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drimmalor

drimmalor

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drimmalor
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  • The Questions subforum is for simple questions about the game, rather than discussion/speculation of upcoming content. I have moved this to the General discussions so that it can be further discussed.

  • It does not change the cooldown of successful hits. It's always the same length.

  • I grew up playing a bunch of different MMOs and MMORPGs. Toontown Online, Pirates of the Caribbean Online, Wizard101, MapleStory, and Dragon Nest were the most notable ones that I played a ton. I haven't found any that have stuck with me recently (I don't like subscription-based services, so WoW is out of the question), but I'm always craving a good MMO to scratch that itch.

  • I haven't watched anything in a bit, but I'm part of the way through the '90s Sabrina the Teenage Witch. I liked the new Netflix Sabrina so I thought I'd watch the old one too ๐Ÿ˜

  • The questions subforum is for simple questions about what is currently in the game. I have moved this to General Discussions, as this is a topic more suited for discussion.

  • Ranking up gives dedicated players something to keep working for each month.

    It also helps alleviate matchmaking times - imagine if everyone was clumped around rank 1 forever. New players would come in and have to wait for a very long time to get a match, as they'd only be able to find other new players.

  • It could have a few meanings, as with any gesture since they're simple and can really be used for anything. The most likely ones I can think of right now:

    If you're another survivor, it could mean "Go save them"; if you're the killer, it could mean "Stop camping them", or "Let us save them".

    Unfortunately it's all non-verbal so it could really mean anything.

  • Please keep in mind that this subforum is for answering the questions, not for extended discussion. As the question has been answered, I will be closing this thread, and if you wish to discuss it further, you can make a post in General Discussions.

    And congrats on your Merciless killer!

  • Yes, he is immune to detection perks such as Spine Chill, Premonition, and aura reading (Object of Obsessio, Kindred, Alert, etc). This has been a thing for at least two years if not since his release, as far as I'm aware

  • This subforum is not for questions about upcoming content or changes.

  • There is no way to transfer save files across platforms.

  • This subforum is for Q&A about things currently in the game, not about upcoming content or changes.

  • A survivor affected by Blindness will not see your aura, however you will see theirs when they look in your direction (unless the Blindness is caused by a locker). It's worth noting that the perk will still "light up" in the corner, so they can use that to learn your general direction rather than your exact location.

  • The main intent of this subforum is to get questions answered, not necessarily to be a database of Q&A. Over time it will have a lot of posts, but that'll make it harder to search for the exact question someone may have.

  • Not so much balance-wise, but I'm thankful that they created a game that drew me in, wasted hundreds upon hundreds of hours of my time, and allowed me to make as many amazing friends I have. This game literally changed my life - I was mostly alone as I moved away from friends to a different city, and didn't get out much. The community welcomed me in and gave me a home.

    Also, adding David King. He's a hunk.

  • @CaphnYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/628491#Comment_628491

    Yeah, Empathy is preety decent to. I actually tried something new yesterday though. I decided to run Premonition and Spine Chill at the same time. It actually works really well if you want to know if the killer is coming towards you, and what direction they are coming from. Should I keep running them both or no?

    I prefer to run a variety of perks rather than perks that do a similar thing, simply to get as much use out of my build as possible ๐Ÿ˜ I'd try picking the one you prefer and put a different perk in instead

  • @CaphnYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/628454#Comment_628454

    Lots of people do reccomend this build. Do you think I should use any detection perks, like Spine Chill, Prem, or Alert?

    Ah, I forgot about detection perks! All the ones you mentioned are helpful to know where the killer is. I'm not a fan of Premonition myself, but I like Spine Chill and Alert.

    Bond does a similar thing for me which is why I mentioned it too. Empathy can also do the same thing if you pay attention to where your teammate is when they get hit.

  • Perks like Urban Evasion, Iron Will, Quick and Quiet, Calm Spirit, and Lightweight help you stealth around. Some perks that benefit by successfully stealthing around the killer are Diversion and Stake Out.

    My go-to full stealth build is Iron Will, Urban Evasion, Diversion, and Bond (to help me avoid teammates that are being chased nearby).

  • I don't believe there's any benefit currently to hitting someone with Deep Wound already applied, barring a few addons. The best way to utilize the power is to end it before another hit if chasing the same survivor.

