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dugman

dugman

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dugman
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  • Hmm, it's different for different killers obviously, but some builds I think are fun to play (not necessarily the most "effective" to play but fun 😄).

    I want them to hear me coming

    • Distressing (increases terror radius, bonus to score)
    • Unnerving Presence (skill checks in the terror radius are 60% size and happen more often)
    • Overcharge (after kicking a gen the next survivor need to do a difficult skill check or it explodes and suffers a penalty. Stacks with Unnerving Presence to make the skill check that's needed just slightly larger than a Great skill check, so it's not that easy to hit.)
    • Four perk varies based on what's available, but ones that fit the theme are
      • Coulrophobia (halves healing speed in terror radius)
      • Overwhelming Presence (tools only last half as long in terror radius)
      • Agitation (increases terror radius and you move faster while carrying someone)
      • Hex Huntress Lullaby (reduces and eliminates the sound cue for skill checks)

    This is usually a Doctor build, of course, since increasing his terror radius also increases his Static Blast range. I prefer not to use Calm with this personally so that I can use Static Blast freely without losing any terror radius. I've also occasionally used this build on other killers for fun just because I happened to get the first three perks in their bloodwebs. (I think my Trapper still has this build even. 😄)


    I want them to cleanse

    • Hex: Haunted Grounds (Survivors are Exposed for 60 seconds when this hex is cleansed)
    • Hex: Retribution (When a hex is cleansed all survivor auras are visible for 10 seconds. Also if a dull totem is cleansed the survivor is Oblivious)
    • Hex: Thrill of the Hunt (Increases cleansing time, gives sound alerts when they start cleansing)
    • Fill in the blank fourth perk. Sometimes it's a fourth hex, sometimes it isn't. Undying can certainly fit the build, so can any Hex though.

    This one is a favorite in the current meta of survivors being hyper focused on cleansing totems. With the way survivors are playing nowadays the Haunted Grounds hex never fails to go off early in the match, it's pretty hilarious. 😄 And because of Retribution I know exactly where the survivors are when that happens (unless they get lucky and happen to cleanse Retribution first, but even then I still know where they are.)


    I want them to blind me

    • Lightborn (Immune to flashlights and if someone tries to blind you then you see their aura for 10 seconds)
    • Enduring (Halves time of pallet stuns)
    • Brutal (Destroy pallets twice as quickly)
    • Agitation (Move faster than a survivor while carrying someone)

    So this one is a total gimmick but it's always good for a laugh when it works. Basically if anybody tries to flashlight blind you after a pallet stun or pallet drop you will pretty much get a hit 100% of the time since not only aren't you blinded and they aren't running away but you destroy the pallet extremely quickly and, even if they try and juke you somehow, you can see their aura. Likewise when you pick up someone you just downed, if a survivor tries to run in for a flashlight save you can outrun them even while carrying the person and get an easy hit while still being able to hook the person. The Agitation also works well in general against swf members who constantly try and bodyblock you from the hook since you can not only hit the blocker but move that much more quickly to the hook afterward.

  • @Midori_21 said:

    I don't mean the usual answers like Jason, Candyman, Pinhead, Chucky, Pennywise, or any others that have been requested over and over. I mean characters from other franchises that seem unlikely but you still want to see.

    My top 3 are Shaun from Shaun of the Dead, Burt Gummer from Tremors, and the Headless Horseman from Sleepy Hollow.

    Wow, Burt Gummer from Tremors, now that's a deep cut! Nice! 🙂

    I'm not sure how likely they are, but a couple of things I'd love to see:

    • Supernatual - A DLC with Sam and Dean Winchester as survivors and a Demon as the killer, maybe with The Bunker or Crossroads as the map.
    • Medusa - A killer that is a Medusa who inflicts conditions on survivors that look at her. Basically they get Hindered, Blinded, Oblivious, eventually Exposed or even Immobilized the longer they look at her. It would be an interesting dynamic where you want to watch the killer you're running or hiding from but if you do it makes it easier for them to catch you.
    • Puppet/Doll Master - Something where the killer has an army of small dolls or ventriloquist dummies or spiders or whatever else fits the theme that can help them harass the survivors. (This one is really a long shot though, I'm not sure how they would mechanically get it to work well, but if they could do it it could be really fun!)
  • On an aside I'm not sure why it being on Haddonfield is relevant, if anything that's one of the more survivor friendly maps.

