jump into hatch but I can't because i start selfcaring.
I would really appreciate it if this was possible to change the binds more in depth like on PC. I'm not sure if this problem is the same on other consoles but it clearly is on the Switch version.
Thanks!
Yup, same on PS4: "R1" on the controller is pretty much every action (e.g., Self-Care, repair, cleanse, vault, throw pallet...)
I have been able to change a few of the activation buttons to better spots (i.e., Dead Hard from "X" to > "R3" so I can actually look behind me and use the perk at the right time). Unfortunately that only works for "secondary actions." I don't use SC anymore but it has led to a few unfortunate events where either myself/teammate throws down the pallet, vaults, or gets into a locker when trying to heal a teammate.
-
@TinyMoon3 said:
I went from 15 back down to noob 20 for survivor. I can never seem to get out of yellow rank. No matter how much stuff I do in a match, I either get no pip, lose a pip, or extremely rarely gain a pip. I should have been a red a long time ago. I play like a red now, but the system still thinks I didn't do enough to rank up. Ive been playing this game since The Oni was released. What else do I need to do? Give a little dance for the killer? Learn to fly? Cook a yummy dinner for the killer?
I recall someone explaining it, albeit briefly, in another thread:
To pip as a survivor: there are 4 emblems and a total of 8,000 points possible in each (offerings only increase bloodpoints gained post-match -- meaning they won't help you pip).
I THINK the minimum required to pip, in terms of actions:
Repair 2 generators w/ a teammate or solo (slight difference here in points awarded)
Get 1 safe unhook
SLIGHT involvement with the killer to get those boldness points! Usually get chased, downed, saved, and proceed.
Hope this helps a bit. More experienced players please help us out here! I find myself pipping more consistently in games in which I end up being sacrificed; possible because Killer interactions aren't limited in those matches.
-
@Demogordon_Ramsay said:
One of the big issues is that with the exception of escaping, you usually get Survival points for holding out in a bad situation—struggling on the hook, wiggling, self-healing, et cetera. What this usually means is, the better you do, the less Survival points you will tend to get. Moreover, the three main ways to get Survival points outside of escaping are the same three things I mentioned above: wiggling, struggling, and self-healing. And these usually net very little points over their duration. Most other score events are tied to specific Killers, i.e. Escaping a trap, surviving a Mark from Ghostface, breaking free from Deathslinger's chain, et cetera, and even those are hard to come by and/or only give a little points.
If it weren't obvious enough, I think the Survival category is what makes 32k Survivor games so rare. Most of the situations that award Survival points do so in very small quantities, and if they don't, they're hard to come across, i.e. successfully wiggling free, self-unhooking, opening a gate post-EGC, et cetera.
However, that's not to say that Survival is the only thing that holds 32k Survivor games back. Every single Killer category is filled up if the Killer simply does their objective. Hit Survivors? Brutality points. Use your Killer's power? Deviousness points. Find and chase Survivors? Chaser points. Put them on hooks? Sacrifice points. Survivors, on the other hand, only fill out one category by doing their definite objective, which is, well, the Objective category. To fill out Altruism, they have to go out of their way to help other Survivors through healing, rescuing, etc. To fill out Boldness, they have to get chased by the Killer, likely while other Survivors are doing gens and limiting the amount of Objective points they can get. Survivors, quite literally, have to do everything to fill out multiple categories—and even then, the simple fact that there isn't just one Survivor means that not only are there a limited number of points to go around, but also that whether or not you get these points is highly dependent on how well they do.
Think about it. If you get paired with a bad team that doesn't do their objectives and can't loop well, you will end up missing out on Survival points because, well, your team sucks and you will likely die for it. However, if you have a GOOD team who does their objective without getting caught too often, then that means you'll likely be losing out on Objective points because they will be working on gens too fast for you to get any, and you also won't get much Altruism because they won't be in many positions where they'll need your help. You might also miss out on a lot of Boldness if the Killer gets in a chase with a good looper, since you won't be the one getting chased.
TL;DR: Survival points are hard to get, Survivors need to spend a lot of time away from their primary objective to get points for other categories, and other Survivors' skill has a huge effect on how many points you'll get.
