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dugman

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  • Nurse is by far the hardest killer to learn to play, but for the relative handful of players that do play her really well and who can hit with her Blink attacks consistently she is extremely powerful because she completely counters almost all the loops in the game. You can't stop a Nurse by just dropping a pallet or vaulting through a Window, she'll just teleport straight over it and hit you. And if you aren't paying attention to where she is for even a moment while you're in her terror radius she can Blink right next to you and hit you before you react. There are some juking strategies you can use to try to increase the chances of the Nurse not teleporting to the right location while attacking you, but they're not guaranteed to work against a smart Nurse so there's always a strong possibility of getting hit by a skilled Nurse no matter how good a runner you are as survivor. And because her attacks are instantaneous her "chase" times are insignificant, if it wasn't for her having to move at very slow speed while searching for targets she'd be pretty much unstoppable in the hands of a great Nurse player.

    If she has one weakness it is, in fact, simply that she's not the strongest at map mobility. Her teleport can help at times, but if she just wants to get from Point A to Point B in a relatively flat outdoor map she is usually better off walking simply because her Blink fatigue negates the time saved by teleporting in terms of long range travel. (With some specific range enhancing add-ons Blinking becomes better than walking for travel, but not by a huge amount.) So like most killers the best strategy is spread out to force the Nurse to travel between chases and, when she does seem to be coming your way, use cover and try not to be seen since you simply can't loop her like you would almost any other killer.

    P.S. Nurse is also my least favorite killer to play. Being stunned staring at the ground 1/3 of the game is super annoying. I totally get that her potential for greatness is really high, I just have zero interest in playing her either way. She could really use a revamp to make her a little more fun to play. (Not a buff, she's already powerful enough, just something that, say, lets you look around while stunned and to compensate her teleport refresh is slowed down a bit. And honestly Plaid Flannel should probably just be part of the ability so new Nurse players don't have to sacrifice an add-on slot just to see where they're teleport.)

  • I'm a horror movie fan so I dig the theme, and the game is also interesting strategically being an asymmetrical 4 vs 1 game with a ton of variety of killers and maps and gear. It's one of the rare multiplayer competitive games that I enjoy playing because it's specifically designed so that the killers are a fun solo experience. Also the game isn't massively reliant on pure twitchy reflexes like most shooters, it's more about timing and pacing and situational awareness which is great. (The few characters that do require precision reflexes like Nurse and Deathslinger and Huntress are the ones I'm worst with.) And finally it has a fairly long learning curve, I'm still not all that great at knowing the particular ins and outs of the optimal routes of specific tiles or recognizing exactly which type of ruin a tile is from a distance for instance, so the game has a fair amount of replayability simply by virtue of taking a long time to master.

  • As a killer main it's pretty close which works better against me. Iron Will makes it harder to find hiding survivors and to keep track of them if I get juked, while Spine Chill allows survivors to potentially start running away earlier before I reach them at their generator (as well as helping them a bit in chases.) If I had to guess though I'd say survivors with Spine Chill tend to escape me slightly more often than the Iron Will ones.

  • @SloppyKnockout said:

    Anyone who thinks Slinger has counters - contact @ScottJund and ask him to set up a playdate with Zubat as Deathslinger. Counter him.

    The counterplay is

    • spread out so he has to spend more time going to survivors to get into a chase in the first place
    • drop pallets early if injured
    • use terrain and relatively unpredictable movement to maximize the chance Deathslinger will miss his shot

    With a perfect aimbot style Deathslinger always hit? Sure. You can't "dodge" his shot. But nobody is perfect and so you play to try to increase the chance they misfire or misjudge when not to fire. Just because you can't 100% dodge his shot doesn't mean there aren't counterplays that can increase your chance of survival.