  • @BrodieDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1719902#Comment_1719902

    Yep I've heard about people getting banned for criticising them. It just seems like they don't care too much about the game anymore but just about taking advantage of their community to get the most money possible.

    Half the posts on the forums have criticisms about the game, nobody is getting banned for just complaining about something they don't like. The posters who were banned were dropping insults, calling people liars or crooks or hypocrites or morons or whatever. If you go around insulting people on the forums, especially mods and devs, you shouldn't be shocked if they ban you.

  • @xhimsa12x said:

    https://forum.deadbydaylight.com/en/discussion/comment/1719692#Comment_1719692

    How the hell do you think you’d be able to trouble shoot even if there was a problem and if it’s been fixed without playing it? It blows my mind that with a game plagued with bugs as this one and you even insinuate it must be me. You guys are something else

    But it is you, or at least it's something wrong with your installation or machine apparently and your insistence on playing again immediately even though you know that if you disconnect again the ban will just increase. Why keep playing over and over if you keep disconnecting?

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1719470#Comment_1719470

    And there it is, the killer main with 0 empathy or understanding of the other side coming in to save the day.

    Lol, whatever you say. 😄

  • @xhimsa12x said:

    How about just figuring out a way to penalize people who intentionally leave the game. I must be crazy to think people shouldn’t be punished for things they can’t control.

    But you can control if you play the game even though you know you've been getting disconnected repeatedly. You always have the choice not to play until you can figure out what's wrong.

  • @RaSavage42 said:

    @dugman

    I misread what you said before... Sorry

    https://forum.deadbydaylight.com/en/discussion/comment/1719487#Comment_1719487

    I read this to mean something it wasn't meant as...

    So I made it black and white

    No worries. 😄

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1719487#Comment_1719487

    If all 4 survivors are hiding for an unreasonable amount of time... That's holding the match hostage

    Or if the last two are hiding and waiting for the other to die (for hatch).... That might be holding the match hostage

    Ok? I’m not sure where you disagree with what I said.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1719029#Comment_1719029

    idk i don't see a problem with having one perk which only works with other perks like a booster perk. It's not like ppl use it without another hex perk anyway lets be real.

    I have.

  • @xhimsa12x said:

    Again, clearly you didn’t read anything i said. Over the course of 3 days, I’m the game booted me 5 times. That is all. NEVER ONCE did i hit leave match. So because the game crashed several times through no fault of mine, i should continue to try and play when 99% of the games didn’t crash? That’s not logical. And again, why exactly is it logical to not play with friends? Because i might have another disconnect? So just go ahead and sit the day out since i disconnected 1 time yesterday?

    But you didn’t just “disconnect 1 time yesterday”, you disconnected multiple times in the course of a couple days. You obviously must have seen yourself getting longer and longer bans, why did you keep playing? Just stop playing and figure out what the problem is if you can.

    Think of it like quarantine. They’re blocking you off from spoiling the games of the other players that you are disconnecting from. Even if it’s not your fault that you got sick in the first place you shouldn’t keep going out and risking other people’s games when you know this is an issue.

  • The difference is you still intended to work on gens. Where hiding apparently crosses the line is when that’s all you intend to do the rest of the match.

  • Funny how these bugs only cause survivors to disconnect right after I down them or grab them from a locker. 🙄

  • A six hour penalty requires quite a few prior DC bans. This wasn’t an isolated incident. The issue here isn’t the dc ban system, it’s that you keep playing the game even though you’re disconnecting constantly.

  • A lot of the complaints boil down to “I want to be able to see him about to shoot and dodge it”. They’ll dress up this complaint by saying it’s “boring” or “random guesses” or “not interactive” or “he has no counterplay” because they can’t literally see him about to shoot like they can Huntress but that’s really all it is.

    The funny thing is Huntress is actually a bit better than Deathslinger in a chase. Her built in one-two combo on healthy survivors is something Deathslinger has trouble with without something like Save the Best for Last built up, and she’s significantly better at getting downs from across dropped pallets and other obstacles that Deathslinger can be blocked from reeling in the injured player. Plus even when he does hit or does get a down it takes him about five extra seconds to get the payoff every time versus Huntress doing her damage instantly. His only real advantage over Huntress is that he can quick shoot and it’s still not enough on its own to make him quite as good as her overall. That’s why a lot of people complaining that they want to be able to dodge his shots also qualify it by saying “they don’t think he’s that good overall though”.