THIS!
I find myself ending up with way more bloodpoints when things aren't going our way. It's very match dependent. When paired with great teammates I almost never see the Killer because that group has a dedicated runner. When I'm matched with other solo-ques, well, that usually means lots of opportunities for altruism; although it does usually mean getting sacrificed in the end.
I'm not sure this is by mistake, but if you really wanna "farm" bloodpoints you have to play Killer, one of your perks must be BBQ, and you've gotta burn a BP offering. I guess it's a pretty good way to incentive survivors to play the other side of the game... And in the process, help eliminate the US vs THEM mentality...
One can hope.
-
Sounds to me like you're playing intelligently. I do the same thing: if, after hooking a survivor, I can't find anyone (pretty rare), I'll head back and see what's going on near the hook; and usually there's at least one other survivor loitering around. My advice? Play how YOU want to play. What makes the game fun for you? I do have about half the DLC characters but I haven't been lucky enough to find BBQ on any other Killers yet (fairly new when it comes to Killer; I've only got Nurse, Myers, and LF to level 45+). Tracking perks sound like they might help you out a lot. I'd recommend Whispers, BBQ, and maybe Spies (if you can pay attention to the crows mid-game). GL, bro!
-
We're Gonna Live Forever:
Each time you perform a Safe Hook Rescue, heal other survivors for a total of 1.5 Health States, or take a Protection Hit, gain a stackable 25% bonus to all Bloodpoint gains up to a maximum of 50/75/100%.
After unhooking a survivor, their aura is revealed to all other survivors for 6/8/10 seconds.
*I know they're working on this perk but I thought I'd give it a try.
-
There's SO many perks that need a little tweak! I'm gonna go for something a little more unusual.
Streetwise:
Long nights out taught you to do a lot with what you've got. You're been able to find value in items that were once deemed worthless and thrown out by their previous owners.
Reduces item consumption rate by 20/25/30% for you and Allies within a range of 8 metres. Once out of range, this effect persists for 15 seconds.
After picking up a depleted, or parially-depleted item, found in the fog it will regain 10/15/20% of its original charges, including any charge-increasing add-ons, in 5 seconds. This effect can only be triggered once every 120 seconds, and only once per item.
e.g., Yellow Toolbox w/ Scraps: 20 + 8 = 28 total original charges; 20%, or 5.6 charges could be scavenged at tier 3; in addition to the reduction in item rate consumption.
-
Yup, same thing over here in, albeit in the PlayStation universe. I'm really hoping for actual crossplay to be available soon! All these comp players will raise the bar, eh?
On a side note, looks like that rank 20 killer (your first screenshot) did really well against you guys (with 1 perk, 0 add-ons, and 0 offerings)! Was that right after a reset?
-
Other than matches where the killer is face-camping everyone throughout the match, I think BT really starts to shine in the endgame. That late in the game, when the doors are powered and the killer has managed to hook someone, there's usually very little incentive for the killer to leave the area (moreso if the gates are open) This is when having BT becomes essential if you want to actually pull off the rescue instead of a 1-for-1. Having BT deactivate when the gates are simply powered would make this perk much less viable; probably to the point where you'd never use/face it.
In a way you can be happy BT isn't like OP mentioned: without BT the 3 other survivors would probably just escape and you'd be lucky to safety-pip. As it is now, the perk gives survivors a reason to stay in the game longer and therefore gives you, the killer, a CHANCE to sacrifice more people. Nothing is guaranteed in this game, after all; and that's why we enjoy it! Every game is different and variability makes things fun... Most of the time 😉
-
@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1296469#Comment_1296469
the all share the same items, addons and offerings, but not the perk, also because of "how easy it's to get items for everyone since all share them" you lose your item, no matter if you scape with it.
Oh, okay. Seems like it might make the survivors a little hardier, no? Tbh, I completed the tutorial when it came out but hated the skillcheck mechanic so I've never ventured into the mobile fog. Maybe I just have a ######### phone for it (old Pixel XL), but I couldn't see how I'd play remotely well on such a tiny screen.