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drsoontm

drsoontm

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drsoontm
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  • Assuming the next killer is Dracula, my pick would be for Bram Stoker's Dracula.

    Either

    image.png

    Or

    image.png
  • You need to give some context or point to a post that explains what you are talking about.

  • Under no circumstance I let a bot survive.

    I'll ignore humans until robots are out.

    On the plus side, it gives some respite to players as they've lost a player.

    Bots can be difficult to catch since they always have "wall-hacks" on the killer. (Try to "mind" game something who always know exactly where you are.)

    I"ll also make sure to let at least one player survive, depending on how bat the rage-quit was.

  • If you play a lot, endeavor to go to at least level 75 (I believe) so you basically get your money's value back.

  • @Murgleïs said:

    OP is right about the fact that stealth is strong and A LOT of survivors don’t even try to use it.
    But at the same, if your whole team is death hook, the best action is taking some heat for them.


    Except if you have a build for rushing hatch / exit doors.

    Stealth is obviously extremely strong (it's my go-to tactic) but as you said there is a time and a place.

  • @Qnikudo said:

    L'equivalent français est a l'abandon...

    Ca ne je sais pas, je n'y mets jamais les pieds.

    Après il y a les forums de Steam (peut-être?)

    Ou bien se mettre à l'Anglais 😅

  • All survivors managing to dodge the killer all game is a great strategy, if extremely annoying.

    However once survivors start getting found, players should fall back to the usual moves. (Saves, hook exchanges, …)

    Speaking from the survivor perspective, such moves helped me survive longer than I normally would, or even escape on an trial where I was outmatched.

    Speaking from the killer perspective, it helped teams to make me waste a lot of time (which I hate but was great for them).

    I need to add that if only one survivor is being stealthy, it usually ends with a win for the killer.

  • Bonjour,

    Tu es sur un forum Anglophone.

    L'équivalent Francohpone est ici.

  • I had comments for a full-aura build (as in : no regression at all) so …

  • Garden of pain and Toba landing are up there in the horrible maps.

    Choosing the worst one isn't an easy choice.

  • They usually do their updates at 17:00 CET, which is in about 100 minutes.

  • Not for long, if the killers can help it 😊

  • They've said killers would be able to make a pre-made with a friend, so it's likely survivors will be able to make pre-mades of eight players too.

  • Just do like many others: either play knowing you'll lose unfairly, or don't play until it is fixed.

    It's likely to be fixed in about 36 hours anyway.

    @Neaxolotl said:

    If you have a video record of that you could've still report it as bug abuse

    They won't do anything about that.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764955#Comment_3764955

    The survivor one has a workaround, don't take endurance perks, the killer one doesn't its "just don't play the game"

    This is the workaround I'm using.

    Works like a charm.

  • You have past a thousand hours and you don't know yet getting chased and hooked is part of the resource management?

    They were right calling you out.

  • @dknb said:

    Sounds that don't affect game balance,
    such as voicelines, killers laughing, survivors scream,
    must be adjustable by the user.

    I'd put them all at 0%

  • That has to be the most ridiculous idea of the week.

    It's artificial.

    It's as lame as ending a match with the roll of a dice to decide who wins.

    That'd be the end of the game.

  • 25 isn't enough for the crybabies but more than enough to filter out the most unreasonable elements.

    Besides, these ones tend to disappear one way or another (usually from a self-inflicted wound) so more room can be made for their successors.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764693#Comment_3764693

    Yeah, showing who is in a SWF before the match is a pretty big no-go, BUT I still don't unterstand why its hidden AFTER the match. Sure, some peeps would make a word document of all the SWFs they encountered and check every time they queue up, but I rarely ever recognise a survivor that I played earlier, unless its super obvious.

    The thing is that a lot of SWFs try to gaslight the killer, ala "no, we are just randos and played for the first time. You were just bad." or deflect attacks about the broken nature of some SWF tactics by claiming "lol, we are soloQ. Git gud. ggez."

    Just show after the trial, who was in the SWF with whome, its no big deal, unless you really want to obfuscate something. But there is ONE thing that killers would notice with this system: how many of their sounding wins were against duos and trios and even full SWFs, who played suboptimally because they wanted to safe a friend. Especially duos are prone to this behaviour, with one often giving up when their mate dies, because they don't want to keep them waiting for too long. Behing HONEST with this information AFTER the trial would relativate a lot of the common "I get matched with full SWFs every second game and they are just impossible to beat" salty crybabies.