    I do think Deathslinger is a little more fun to play than Huntress, even though I think Huntress is ultimately more effective, because the gameplay feels more fluid being able to do quick shots and not having to go to lockers to reload. And I certainly don’t think Deathslinger needs an overall nerf. Honestly though my favorite killers are the 115% movement basic attack ones (Freddy, Doctor, Clown), I’m not really into the ranged attack thing in this game, so I don’t have a big dog on this fight, other than taking these complaints about “lack of interactivity” with a grain of salt (no pun intended).

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1719006#Comment_1719006

    Undying doesn't just synergize. It's whole purpose is to always be used with another perk. No one is ever going to run undying just on its own. I'm not saying to nerf Undying. I don't really care either way, but the fact that it would be unique in the fact that it requires another perk to have any real use isn't an issue. It would just be a new kind of perk. A perk that buffs other perks. It doesn't need the aura reading at all.

    I think you are making a bad assumption, namely that Undying’s “whole purpose” is to be used with other hexes. You can easily say that Thrill of the Hunt’s main purpose is to be used with another hex, or that Retribution’s main purpose is to be used with another hex, but they also have secondary uses same as Undying that work even when no other hex is in play. That’s what Undying’s aura is for, so that it can still be used by itself and still have a benefit.

    And it makes sense that they don’t want situations where a player has learned a perk but can’t use it without other specific perks. Keep in mind that Ruin is a teachable Hag perk so anybody that doesn’t own the perk or own Hag doesn’t have it. But they may still own Undying or Blight. Take away the aura from Undying and now their choice may be get no benefit at all from Undying if they use it by itself or use it with Blood Favor maybe. (Yay?)

    So I really do think this is an intentional general design decision that perks must all function on their own even if they are the only perk you use. Any suggestions for nerfing the Undying plus Ruin combo that are driving this topic would need to keep that in mind.

  • @TheClownIsKing said:

    I’ve seen nothing BUT Billy since this mid chapter when I play survivor.

    He seems to be more popular than ever, in Australia at least.

    Billy is the featured killer in this current Rift chapter, I’m sure he’s seeing more play his week because people are doing his challenge.

  • FYI they’ve already said a couple of times that the new MMR that’s currently temporarily disabled is coming back sooner rather than later. Bringing that back online is a high priority for them. And since they can turn it back on without needing a client side patch it can literally happen any time they think it’s ready again.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1719000#Comment_1719000

    Undying is the problme with this convo tho. Ruin is fine, tinkerer is fine. Undying breaks both of these. All i would like is for a cooldown on ruin if it pops whilst undying is up say for 30-60 seconds where ruin is inactive. Would bring it inline with the rest of the hex perks considering they all have penalties when they are popped whilst undying is up.

    And that's fine. Something like speed up Ruin's effect slightly but say it doesn't tick on for the first 10 seconds of activation, for instance, would be ok. Ruin would still be useful on its own, as would Undying, but Undying + Ruin would be a bit weaker since that 10 second cooldown would occur everytime Undying saves it.

    My whole comment above was dealing specifically with the suggestion that you should just "remove the aura ability from Undying". That won't fly because you can't make Undying a useless perk on its own.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1718644#Comment_1718644

    But undying was designed to be used in conjunction with another hex perk. It doesn't need a secondary use.

    Retribution and Thrill of the Hunt also synergize with other hex perks. You could easily say they're "designed to be used in conjunction with another hex perk" the same as Undying. Except that Retribution and Thrill of the Hunt also function completely on their own (Retribution can make survivors Oblivious and Thrill of the Hunt slows cleansing speed on dull totems and gives bonus bloodpoints even without another hex equipped.) Undying also functions entirely on its own, it gives an aura of any survivor near a totem, even without a hex perk.

    And if you look at all the other perks none of them REQUIRE a second perk. They all do something on their own. I seriously doubt that's an accident. I believe it's an intentional design decision to make it so, regardless of what the bloodweb gives you and what perks you may or may not have unlocked, you will always get at least some benefit out of any perk you equip, even if you only equip a single perk.


