drimmalor
drimmalor
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- drimmalor
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The cages not counting towards emblems was a known issue on the PTB, from what I remember. They should be adjusted accordingly when the DLC hits live and count as hooks properly.
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It actually is difficult to add blood to all cosmetics. The blood isn't added randomly - they have to be added manually and intentionally by the art team. It essentially means they have to make two skins instead of one for every skin they release, which cuts into other time to make cosmetics for other characters.
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A perfectly innocent message can easily be thought of as a problem - for example spamming "Good luck" could become a new "toxic" thing. Other games with pre-determined "chat" messages have this problem. So then it becomes a matter of going into a game potentially annoyed, or dodging "because the killer used the chat". The best you can do now is just ready/unready quickly if you really want to signal someone to ready up.
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As others have mentioned, pansexuality is attraction regardless of gender identity - it has no involvement with anything illegal. There are plenty of resources that discuss pansexuality that you can seek out that support so.
I am closing this thread, as though it's important to understand exactly what Pride Month is all about, it's also good to understand exactly what different sexualities and gender identities do and do not include accurately.
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It would also be difficult because sound is extremely important - split screen wouldn't allow you to hear the Terror Radius properly, among other crucial sound cues.
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I liked the Haunted Mansion movie with Eddie Murphy. Not a good movie at all but I remember so much from it.
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A lot of playing Nurse is the muscle memory on how long charging blinks will take you. The first game or two after a break is always rough, but once you get back in your groove you'll be back in no time!
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Looping is much more than just running around a pallet and dropping it when the killer gets close. A lot of it comes with experience, and it will take time to get good at it, but there's a lot of factors that many people don't consider when it comes to looping:
- Running the loop tightly. If you're taking a wide path around the loop and not hugging the wall, you're losing the mathematical advantage that a killer could take advantage of. This could easily add an extra loop if done correctly - practice running against the wall in such a way that you still have the same speed (i.e. not running directly perpendicular to the wall, of course) but aren't taking corners wide. Think of it like drawing the smallest shape you can around the wall.
- Running the loop the best direction. Know where windows spawn in tiles, and run in directions that favor fast vaults. That's basic stuff I'm sure you know already. Approach loops with a plan, and an idea of where you want to go next. The loop doesn't stop when you get to your destination, because eventually you'll have to use it up and go somewhere else. For example, if you're running towards a loop in the corner of the map, approach it so that when you run through the pallet, you're going back towards the center of the map. That's where tiles, and other loops, are. If you get "trapped" in the corner after dropping the pallet, you'll lose a lot of distance that you could make on the killer.
- Deciding when to get hit. Conserving pallets will up your loop game immensely, especially if you get to the point where you know which pallets are worth saving for emergencies only. Sometimes, it's better to take a hit and use the speed boost to go to a different tile rather than wasting a good pallet that could be used later in a better situation. This topic is a lot more nuanced than this brief write-up, and I could write so much more about it if you would want more insight into it.
- Chaining tiles. This is closely related to running loops in the best direction, but is more of a macro-knowledge concept. Identifying when you can run to a different tile during a loop safely to utilize a window or pallet that isn't necessarily in that same spot is something I rarely see. Most survivors will find a pallet and attach to it, even if it's not the safest loop. Judging the distance you have from the killer, and capitalizing on distance to run further away before dedicating to a loop, will make a huge difference.
There's so much more to looping than these 4 things I could come up with right now, especially once you have to consider what the killer is doing - if they're mindgaming, switching directions, or if they also know how to counter everything I just mentioned. Killers ultimately control the direction of the loop, but in the case that you as a survivor get to decide, it's good to know what I mentioned above.
(Sorry if it's a bit long-winded, I've put a lot of thought into looping concepts!)
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I think the lack of gore helps replayability; gore is only impactful the first few times, but a repetitive gameplay loop like DBD wouid expose you to it constantly. I'm personally not a fan of gore in general anyways, so I wouldn't want to see it for the thousands of hours I've played and enjoyed this game.