    And Scott Jund didn't really say Deathslinger has literally no counterplay, he said the counterplay "boring". As in he wants to be able to dodge Deathslinger's shots because he thinks that's more fun than just using terrain to you advantage, etc. He even in the same main video specifically said he didn't think Deathslinger was "overpowered", just that in a chase he's not "interesting" and countering him is "robotic". (Though to me simply watching for an attack and dodging it when you see it coming seems more robotic than planning a route to maximize terrain cover, just my opinion though.)

  • Believe me I would love to see the DC ban come back. However I agree with some of the other replies that a single first time DC being five minutes is good, it means if someone is disconnected because of some unexpected problem they have a few minutes to see what the issue was and figure it out and can play again afterward. Multiple disconnects though is when the bans should ramp up quickly.

    And on a side note the great majority of disconnects are obvious rage quits, not actual technical problems. They almost always happen immediately after someone is downed or grabbed or hooked. I can’t remember ever seeing someone disconnect when they were winning the game for example. It’s always when something bad happens to them.

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1622546#Comment_1622546

    ... Did you played the pleage (don't know how to wrote the name) without add ons/only Brown, terrible right?

    And now play her with Green or better add ons. Wow I got my First ezay 4K with pleage o_o

    I never play any killer without any add ons, that would be silly. 🙂 I usually play killers with at a minimum two yellow add-ons, worst case a yellow and brown. I can’t ever remember not being able to use at least one yellow.

    As far as Plague goes, she’s ok, not my favorite killer personally. I don’t really have a strong opinion on how good or bad she is in general other than she has a snowball potential kind of like Oni but lacks his map mobility so it’s a little harder for her to capitalize on being charged up I think. (I’m also a terrible shot with ranged attacks in general in this game so her, Huntress and Deathslinger are among my worst killers.)

  • @Tactless_Ninja said:

    I really don't understand people's sentiments about saying he's underpowered. Played to his strengths, he's a walking Haunted Grounds.

    And with Tombstones he's a walking Devour Hope. 😈

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634200#Comment_1634200

    There have been many instances where perks have been reworked. Hook perks could easily be changed to proc on downs. Perhaps hooks don’t need to go at all. Perhaps survivors are spawned to a random hook upon a down and the aura is NOT shown to killer anymore.

    Of course PH would need a partial rework so that Torment does something else entirely.

    I mean sure perks get reworked over time but it's they typically don't change too many at once except when they do a character revamp like with Bubba and Hillbilly. All I'm saying is fundamentally changing or removing hooks would be a project larger than a chapter release, it would require them to really at a core level reconsider how they want the gameflow to work before they could even work on it. Plus for all we know they've already looked at ideas like having people bleed on the ground and tried it out in the early stages of the game but opted not to do it for various reasons.

    All that being said they can do things to tweak hooks in more minor ways, such as replacing rapidly hitting the space bar to struggle with skill checks (which they are or were apparently looking into based on a survey they did after the Silent Hill patch) or buffing a couple of underused perks like Monstrous Shrine and Hangman's Trick, etc. Those small changes wouldn't address the fundamental recurring posts about things like being bored while hooked or some killers facecamping for no reason, etc, but they would at least improve the game in some other ways.

  • For better or worse Hooks are a thoroughly ingrained part of the game, removing them entirely would be like trying to build things from the ground up at this point. Imagine all the perks and add-ons for instance that would have to be changed.

    That being said I do agree that Hooks are an underlying cause so some of the more common complaints. I do sometimes think that in some ways the game would be a bit better if when you downed survivors they simply swapped the hook timer for the bleed out timer. So the first time you're downed you have one minute until you go to stage two, then another minute until you die, and at any point before you die anybody can come and revive you. The advantage would be that since you're not on a hook you'd at least have the freedom to crawl around if you want, for instance which would be a bit more interesting for the survivors. Also it would mitigate the minor issue with the endgame where sometimes you have a third survivor downed but want to look for the fourth by shortening the bleed out timer and making it so if you are downed three times total you are out.