    As I said above, you're trying to rebalance a perk combo you think is overpowered, and that's fine. But you should find a different way to do it that doesn't try to make Undying literally useless by itself.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1718644#Comment_1718644

    what? do you not know what undying does? It would still be very strong without the aura reading cause that's not the point of the perk.

    I know exactly what Undying does. I'm simply saying that their design philosophy appears to be that no perk should be useless on its own. As in you should be able to run with just one perk, and have it be any perk, and it does something. (How good that "something" functions is debatable obviously.)

    So you're talking about nerfing Undying as a whole, when REALLY what you want to do is nerf a particular perk combo that happens to involve Undying. You should come up with a suggestion that targets that combo but without making Undying a perk that absolutely requires it to be used with an additional perk to function.

  • Yeah I do wish that if you fail a grab that it instead turns it into a basic attack hit. After all if you were close enough to do a grab with a left mouse button then, even if they weren't doing an action at that moment, you still should have been close enough for that mouse button press to be a basic attack that hit them. Having it revert to a total miss is just frustrating.

  • @SleepyWillo said:

    I think it just needs to lose the aura reading. Give that to TotH and I'd be satisfied.

    If Undying had no aura reading then it would be completely useless on its own. All perks have to have at least something that they can do on their own. Even Thrill of the Hunt for instance on its own makes all cleansing take longer and gives you a bloodpoint bonus. But Undying by itself only has the aura reading, nothing else. Take that away and it's a useless perk on its own.

  • @Ace_Ventura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1718359#Comment_1718359

    For any horror game, October/Halloween is their biggest month. That's non-debatable.

    Lol, I literally just posted the numbers. Are you saying they're wrong?

  • @Ace_Ventura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1718326#Comment_1718326

    You think losing that many players during your busiest month of the year is "a good spot"? Good thing you don't run a busines. Even BHVR saw the writing on the wall and went full panic, pulling out all the stops to turn it around.

    October has never been DbD's "Biggest month of the year". In fact, October/November is a slump period because it's usually a month or two after a big DLC release.

    e.g.

    October 2019 -13%

    September 2019 +21%


    November 2018 - -18%

    October 2018 - +3%

    September 2018 - +12%


    November 2017 -4%

    October 2017 +3%

    September 2017 +17%



    Basically these slumps and increases are cyclical based on the DLC releases and corresponding sales. Now if their next quarter shows no increase followed by another big decline then it might mean something.

  • @stubbornDwarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1717981#Comment_1717981

    Sorry about that. I got it wrong. I understood the opposite (that the killer needs to stay within 24m of the hook). The way it is written kind of leave a margin for double meaning interpretation. I don't use this perk as a killer.

    No worries. I'm kind of a fan of Devour Hope personally, Hexes in general feel like they should be high risk/high reward and this is definitely that! The survivors can definitely destroy it before you get anything out of it, but if they don't then watch out. 😄 And it further rewards me not wanting to stand around a hook waiting for people which is cool.

    The only real downside to it is, in the current meta, survivors are hyper-focused on cleansing totems so it's even less likely to pay off now. On the flip side, I'm using Haunted Grounds and Redemption a lot more to punish that particular behavior. 😉

  • Nothing against Meyers, I just play what I have a mission for personally.

  • On a related note, I think all the "meme add-ons" you're talking about should not be limited by the 32k point cap (similar to how the current Blight event offerings allow your score to exceed 32k). That would make these add-ons a little more attractive to use among players who try to play for the highest score.

  • I guess my personal rules would be

    • I don't quit a match. If I lose, oh well, I'm not going to ruin the game for everybody else by quitting though.
    • I normally say "gg" at the end and maybe something nice about how the survivors played (I'm a killer main). Unless they are insulting me for some reason, if that happens then screw 'em.
    • I play the same way versus everybody, I don't particularly take it easy of try harder than normal against specific people. I know for my part I appreciate when survivors try to win versus goofing around or "taking it easy" if they think they're winning and I give survivors the same courtesy. I try to down survivors, they try to escape, it's all good.