That being said, I don't have a problem with the smaller instances for some moris, like Hag's, that make sense to have gore - but even then, it still needs to be tasteful and not so over-the-top for me to enjoy it.
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They last a long while - not forever, but you could easily walk away for a bit and come back and they'd still be on the ground.
The ranged attack is further than Dead Hard.
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From the known issues section of the PTB patch notes (https://forum.deadbydaylight.com/en/kb/articles/194-4-0-0-ptb):
"The Executioner:ย Malicious Emblem points are not being awarded when sacrificing Survivors in a Cage of Atonement."
So it's currently not applying properly for Malicious.
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@WindStorm said:
https://forum.deadbydaylight.com/en/discussion/comment/1303824#Comment_1303824
It works each time you are cursed. I didn't check if the ranged attack gives torment
The ranged attack does not give torment - dragging the blade on the ground and leaving the trail is what applies torment, if a survivor walks or runs into that.
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It's a bug as far as I'm aware, especially because the power description says nothing about one-shotting.
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They might be joining through Steam's friend list rather than in-game. In-game makes you request, while Steam lets you join directly.
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If you suspect someone of cheating, report them post-game and submit any additional evidence to support: https://support.deadbydaylight.com/
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Adding to Fibijean's answer, it'd likely be 6-12 months after the Rift closes. The first Rift closed some time in January.
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I've deleted the videos and names from the post, as that can be considered nameshaming/witchhunting which we do not allow. Reports such as this are not taken here on the forums.
In the future, use the post-game report system and submit videos like that to support: https://support.deadbydaylight.com/
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The DBD Mobile team is a separate team entirely. Any questions should be directed to their Discord, as this forum is not related to mobile. Keep in mind, also, that generally questions about future content cannot be answered.
Mobile Discord: https://discord.gg/dbdmobile
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I can't say for sure (I haven't looked at the cosmetic myself in-game), but it's likely due to anti-aliasing as well as how hair is handled in the game. Light amounts of hair, or thin hair, might look discolored from intention or seem to disappear in certain angles like you mentioned.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1294683#Comment_1294683
And somehow the Spirit, who exists in both, isn't affected by this while Phasing.
On a technicality, Spirit goes through "an ethereal plane" while phasing, which is different than the Spirit World.
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As long as she's charging a blink you can lightburn her. Lore-wise it seems to do with being in the "Spirit World", which both Wraith and Nurse go through.
@oxygen said:
It's a pretty uncommon thing to see, yeah.
You can also prevent her from starting to charge a blink in the first place by keeping a flashlight beam on her if I remember correctly.
Yes, I've had that happen before at a pallet and I forgot it was even a thing! It's very uncommon.
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One of my recent favorites has been Lanterns. It's a tile-laying and set-collecting game that I've only been able to play a few times, but the tiles are pretty and the game is very chill.
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I haven't been using it lately, but Wake Up! was a personal favorite for a while.
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My personal opinion is that BBQ is the best solely for the bloodpoints. That's the main reason I use it, as it'll still help you consistently earn more points even if a better perk might allow you to 4K every game.
Ultimately it just depends on a lot of things - what killer you're playing, what the survivors do, etc. There's way too many factors to determine one as the "best" perk. You've already put a lot of thought into the ups and downs on each perk, so next is determining what fits your playstyle best, as well as what synergies you want to use.
BBQ slots into any build, and is the best general-use aura perk. It gives free value as long as you can get hooks. It's best on mobile killers that can capitalize on distant auras after hooking: Nurse, Hillbilly, Spirit, Freddy, and Oni come to mind. The downside to BBQ is in its common usage. People have learned how to counter it and understand how it works.
I'm not a huge fan of Thrilling Tremors myself precisely for the reasons you already mentioned: the info it gives can be misleading if survivors get off the gen, and it's a perk that can be identified by watching generators on pickup. After that, it simply becomes a matter of deciding if you want to wait the block timer out.