    Like I said at the top, though, even that would take a huge development effort and a lot of rebalancing, it would never happen even if the devs actually thought it was a good idea. And, to be fair to the hooks, they do possibly open up a small additional game space in which to put in some perks like Agitation and Mad Grit and Hangman's Trick, etc, that specifically work during the carrying or hook stage. (I'm pretty sure those particular perks aren't that great honestly, but I admit that Agitation is growing on me a bit since I frequently face survivors who love to try and block me or blind me on the way to the hook.)

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634095#Comment_1634095

    Because is there’s that much latency to cause that, what usually follows is running into wall, getting stuck on an object, and you can’t react in time accordingly. So even if the hit doesn’t register, you’re still going to get f’ed by it unfairly

    I'll have to take your word for it, I've only very rarely had latency problems myself. The worst I get is probably the occasional missed grab animation.

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1633338#Comment_1633338

    I agree. I also think Killers getting rubberband, latency hits should automatically heal survivors one health state, or if healed, give you SB 2x as long. It’s pretty annoying how the killer gets a magical hit for free

    Why would a survivor end up healthier after a latency hit? Even if the hit should have missed the correct result should be simply retracting the hit.

  • A Supernatural DLC pack would be pretty sweet. Something like the below (obviously I'm just making up numbers in these, they can be adjusted as needed for balance.)

    Survivors: Sam and Dean Winchester.

    Survivor perks

    • Brotherly Love: You watch out for your brother. One other survivor has an increased chance of being the Obsession. You have a 10/20/30% speed boost healing, reviving and rescuing another survivor who is Obsession and can see the Obsession's aura within 20 meters. If you are within 5 meters of another survivor who is the Obsession you receive a 15% speed increase on gen repair.
    • Angel Blade: Your blade hurts the killer. Once per match if you are standing within basic attack range of the killer and facing them you can tap the Perk Activation button to attack them and stun them for 3/4/5 seconds.
    • Monster Hunter: Your research before the trial gives you insight into the killer. At the start of the match a random selection of 1/2/3 of the killer's perks will be displayed on your HUD for 20 seconds along with their character name.


    Killer: Yellow Eyed Demon or Lucifer (or some other Demon).

    • Smoke Travel. Hold the alternate power activation key for 2 seconds to change into a Smoke form. While in this form you appear as a trail of black smoke and you can travel at 175% survivor speed for 15 seconds but can not interact with props or survivors. After use the power has a 60 second cooldown.
    • Possession: While looking at a survivor with a clear line of sight within 20 meters hold the Power button for 1 second to Possess them. You will disappear in a puff of smoke that flies toward the target and surrounds them for 5 seconds. During that time you control the Survivor. Actions you can do as the Survivor include
      • Move exactly like the Survivor would, including vaulting
      • Interact with a Generator to break it and send it into regression
      • Interact with an undropped pallet to drop the pallet. (You can not break a pallet by possession.)
      • Interact with another survivor within Basic Attack range to injure them
      • Possession lasts for 5 seconds and has a 40 second cooldown
    • After Possession ends you will appear back in your normal body at the original location you were at when you activated the ability.

    Killer Perks

    • Deal with the Devil: You can convince survivors to do your dirty work. If you stop moving for 3/2/1 seconds during a chase and the chase ends then you have made a Deal with the survivor. If their next skill check is healing another survivor then that survivor automatically becomes Broken for 60 seconds. If their next skill check is during a generator repair action then the gen will explode and suffer a 10% regression penalty. The Deal ends when either of the skill check triggers occurs or after 60 seconds maximum. You can only have one Deal with a survivor at a time.
    • Abandon All Hope: Your hooks are difficult to escape. Rescuing survivors you hook takes 2/3/4 seconds longer than normal. Entity progression speed on your hooks is increased 15%.

    Map

    • The Bunker
  • @FFabeq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1633563#Comment_1633563

    It doesn't even work for distance. I still get hit after using it and fast vaulting the window even if the killer was 6 meters away lmao

    If you're getting hit from 6 meters away something is wrong with your internet. And if you're using it for distance but getting hit then you're using it too late.