    Source: I play in a full SWF all the time, and we are mediocre at best, but always try to cover each others behinds and going for risky and absolutely fullhardy rescues.

    I have an hypothesis about that … and I've deleted my post as I'm not sure I can tell.

    Let's just say it's probably about what's absolutely need-to-know and information safety.

    Knowing a group was SWF is only "nice" to have but giving that information could have bad consequences in some fringe case. (Let's not dwell.)

  • There has never been an anti-camp mechanic in the game.

    There is however an anti face-camp one and as far as face-camping goes, it works pretty well.

  • @TatsuiChiyo said:

    I'm firmly in the camp that believes MMR doesn't exist in this game. BHVR couldn't figure it out and are to proud to admit it.

    But let's pretend it does exist, than the problem you are running into is another one of BHVRs matchmaking paradoxes. They don't want groups waiting to long to play, so if it takes a little to long they start to widen their MMR net, so you could say be in a silver bracket and start looking for a match, but there's a platinum bracket who have been waiting two whole minutes so matchmaking grabs YOU and throws you in to the lobby, even though you might have had a more "fair" lobby that you could have recieved.

    It's exasperated by Killers lobby dodging of course, or a Survivor lobby dodging. MM doesn't want the lobby to wait so it starts looking for someone to fill the slot quickly. It's why in SoloQ things seem so random. I wouldn't be surprised if 50% of DoloQ games were simply matchmaking just grabbing whoever it can because BHVR doesn't believe their playerbase has a better patience limit than a 3 year old, which playong SoloQ and dealing with salt messages, sadly BHVR is right.

    They may be right about the 3 years old mentality. From time to time I'll get in a lobby with 3 survivors and it takes a few seconds to get the fourth one. By that time one of the 3 has already left. When they are three again, another survivor leaves and so on until only patient "adults" remain. It's so weird.

    But the part about the salt makes me realize something : I haven't got a salty chat for months now. I get rage-quits and hook suicides but never anybody being salty in the chat : quite the opposite, really.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763608#Comment_3763608

    Okay, why would be bad? Isnt like how it is right now? The only difference is that survivors will not leave the match that easily anymore
    Unless you are saying it would be bad for the killer? In that case, are survivors killing themselves on hook also bad for killers?

    First lets clarify : didn't you say that attempts at kobe would affect the second hook timer only? Because that was the part that I thought was great on your idea.

    And bad, yes : attempts at kobe without downsides would be bad because everybody would always try without any risk. The reason it's bad should be obvious.

  • Everybody knows and it's among the "known issues".

  • I've seen many accurate answers so all I have to say is:

    Welcome to DbD.

    You can checkout anytime you like.

    But you can never leave.

  • @Gmoore23 said:

    Because of multiple reasons. A lot of killer players will skip a lobby if they can tell there's a SWF. On top of that, it would require that every SWF input that they are a SWF, which is easily avoidable if they were even to implement something that counterintuitive.

    Basically, it's genuinely a bad idea.

    There would be no need for the SWF to input anything. (But showing pre-made status is a bad idea anyway.)

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763405#Comment_3763405

    No, players will still have the free unhook tries, and it would be actual free since it doesnt hurt the hook timer at all

    You said the timer for the second hook would be hit instead, unless I misunderstand.

    What I mean by "free" is as in "no penalty at all for trying", which would be bad.

    That's why the way I've understood your solution, it felt like a good idea to be both a hindrance for leavers without being too much of a buff.

  • You can't force people to try but you can encourage them.

    When I play killer and a survivor tries to die, I slug instead of hooking, and I keep slugging and slugging.