    That's pretty much it. I don't have any particular moral issues with using any specific perks or add-ons. I tend not to use moris as much mainly because I get fewer points than usual when I use a mori but if I have a daily mission to kill survivors with them then I have no qualms about using one. I don't use NOED mainly because I think it's more fun to have perks that help me in the beginning or middle of the game versus the last minute or two but I don't have any general issues with using it. And I don't go an tunnel people just because they beat me in a chase or are teabagging me, etc. (In fact, the survivors who are obnoxiously following you around trying to get you to chase them are the ones I tend to avoid since they're not doing the gens. I can chase someone else and basically have two people not on the gens simultaneously that way.)

  • @[Deleted User] said:

    Gen rush does not exist. Killers just get used to bad survivors who don't do gens. Most killers on the roster aren't viable against good players. 2 or 3 gens should pop in the first few minutes. The survivors aren't doing their job if that isn't happening. A lot of players complain about a supposed gen rush, but I wonder why it isn't happening every game if I'm playing Clown/Myers/Pig/etc., and I get annoyed when I 4k at 4 gens as Trapper with Corrupt as my only slowdown at rank 1.

    Gen rush does exist, just not in the way the original poster meant. For instance, if three survivors do gens to the extent that a four survivor dies on first hook, that's gen rushing. They're focusing gens in the short term while risking losing the game in the long term because they let someone die that they could have saved.

    What the original poster seems to be complaining about, though, is simply survivors doing gens efficiently. Which is silly, why would you expect them not to do gens if you're not chasing them? Also it takes 80 seconds to do a gen solo with no buffs, so obviously unless you are chasing most or all of the survivors right away you can expect two gens to be done in the first two minutes. In fact the first couple of gens are the easiest to finish and games where they aren't finished quickly are basically an indication the survivors playing poorly. Most of the game will be spent fighting over the last two gens, not the first two, since the last couple of gens will be the easiest for the killer to defend and by then they probably have someone on hook or hopefully dead most of the game.

  • @stubbornDwarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1717869#Comment_1717869

    In all my posts here I specifically mention that the devs could make other strategies more interesting (offer incentives) or make camping less viable. They already done it with BBQ and Chilli, it is a perk that incentivizes killers to leave the hook area. With the devour hope perk the situation is the opposite, killers have more incentives to stay near the hooked survivor, which is bad. BBQ and Chilli is a meta perk but it is obviously not doing enough to incentivize players to leave the hook. So what they could do is to implement more mechanics like BBQ and Chilli and change the way that other mechanics, such as Devour Hope works. They could also implement new mechanics to the core play, for instance, when the killers are near the hooked survivor other survivors have like a 5% boost to repair gens, and to balance this out when the killers are near a survivor repairing gens, the repairing speed decreases by the same 5% (or even more), or the survivor gets more skill checks or narrower skills checks (like Unnerving Presence). I even created a flavor text for it "when the killer is near a survivor they get more nervous and when the killer is near the hooked survivor they know they have time to complete the gens" 😅.

    I don't understand your comment about Devour Hope. Devour Hope literally won't trigger unless you're a certain distance away from the hook, camping while using that totem is completely counterproductive.

  • What are you suggesting the devs do exactly? Camping a hook mid-game is already not a good strategy, for instance, in terms of average kill rate and bloodpoints and even the rank system. Yeah you get one kill but that's it, assuming the other survivors aren't just rushing in blindly. So is there is already disincentive in the game for this, even if some killers just camp anyway for whatever reason. (I don't do it personally so I can't really speak to why someone does.)

    I get it, being camped is boring, as is being slugged. I'm not sure what you're suggesting though to mitigate that.

  • Darn, I like Day9, he’s pretty entertaining, and when I saw this post and thought maybe Day9 was playing Dead by Daylight. Ah well.

  • In theory the idea is that since the hatch perks are public both the killer and survivors can know where it will be and race to it. In practice it doesn’t work well because the survivors have a lot more control over when they can go to a hatch with a key versus a killer who is likely to be in the middle of a chase with a different survivor elsewhere on the map. Even if the killer knows the hatch will be at the shack, for instance, it doesn’t help stop a key escape when the killer is chasing someone else.

    I get that the notion is to try and make hatches more interesting somehow, I don’t think it works in practice though. 🤷‍♂️

  • It probably depends a bit on the killer I’m playing since that impacts how food or bad specific perks are, but I like Bloodhound generally speaking. It works all the time on injured survivors, even if they’re crouching around, which makes it almost impossible for you to not find an injured survivor if you follow their trail. Nurse’s Calling obviously gives stronger information but it only works if they happen to be healing in your typical terror radius essentially.