  • The main difference between the two is that people do frequently spend time healing against Legion (because it's more viable than cleansing), which takes time on top of Mending if you're spreading out hits. This takes away time from repairing gens, while against Plague you don't really get that same option as a survivor.

    If we're assuming that survivors spend no time healing against Legion and don't cleanse against Plague, it's really a toss-up by individual preference.

    Plague: Louder survivors (puking/coughing); infecting objects for loose tracking; slightly longer to get survivor Broken before hitting but easier follow-up

    Legion: built-in tracking to injure all survivors quickly (with the option to use it again if you really need to find a stealthy survivor); shorter stature; slight movement speed bonus when using power to travel

    I may have overlooked something in this comparison but that's what came to mind right now ๐Ÿ˜

  • @PhantomMask20763 said:

    I think the devs said once that having to put the blood texture on every single piece of clothing in the game would take too much time which could instead be focused on improving the game. Maybe someday they'll change their mind and do it but for now I think we're stuck with what we've got

    This is exactly it - from what they've said before, the blood on prestiged cosmetics is carefully designed and placed for each piece. It's not just a generic blood layer that works for every character and every cosmetic. If we got it for every piece as a generic overlay, they'd likely end up looking worse than the original and the overall quality would be poor, barring a miraculous increase in free time for the production team.

  • @RoKrueger said:

    I love RNG things in any game. It spice things up and make everything more exiting. I would like MORE RNG if posible

    A fine balance has to be struck between enough RNG to keep it interesting (replayability), but not so much that the player feels helpless. Things like minimum spawn distance (of pallets, hooks, etc) help a lot with that.

    Too much RNG and you get some situations that are impossible no matter how well you play - for instance, if two gates spawned literally next to each other. Not enough RNG and you get a solved game (run this exact path on this map) that will get boring very quickly.

    I personally think the RNG has found a good balance between consistency and replayability interest, albeit with necessary tweaking as the game and meta changes.

  • It does trigger Infectious Fright!

  • Closing this discussion as it has not been kept civil.

  • I like that it gets me out of my comfort zone to play different survivors. It becomes a matter of "what build am I running with these limited perks?" rather than sticking to the character that has all of them unlocked.

  • โ€ข Play with no audio (all killers are now stealth killers!)

    โ€ข Invert your controls (W goes backwards, S goes forward, M2 is repairing, etc)

    โ€ข Inverted colors (if your monitor has a setting to do so - neon DBD is weird but fun!)

    โ€ข Do an MLG 360 no-scope before throwing a hatchet (Huntress)

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/615826#Comment_615826

    Ah, I see. So is this just a term that gets thrown around in jest by the community, then? I mean, patches break unintended things in LOTS of other games all the time. :D

    For the most part, yes. It's used in any community to describe bugs and issues that arise for seemingly no reason, but to me it's often funny that they happen. I'm sure it creates a lot of confusion when these random issues come up ๐Ÿ˜„

  • When matches are cancelled due to a disconnection during loading, you should be refunded your items and offerings. If this isn't happening, I recommend submitting a bug report here: https://forum.deadbydaylight.com/en/categories/bug-reports

  • My mistake, I misunderstood the question. They actually did address the "spaghetti code" claim on a dev stream once. I don't remember when it was, but they showed the code related to Decisive Strike and how they have it structured. The latter part of my answer is relevant to people claiming "spaghetti code".

  • "Spaghetti code" is a term that people typically use when code is unorganized and there's a lot of intertwining reliances different parts within the code. People typically use it when something seemingly unrelated to what was actually changed breaks, when it was previously perfectly fine. Thus, people say it's the "spaghetti code" at work, as it makes no sense to the end user.

    In reality, any small change can break code and have unintended effects. It's common to fix a bug in code and have 10 more replace it, even in the most organized and completely separated code.

    (Disclaimer: I have very limited experience in coding myself but I know some of the things that go into it)

  • Aura reading perks are a blessing and a curse ๐Ÿ˜…

  • I take every game as a learning experience. Each game you play is an attempt to learn something new - try out new strategies, techs, pressuring, etc. Sometimes you'll mess up, or someone will be difficult to catch or to escape. That's frustrating in the moment, for sure. What matters is how you feel after: a lot of players will blame someone else and not grow.