    There are 3 outcomes:

    • Usually, the survivor grows a spine and starts doing gens and tries to escape.
    • Sometimes, the survivor keeps being a poor sport.
    • Rarely, the survivor rage-quits.
  • @Rudjohns said:

    I have a solution for this. Pretty sure I have already talked about it here but here we go again

    REMOVE HOOK SUICIDES

    New mechanics:

    FIRST HOOK
    -Survivors have 2 different timers. 1st timer is 60 seconds and its the normal hook phase timer. 2nd timer is also 60 seconds and goes down along the first
    -Each survivor has 3 4% attempts of self unhook. These attempts only decrease the 2nd timer, exactly how it works at the current state, however it doesnt change the 1st timer.
    -Even if all 3 self-unhooks attempts are unsuccessful, they still remain at the first hook phase until someone saves them or the 60 seconds timer pass

    SECOND HOOK
    -Remove skill checks
    -60 seconds until death as well

    SURVIVORS ON THE HOOK WILL RECEIVE A "DIE NOW" BUTTON WHEN:
    -The exit gates are opened
    -There are 2 survivors left in the game
    By pressing the button they immediately die regardless of which phase they are on

    All perks related to self unhook still apply, such as Slippery Meat, Up The Ante, etc

    So in essence your proposition reduces the total hook time until death for the second hook without touching the first hook timer.

    (?)

    If I understand correctly:

    • players trying to exit will still have to wait for a while (good)
    • players will not have free unhook tries (good)

    It seems like an improvement.

    If not done already, you should make this a proposition in a separate post.

  • Last game : survivors did 3 gens and the doors got powered.

  • I had no bugs until Toba Landing : I've been teleported back to the last gen I kicked 15 or so seconds before and movement felt weird.

    I'm still in that match, hopefully next match will be fine.

  • Maybe fill a bug report in the appropriate forum and point to it so we can all upvote it A.S.A.P.

  • The low number of generators also seemed weird to me.

    I'll do my best to kill as much as I can but it will be more difficult than in the normal mode.

    My plan is: I'll play Nurse and I'll group with a friend with no killer experience. I'm not expecting a miracle 😅

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760656#Comment_3760656

    I am pretty sure it’s already been confirmed that you will be able to play with a friend

    It has, yesterday.

    That post was made days before they gave the details.

  • Are we even sure we'll be able to have pre-made?

    What if they simply merge two random lobbies?

  • I've noticed less giving up these past couple of days. I must have been lucky.

    Two in about ten matches yesterday (first hook cases both times).

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758408#Comment_3758408

    For me it's being left on hook, or my team mates being left. I'll be across the map from the hooked person and the only one on a gen, and since I can see on the HUD the other two survivors aren't doing anything ill assume one of them is going for an unhook but nope. Person goes to second stage until I get there to unhook them. Then it's the same for me. The killer will be chasing another survivor and the other two survivors will just be standing around. No one comes until I hit second stage. If it's matchmaking or what, I don't know. Too many Killer mains think people are letting go because of them but I promise it's because of their team mates most of the time.

    Believe me it's easy to know when someone gives up and when someone is left to die. A killer tends to keep track of hook time, if only to know when at least one survivor has to be on hook duty instead of being on a gen or ready to flash.

    It's not common (once every few nights) and usually from a beginner who had no business being in that match.

    As a side note, on principle, I'll be sure to exterminate any survivor that should go for a save but prefers doing anything else (usually a gen). It's both to avenge the poor player and to avenge every time it happened to me.

    (Because otherwise I usually give the hatch to the last one.)

  • Except this time it's because the gens are done and the doors open. (I presume.)

  • @Blueberry said:

    It’s funny you mention that. The build I always run is Iron Will, Lightfooted, Distortion and Deception. Lots of jukes and mind games. Catches people off guard more than you’d think. I could see Lightweight in there.

    It works very well IMHO. At least it works against me.

    @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756934#Comment_3756934

    I've considered trying a similar build but since Iron Will and Lightfooted don't work at the same time, I feel like you're just exchanging one sound for another so would still be pretty trackable. Do you find you have a good rate of escaping, or at least extending, chase? I prefer Overcome + Lucky Break + Bite the Bullet + Self Care for the same sort of effect but am always looking for new builds

    Oh, I use that build myself. (Got it from CoconutRTS) It's hilarious to see the killer go away almost walking over me 😁.

    @Spirit_IsTheBest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757953#Comment_3757953

    The build is mainly for avoiding chases. If your someone like me that isn't the best at looping then it's great for staying stealthy, if you do manage to get into chase, the build helps you a lot with holding W, most of the time the killer mindgames himself at a loop, Lightweight and Lightfooted makes you untrackable especially in indoor maps, Low Profile is mainly for saving the team, especially against slugging killers, or if your in endgame.

    If you prefer a more relaxed match, not many chases, while remaining useful than I recommend this build!

    It is pretty efficient against my Nurse.