  • @FFabeq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1633338#Comment_1633338

    But if i want a distance then ill use sprint burst, I use dh mainly to dodge the attack

    Sprint Burst is better for getting a lot of distance at the start of the chase. Dead Hard is better for getting a small amount of distance at a critical point during a chase that's already happening.

  • Grabs should 100% be counted as a basic attack hit if you start the grab animation but the server takes away the grab. It is pretty annoying how the survivor just teleports out without any consequence when you click the button expecting either a grab or a hit and get neither.

    Dead Hard presumably has some timing issues but, that being said, it’s also one of the most popular survivor perks at high ranks because it gives you an extra bit of distance to reach a pallet or vault in a close chase. Trying to intentionally use it to dodge an incoming attack is usually the wrong way to go, it’s less consistent. But using it to leap ahead a meter or two to beat the killer to a pallet or vault is something you have more direct control over and close chases where it can make a difference happen basically every match.

  • Thrill of the Hunt is my favorite in general because it works with any other Hex. Hex Undying is specifically great with Ruin but it doesn’t work well with hexes like Devour Hope that build up tokens. So basically if I run Ruin I’d go with Undying but if I run Devour Hope or a multiple Hex build I’d go with Thrill.

  • I only play Killer so I’ll just answer that.

    Deerstalker is probably my favorite less popular killer perk. It’s just so handy for keeping track of someone you downed while you chase someone else. Did they crawl away into deep grass somewhere and you can’t hear them because of low sound volume on their groans or Calm Spirit? No problem? Did you chase the other survivor 30 meters away and aren’t quite sure where you originally downed the first one? Piece of cake! Slugging the third person while looking for the last survivor for a bit? It’s got you covered. On average it saves you at least 5-15 seconds or sometimes more in situations where you downed someone and they crawled away. Plus it also helps you keep an eye on where they are to watch for another survivor running in for a heal.

    I use this perk pretty frequently as a “looking for a fourth perk to round things out”. Especially if I find I’ve been slugging a bit more often or am using a slugging style build or killer, this perk is just really convenient.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632447#Comment_1632447

    The only Survivors that would see the Auras are people with Visionary, Deji Vu, Detectives Hunch and Maps.

    None of those perks are very commonly used and maps are probably the least used item

    What’s funny is maps are way more useful than flashlights. Flashlights are actually almost worse than having no item at all because they distract you from the main objective of completing the generators and escaping and the more important secondary objective of cleansing totems to mitigate killer abilities and charge perks and healing to extend chases. Sure you sometimes manage to get a flashlight save, but it’s very inconsistent, especially against savvy killers who know to look at a wall or watch for flashlighters before picking someone up. And blinding at a pallet while the killer breaks it scores you a nice 500 points but doesn’t necessarily help you much since you’re not getting any distance by doing that. As a killer I actually like it when survivors have flashlights since I know they’ll be wasting a lot of their own time trying to use them.

    Heck, with Hex: Undying plus Ruin being popular now I wouldn’t be surprised if Maps with the appropriate add-on become used more often to help find totems.

  • In the recent dev Q&A they mentioned that Huntress and "another killer" were getting the numbers of their various rarities of add-ons standardized (ie. so that all killers have two red, four purple, etc.) Huntress only has one red add-on for example so she'll be getting a second one of some sort. They didn't specifically say who the other killer was but it's probably Meyers because he has 3 Browns and 6 Yellows instead of the standard 4 and 5 so they'll probably change one of his Yellows into a Brown.