    I’ll give special mention to Deerstalker. It seems silly but knowing exactly where slugged survivors are is just a nice quality of life effect. How many times have you slugged someone to chase someone else, come back and you can’t see or hear the person you slugged because they either crawled into a corner to hide or you forgot where you downed them and they have a perk or sound issue that means you can’t hear them? Well this perk eliminates that scenario entirely. Plus it helps you keep track of them for purposes of someone else coming in for a heal. It’s not the “best” perk or a meta perk, but it’s just a handy perk to fill out your slots if you tend to slug people periodically,.

  • Honestly it’s a bit of an overreaction to his nerf. He’s still basically as food as he used to be, you can still do curves and zoom around the map and backrev for instance. And overheating the chainsaw is pretty uncommon.

    Also two other killers now fill similar niches but are better at them

    • Bubba is the better chainsaw chaser with his buff. If you like Billy because you can down people with a chainsaw Bubba can do it more easily.
    • Blight’s movement ability is better than Billy’s. If you like Billy because you can zoom around the map Blight does it better.

    So basically Billy is now like a hybrid between Bubba and Blight, but not as good as them in their specialty. I wouldn’t be surprised if there are a number of people who like Billy who are now playing one of those two instead.

  • Killer main, I don't play survivor, but if I had to pick a survivor I like it would be Ash or Ace. I'm a Bruce Campbell fan and I think Ace has a pretty funny personality and some fun (albeit maybe not the best) perks.

    My favorite killers are Freddy, Doc and Clown. They're all 115% movement basic attack killers with an ability that helps in a chase. I like that style of play. Which one is my favorite changes day to day.

  • I'm a killer main and I only ever camp hooks when the exits are open and someone is on a hook. At that point it makes sense to defend the hook. Otherwise it's bad strategy to stand around a hook waiting for survivors to come to you. Sure it works if the survivors rush in blindly but good survivors will keep working on gens while you stand there.

    Tunneling is basically a nebulous term that seems to mean "you downed me twice in a row". If I see someone who's injured I try to down them, simple as that. Expecting me to just ignore people who are injured or who I downed already is silly.

  • @MeltingPenguins said:

    As I said, yes 'waking up' at first glance is counterplay, but to do so, you are putting yourself at a disadvantage:

    giving away your location, staying stationary in one spot, going round potentially snared locations etc. And remember once he hits you, you're back asleep, and back to the same setbacks.

    I think this is the reason he has such a high pick & kill rates, as there isn't that much he can do

    What makes Freddy top tier is the combination of excellent map mobility and a pretty solid anti-loop ability (against sleeping survivors at least). All the top killers have those two things in common - they can get around the map really quickly and they have something that helps them beat survivors in chases.

  • @Buttercake said:

    I dont know what pallet Freddy is. I'm new to facing him cause I'm on Switch...

    Freddy has add-ons that make so, instead of placing his usual snares on the ground, he can put down fake pallets in spots where there isn't currently a pallet. They look exactly like a real pallet to a sleeping survivor, but when the survivor drops them they just explode in a shower of blood and slow the survivor down. I love using fake pallets, snares are a bit better to be honest but pallets are hilarious. 😄Not to mention that, even though people don't get caught by fake pallets as often, when they do get fall for a fake pallet it's a 100% guaranteed hit. So it's higher risk but a bit higher reward when it pays off.

  • If the survivors haven't completed a gen or two by the time someone is dead that's on them really. The first gens are the easiest ones to finish, that's how the game is supposed to work. And most games are supposed to end with some survivors escaping (i.e. say 60% of games have 0-2 kills) so those first couple gens are, again, inteded to be quick while the last couple are the ones where most of the action is going to take place if it's a 3-4 kill game.

    in 1v3 Comment by dugman
  • I say gg as “Good game, that was fun / you did well. If somebody takes that the wrong way that’s a reflection of them, not me.

  • Yellow Mori is worthless. If you down the last survivor then the vast majority of the time they are dead on hook or bleed out anyway.

    Green Moris are ok. One death one hook early is a nice benefit but not something that breaks the game.