    Being hard to find or hard to track is generally a great idea against most Nurses IMHO. (Coupled with knowing how she usually reacts, counting her blinks and measuring her power focus duration and you are safe against most Nurses.)

  • @nihilst said:

    my internet isn’t bad it just read only turns off for a split second mid game and on dbd there no rejoin option like other games

    Turning off for a split second doesn't disconnects you. It has to be several seconds.

    It has to happen quite a lot too to get that high a number.

    Usually the price of the service is for the bandwidth. It's supposed to be 24/7.

  • Maybe play a few matches so you get out of the baby sandbox.

    Go up in the MMR until you go against decent players.

    Cry.

  • Beamers only work if the killers intent to hook before downing a fair amount of survivors.

    Although in this setup a couple of survivors with some form of dying recovery would rule.

  • Plague and Nurse: one-hit downs. 😋

  • I actually didn't think about how the survivors would organize.

    Oh I'm so eager to try.

  • I'll play Nurse so I'm going for hits and kills.

    My hope is that the other killer will help to fend survivors of gens and/or hinder their movements.

    Let's see:

    • Trapper: hinder movement, catch unsuspecting survivors.
    • Wraith: fend off gens.
    • Hillbilly: fend off gens and kill.
    • Nurse: kill
    • Huntress: fend of gens and kill.

    I wonder if being two chasing one survivor won't make it harder (because less predictable)

    I wonder how it'd go on Discord for two killers. Too bad none of my friends are playing anymore (except one on/off survivor-main that'll never play killer)

  • @[Deleted User] said:

    I havent played them for a while, as im no longer a killer main, but when i did they seemed ok, and fun to play.

    He is kind of fun.

  • @ReverseVelocity said:

    I really like The Unknown, but I wouldn't say it's S tier. Very solid killer though. Not a common pick so the counterplays are less known in general.

    I'd say high B tier.

    The one thing I'd love to see for it is Blurry Photo basekit. That addon seems pretty much mandatory for using your TP mid chase.

    That'd be an explanation. Even the higher prestige seemed to have difficulty handling it.

    @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/419945/was-the-unknown-a-great-killer-all-along

    1. You’re likely a good killer.
    2. You like have decent game knowledge.
    3. If you’re good at tp killers he’s no exception.
    4. If your decent at plague or huntress it makes playing him easier so you’re probably patient with your shots.
    5. Great job! :)

    A decent killer, maybe : good is hard to say. And I'm a Nurse main with my second being Huntress. I didn't realize it translated well with the Unknown.

    Thanks 😄

    @Yharwick said:

    Not S tier but much better then a lot of people on here give them credit for. People underestimate how disorienting Unknown can be to go against with how instant the teleport is as well as the projectiles going through walls.

    As long as you're hitting your shots Unknown can get downs in scenarios 90% of the roster can't. People like to brush off the goo like oh they'll just loop wide and you'll never hit them but as long as you're aware of it all that means is you get survivors looping unoptimally for free.

    I certainly had several survivors running into me while fleeing the image at my last position. (That's hilarious.)

    That's the best part playing it.

    @Chocolate_Cosmos said:

    He can be good but sometimes you feel hopeless. Survivors can totaly have lot of windows to counter you if they try but you can still do some damage.

    High B tier or bottom A if you master him.

    I'm guessing I'm still far from the level that would give me these survivors. I certainly feel like training a bit with it.

    @Spirit_IsTheBest said:

    I said this since his release, he feels strong because survivors don't know how to counter him, now that people are adapting since he is quite popular (atleast for me), he feels weaker. I'd say he isn't S or A tier, but more like of a B tier, he is strong, but his power requires good aim, while also dealing with survivors who are good at dodging, holding W, and avoiding hugging walls.

    I've had survivors remove their weakness even when their not in my line of sight, which prevents me from getting certain downs, sure he still has his teleportation ability, but they can remove it fairly quickly.

    He is still a good pick though, he has his downsides, you just have to keep an eye out for more experienced players, but once you adapt to how they play, Unknown becomes even stronger.

    I don't even know if I'm supposed to directly hit them or splash damage them.

    Some of the survivors I've versed were good at avoiding splash damage (or I'm just not good enough at it) but sooner or later I was able to corner them, usually by dropping a husk (which I assume is out of my control) and "pincer" them.

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