  • Adjust Red and Yellow Moris and Keys

    Basically Yellow Moris are worthless while Red Moris are a bit overpowered. Green Moris are ok. So my thinking is something like this

    • Yellow Mori - Lets you kill any survivor that you've hooked twice (aka on deathhook). A bit more powerful than the current terrible version but still weaker than Green.
    • Green Mori - Lets you kill one survivor that you've hooked once. (No change)
    • Red Mori - Both of the above: lets you kill one survivor that you've hooked once and any survivor that you've hooked twice. It's not as powerful as the current version but it's still slightly better than the Green and still lets you get the mori animation multiple times.

    Keys are relatively ok other than I think a key should only let the key user escape a little early, not multiple survivors. Having the hatch let the key user out then close behind them seems a little more reasonable.


    Start the endgame collapse if no points are scored by either team for five minutes

    This is essentially to prevent the occasional endgame scenario where you have two survivors who are both actively just hiding and waiting for the other to die while the killer is having trouble finding them. The game can drag on a bit too long sometimes when this happens. So just start the endgame collapse once five minutes have elapsed with neither side scoring any points. That's plenty of time for one or the other side to do something semi-productive so it's pretty reasonable for the game to go into sudden death if it has gotten into a scoreless quasi-stalemate.


    When there are two survivors left, make the bleedout timer move twice as quickly

    This is another somewhat dull endgame situation that can come up. Essentially some killers, when they have downed the third survivor, feel pressured for whatever reason to slug that survivor and look for the fourth to help guarantee they get 4 kills versus the last person escaping via hatch. (I don't do it personally because I find it really boring looking for that last person but I totally get why other people do, the last person escaping is a 5k relative point swing at the end as well as means you can't get an Iridescent emblem if you care about those.) Anyway this particular type of endgame can drag on for quite a while because the slugged survivor takes up to four minutes to bleed out and it's possible they may be revived once or twice or the other person get slugged in the course of the endgame.

    So my suggestion is double the speed of the bleed out timer so it only takes two minutes to bleed out when only two survivors are alive. That still gives the killer up to two minutes to find the fourth survivor if they want before they need to hook the third or have them die on the ground. But the time pressure is increased to find them more quickly and it speeds up the process one way or another. And on the flip side it puts some additional pressure on the last survivor to heal the third before they bleed out if they want to be altruistic. Either way speeding up the death timer can make this part of the game a little more tense and not feel like it's overstaying its welcome.

  • I never watched The King before but I checked out one of his videos to see what it looks like so here it is for reference. (That red is really bright!😎)

    https://www.youtube.com/watch?v=RkpALkFjtD4


    For reference I've never seen the devs say anything one way or another about adjusting brightness or contrast, etc, being cheating. The only thing along those lines they did once mention that they might consider cheating is stretching the vertical aspect ratio so that you can see over objects. (I don't know that it's anything they enforce but it might be something they're looking into locking in the game, who knows?)

  • @normalusername said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632462#Comment_1632462

    Being a streamer doesn't make someone good. If anything, streamers are the most whiny and self-entitled babies. Always DC'ing and demanding nerfs to killers. These are the people who thought Ruin was OP and cried until it got nerfed for crying out loud.

    Again. Lol. I never said OhTofu is good because he's a streamer, I said he's good because his player stats I linked above indicate he's good.

    Also I've never seen Tofu disconnect or demand a nerf to killer. So I'm not sure what streamers got you so salty but he wasn't one of them.

  • @normalusername said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632428#Comment_1632428

    Well they're certainly not "top tier" killer mains at least. Streamers are trash.

    Lol, OhTofu is literally one of the top rated killers out of all the public Steam profiles. 7k+ hours, consistently rank 1 killer and survivor, 824 million bloodpoints earned.

    Dead By Daylight Playerstats, cosmetics, perk info/randomiser, shrine and more


  • @normalusername said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632294#Comment_1632294

    lol the only people who like him are survivor mains, for obvious reasons.

    So you think Scott Jund, Tru3talent, OhTofu and Otz are "survivor mains?"

  • @SloppyKnockout said:

    Compound 21 should be an iri. So if they are running that, yeah, it's boring.