    Red Moris are overpowered. Once you start getting multiple early moris it’s too swingy.


    My suggestion for moris has been

    Yellow - Lets you kill any survivor that you’ve hooked twice (aka on deathhook). An ok benefit since it can avoid flashlights and pallets, etc, but not as good as Green

    Green - Lets you kill one survivor that you’ve hooked once (no change)

    Red - Both of the above. Lets you kill one survivor that you’ve hooked once and any survivor that you’ve hooked twice. Not as powerful as the current version but still a bit better than Green and still lets you get the mori animation multiple times.

  • The DemoPls thing elsewhere just seems to be funny avatars of Demo dressed as other characters in the game. Mind you, if they added Demo heads in the game that looked like Huntress and Freddy’s Fedora, etc, that would be kind of funny, 😄 I doubt this is a big rework though.

  • @musefan said:

    The AI would end up being dumb and easy to manipulate.

    For example, what should a killer do when it gets a noise alert? Investigate? Then you could just have someone loop the map and fast vault everything.

    The devs just couldn't pull it off.

    The mobile game already has bots that replace disconnected players and they supposedly play “ok”. Obviously they’re not going to be as good as a good human player but they’re still better than no player at all in that instance, and bots could be a fun practice tool in custom games.

  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1708721#Comment_1708721

    Nurse is last in the list by a long shot, last I checked. I think that should be enough of a tip-off that stats mean very little.

    Stats don’t “mean very little”, they just might not mean what you think they mean. Nurse is obviously last in the list because she is extremely unforgiving of errors and very difficult to play. She has extremely high potential is you can hit her blinks consistently but most players simply can’t.

    Pig having a very high kill rate is a different story. The usual consensus is she’s not that great, so having a really high kill rate just raises the question of why? It’s not similar to Nurse at all.

    Basically while these two charts aren’t the entire story they’re also not literally meaningless. It’s a mistake to completely discount broad statistical measurements that indicate something isn’t happening randomly.

  • Remove hooks entirely. Hooks create some interesting dynamics, sure, but they also create some serious gameplay issues including exacerbating slugging, survivors not having anything to do while on a hook, and various glitches involving hooking survivors, blocking hooks, sabotage and such. Instead, just make it so that when a survivor is downed three times they're dead and use the bleedout timer for the "death stages", shortening the bleedout to 2 minutes same as a hook. And on the third down simply play the killer's mori animation automatically and kill the survivor.

    Basically this would remove any reason to slug survivors, once they're downed they're effectively progressed one death stage. It would also mean that survivors are never in a position where they're stuck unable to do anything at all in one spot on a hook, they'd always be able to at least crawl slowly around if they want. Endgame stalemates where a killer has downed the third survivor and is looking for the fourth would be much shorter as well. Plus you'd get to see the mori animations more often which are generally more interesting and varied than the hook sacrifices.

    Of course this will never happen, hooks are too ingrained in the game.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/1712049#Comment_1712049

    Taking the game hostage for being stuck on something or purposely standing out of reach. Maybe I'm just getting old but I prefer to send in video evidence. So far, I've ran into 3 speed hackers since I've been playing and all 3 was on video and got taken care of after a week and I'm fine with that. Not trying to stretch the team even thinner.

    Again, there's no effective difference between a literal video and a replay file that replays the game on demand except for the file size. You'd be able to see speed hackers in a replay the same as you would a video taken of the game.

    And nobody is talking about "stretching the team thin". I'd advocating that the game automatically provide the files the team needs when they want to review a complaint. It's for their benefit as much as the player making the complaint.

  • Definitely not toxic, it's just good strategy, especially with killers that are more defensively oriented like Hag and Trapper, etc. Basically trying to patrol all seven generators initially is a fool's errand, the map is too large to effectively do it, so you do want to sort of figure out early on roughly which half of the map you're going to be defending in the later part of the game and aim for the final 3- or 4-gens to be in that half. If the survivors manage to split the gens on you then they're almost certainly going to get all the gens done unless you are really dominating them.

  • Interesting idea. One small thing, Oblivious just makes it so that the survivor doesn't hear a heartbeat in the terror radius, they can still see the red stain normally. So making them Oblivious but then allowing them to hear the "heaving breathing" of the killer seems counterproductive.

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