    I try to reevaluate how I played the match and figure out what to do better next time. Admittedly, it takes a lot of self-awareness to do that, and we're all guilty of thinking into the personal interactions with people in post-game chats too much. Ultimately, it's just a game, and our goal is to have fun and enjoy our time playing. Playing into your own tilt will lead to more tilt - I take breaks when I feel myself heading down that road. Switch it up, play the other side, or find something else to do before coming back and trying again.

    If you ever need to rant about a game and get it out of your system before going back and playing again, my DMs are always open ๐Ÿค—

  • What I typically do if I don't want to be found immediately is I'll start a generator and go somewhere else. When the killer patrols that area, they'll think someone is nearby and waste their time checking there. Otherwise, I'll do things like looting chests or cleansing totems since those aren't points of interest for killers immediately.

  • I agree with Speedo Dwight, and I'd like to add in Speedo David... just to make it fit in, of course ๐Ÿ˜‰

  • It's just a visual bug. You still get the points.

  • I think the problem with that is some maps have so many lockers that it'd clutter the UI unless it was limited to a certain radius (think like Huntress's addon that shows nearby lockers). Others have very few lockers and it could become very map-dependent (Pale Rose and Haddonfield come to mind for worse locker placements).

    It's a neat idea to change the functionality of his teleport, though, to be more of a chase trick than a map pressure tool. I already love using the teleport as is to catch survivors off guard and this could be a different way to do it!

  • Another reason to wake up is to hear Terror Radius instead of the Lullaby, since TR tells you distance while the Lullaby does not.

  • I've been having a blast playing new Freddy today! I was a Freddy main back on his original release and I think I might be going back to him again. I love teleporting to gens to cut people off and surprise them when they thought I was behind them.

  • Here is the tweet regarding the status of the L4D content on PS4:

    https://twitter.com/DeadByBHVR/status/1153409779341156353
  • I noticed her hair was different, it almost looks like her hair is just an entirely different color now. Doesn't really look bloody :( Now it doesn't go with the climber gear outfit I always wear.

  • I liked the effect on Ghostface so I'm glad they applied it to all Exposed effects.

  • I'm so glad you chose Candle Wraith for that palette! It fits perfectly, and it's chilling as usual - the glowing skull really pulls it all together. Great work!

  • The best way to use Whispers is to use it to triangulate where survivors are. Pay attention to where it turns on - what direction were you heading? Does it turn off quickly? If it stays on, you're generally heading in the right direction.

    On that note, the main point I make about Whispers is that it's most useful NOT when it's active, but when it's telling you there's NO survivors nearby. It helps you not waste time checking the area, or generators that nobody is working on. Too many people get it in their head that when Whispers is on, they have to check every corner. However, the radius is very large and they could be in a completely different direction. Think of it primarily as an extended patrol radius.

    The second most useful part is what I mentioned earlier - moving between the areas where Whispers switches off and on. This tells you the general direction that survivors are in. If you're moving a direction and it turns off - turn around and go the other way.

    It takes a lot of practice to learn the exact distance (32m) and how far that is. I used generators and got a feel for how far those are when Whispers turns on with survivors working on them. But once you learn how to use Whispers, it's a very strong perk that can substitute for others - like Deerstalker - and improves your map pressure significantly.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/584620#Comment_584620

    @drimmalor Ooh you are one of those people 0_0. I bet your socks aren't even matched right now :p. I mean depending how good of the cosmetic job the in-house art team takes the concept. It could be a neat design. Although, I would really feel being chased by an elephant in dead by daylight is a rather odd situation.

    I wear just the lettuce head on Hag! I still need to save up for the blue body and an arm that doesn't match.

    I think the elephant Clown is just unsettling enough for it to work!

  • I like Plague. She's pretty sick.

  • I can't wait to only wear the elephant head. I love cosmetic mismatch.

  • Mostly just any kinds of insects and related small creatures. I got startled by a butterfly once.

  • I'd love to see more animals, even as just map decoration - the horse on Father Campbell's Chapel was such a neat inclusion!

  • Thanks for the kind words! โค

    in MODS. Comment by drimmalor
  • I always love seeing a teammate with Aftercare. I'm a sucker for aura reading perks.

    Leader is neat. Tenacity also gives me a good laugh and makes me cheer them on. "Crawl, crawl! You can make it!"

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