Discordance can be risky, because survivors are already most efficient when they spread out. However, it gives you value by letting you pressure multiple survivors at once, and gives you a heads-up on gens that might otherwise be completed quickly. Use it for mobile killers (see: BBQ) and killers that benefit from survivors that group up (Plague and Legion).
Surveillance is great with Ruin. Even if the totem stays up for no more than a minute or two, the amount of map knowledge you get from paying attention to which gens aren't highlighted in white can help you decide which areas to prioritize. It's also good for a defensive playstyle, so it can work for Freddy, Hag, and Doctor.
Nurse's Calling can be good for killers that can get close to survivors quickly once noticed, and it combos well with anti-healing perks, specifically Sloppy Butcher. That increases the chance that you'll see their aura while healing. Nurse's Calling is very good on stealth killers (Pig, Myers, Ghost Face) and killers that can close small gaps quickly (Nurse, Huntress). The problem with Nurse's is that it doesn't consistently keep up pressure after a hook, and can also be reliant on survivors grouping up to spread out hits, but getting that kind of pressure is underrated and can completely swing a game when it does happen.
I may have left something out or forgotten something, but I hope this helps! In the end, it comes down to personal preference.
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Submit a ticket to support and choose "loss of progress":
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A while back, I had some people tell me they reported me after a game before, just to try to get some sort of response. However I knew that I hadn't done anything reportable, so I just moved on. Ultimately it's not their job to determine the bans - it's those that look at the reports that have jurisdiction, and they'll know it wasn't a legitimate report if you didn't break any game rules. Telling someone you reported them doesn't accomplish anything if they actually broke a rule.
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Submit a bug report using the template pinned in this subforum: https://forum.deadbydaylight.com/en/categories/bugs
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Make sure you submit a bug report - there's a pinned template in the subforum: https://forum.deadbydaylight.com/en/categories/bugs
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Tier 2 Evil Within sets Myers at a 16-meter terror radius. Monitor & Abuse would reduce it to 8 meters outside of a chase, which you wouldn't be able to hear until he's essentially right on top of you. Then, there's the addon Dead Rabbit which further reduces it (I think by 4 meters), for a 4-meter TR. That's as close as you can get to no terror radius outside of a chase, unless you use perks like Dark Devotion or Tinkerer.
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I like having a little David by my side. It makes me feel safe.
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This forum is not for the mobile release of the game. You can have any questions answered either by looking on their site or asking in their Discord: discord.gg/dbdmobile
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It's extremely unlikely to have you both connect to the same servers if you don't live in the same region, outside of grouping up.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1261285#Comment_1261285
My guess would be exactly the opposite, as Distressing is a constant effect and MnA switches depending on game situation :P
But good to know that MnA gives you a not so much distressed TR outside chases and a huge distressed TR in chases. @Predated one more idea would be the anti heal builds with Coulrophobia, which you can use on pretty every killer with a decent TR. I think for Oni this build is a pretty nasty one, but it would also work very good for Nurse or Legion, and would help Trapper or Clown also pretty good. Good to combine with Nurses Calling, Thana or Blood Echo as 4th perk, depending on which killer and addons you have to support this.
The way I thought about it, and how it makes sense to me: M&A is always a static 8 meters in either direction, so that would apply before the dynamic percentage of Distressing.
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This is actually something I haven't gotten around to testing to find out for myself, but my guess is that Monitor applies first (establishes a base value) then Distressing applies after, regardless of order. I can't think of any other perks it would matter for either really, outside of other similar like Furtive Chase.
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Every killer draws inspiration from all over, obviously. It makes them feel real, and draws from familiarity to drop all kinds of horror genres into the game. A lot of the early killers can be connected to something more directly than some of the more recent ones which took their own, but they all still have their own special charm and twist to them!
I'll have to look into Bunny Man though, seems very interesting
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@Huff said:
I've wanted a similar thing since a long time ago. They always had the struggle phase allow you to just let go any time you want practically so I never understood why not just have the option for slugging.
One thing I will say though, is I don't think slugging is truly holding the game hostage. You will eventually bleed out, so I wouldn't go as far as to say something like that personally.
That is correct - slugging is not holding the game hostage. Holding the game hostage is when one side cannot choose to end the game without disconnecting, most commonly because a killer is trapping all remaining survivors somewhere that they can't leave (like the basement).
Slugging has a maximum 4-minute bleedout timer before the survivor dies. Yes, it can feel bad if the killer just leaves you to bleed for those 4 minutes, but it does not break game rules.
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@infinity_on_switch said:
I play on switch and found no way to interact with the gates as a killer, NoED was active because I one shoted the only survivor after they finished the last gen. They played well and just gave up on the ground in front of the gate. I felt (uncharacteristically) bad for them and tried opening the gate for them but found no way to interact with the gate. Maybe I missed something, but there was no indication that I could use the switch and I felt like I pushed every button on the controller. If I recall correctly I slugged them while they was in the middle of trying to open the gate.
If you already closed the hatch, you cannot open the gate. You can open the gate as killer if Endgame Collapse has not already started.
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Keeping track of Wraith's location takes away a lot of his advantage - if you can consistently see him while he's cloaked, he can't get the jump on you. At that point, he just approaches you faster than the average killer.
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@Kate_Main_01 said:
https://forum.deadbydaylight.com/en/discussion/comment/1249308#Comment_1249308
Thank you! Do we have any word on when that will be implemented?
I know that recording wiggling free would probably have been difficult, and the number wouldn't be able to account for things like flashlights and such, but it'd at least give a ballpark figure for those who were curious. Nbd though! <3
I know as much as you do, sorry!
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Unsure about wiggling free stats, but there is currently no reward system for giving props.
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Crows exist on every map. They're distributed around, but The Game is a smaller map horizontally so there's less crows in that regard.
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@wait4him2leave said:
@drimmalor What change would you make to pharmacy?
I'm not the greatest when it comes to ideas like this, but maybe something like: looting chests beyond the first restore some charges to the medkit you're holding? Something that further incentivizes looting but leaving the loot for your team.
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Can we make David more buff? Does that count? Is it even possible?
Most of what is on my list is just buffs/changes to underused perks. My survivor list is probably:
- Pharmacy
- Alert
- Boil Over
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@Blindninja said:
https://forum.deadbydaylight.com/en/discussion/147895/the-generator-concept
I can honestly tell you that that's the one positive things that Friday the 13th had going for it was that you never knew how a game was going to go as far as speed because you never knew where the items like the fuse for the telephone was. It did kind of add an element of excitement to me. But it also adds chaos which means a lot of your winning or losing was based on luck
I personally prefer going into games knowing what to expect from objectives, and although there is the element of randomness in generator spawns, knowing exactly how long things can take help you make informed decisions. For example, in F13, you could search an entire house and find nothing useful, or Jason could teleport on top of you within the first 8 seconds of the game (that's happened to me before). There's still the luck of killers finding you if they happen upon where you're hiding.
Generators already have some elements that adjust their time, like if all sides are accessible to be repaired from, but at base the 80 seconds are what everyone expects for generators on both sides - randomly deciding one should be longer feels arbitrary.
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https://support.deadbydaylight.com/hc/en-us is the proper way to submit video evidence when reporting players. Make sure you also report them post-game. You likely won't receive any feedback based on the outcome.
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@GrootDude said:
I expected as much and I like the song so this did nothing to me. ๐๐ป๐๐๐ป
Actually one of my favorite songs.
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My least favorite is Azarov's Resting Place. I don't like how it just feels like there's two meaningful sections, and crossing the map doesn't give you many paths and options.