    Otherwise, he's really fun to go against.

    They nerfed the original version. It was 16 meters range for 6 seconds, now the description is 8 meters range for 3 seconds. So it's the same range now as the Purple add-on that lets Blight see auras within 8 meters while Rushing. (16 meters for 6 seconds was overpowered, it's like Doctor's Static Blast with half the range but it's constantly firing versus having a 60 second cooldown. The new version's range and duration is more reasonable.)

  • Ignore ranks and pips, they’re meaningless aside from being used for matchmaking purposes. And they’re not even going to be used for that once the newer MMR system is turned back on.

  • This is why I wish they would implement an automated system behind the scenes to automatically archive replay logs of any game that generates an ingame complaint. That way when a customer service rep reviews the complaint they will, if they need it, already definitely have the video available without any user error or additional effort needed on the part of the player. It would be a win-win for the customer rep and the player making the report.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1626918#Comment_1626918

    then they better fix emblems/points for killer like I don't expect to 3k or 4k every game I'm ok and happy when I get 2k but 1k or 0k suck but how emblems/points 2k give black pip if your lucky normally depip and survivors can still die but they can't still pip or double pip I've seen it how that fair?

    don't get me started on how easy survivor is I know solo hard but I do it and get out and pip fine.

    Ignore ranks and pips, they're meaningless. Ranks are only used for matchmaking purposes and they're ultimately getting replaced by the new MMR system soon at which point they won't be used for anything at all. (At least until they introduce some other reward system that uses ranks.)

  • @TheWisp2006 said:

    That's just being a pussy if you dont get the last kill then too bad its only like 5000 extra blood points

    That's a huge swing in the relative endgame scores. 5k out of 20-32k points can easily be the difference between winning and losing on score.

  • @Babyyy_Boyy said:

    I’ve been seeing quite a few threads on deathslinger about how he’s annoying to go against and how broken his zoning ability is. I even saw one that said Scott Jund himself said his power was broken? I agree somewhat that slinger’s ability can be kind of annoying as you don’t know when he will shoot because of how instant he can fake his ability. What do you think? Is he next for a rework?

    They mentioned in the Dev Q&A recently that Clown is undergoing a rework at the moment so I'm pretty sure he'll be the next one we see being changed along the lines of their Hillbilly and Bubba revamp. They haven't mentioned Deathslinger and there's no indication he's actually overpowered so I'm skeptical on that. (Even Scott Jund specifically says Deathslinger isn't overpowered, he just doesn't like that he can't literally see the shots coming to dodge them, he thinks it makes playing against Deathslinger "boring" for whatever reason.)

  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630070#Comment_1630070

    Holy crap if this is for real....you got me hyped af right now!

    Totally with you, these look great. That being said, though, just remember they said these are the concept art pics, not ingame shots, but still if the actual graphics have the same aesthetic I'm definitely onboard. 😄

  • They just released pics on Twitter of the Macmillan Estate concept art for its update, it sounds like that's the next one getting an upgrade. (Although is the top one with the security monitors from The Game? I'm not sure.)

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  • I'm still leaning toward Candyman being up there for licensed killers since his new movie got pushed back to 2021. Mainly because I imagine the film's producers would be looking for good licensing deals to help push the film.

    But really, who knows? 🤷‍♂️

  • I think most survivor perks are fine, there's only a couple that could maybe use a tweak.

    The main one I kind of hope they revamp is Object of Obsession. It's a good perk solo but it's kind of broken when survivors are on comms because it lets them instantly all know exactly where the killer is all the time. There's a reason it's so popular with swfs. What I'd like to see is them replace the survivor seeing the killer's aura with a strong buff that works for solo survivors and swf survivors equally well. For example, maybe something like

    Object of Obsession - You have an increased chance of being the Obsession. If you are looking in the killer's direction the killer can see your aura if you are outside their terror radius up to a maximum of 64 meters distance. You receive a 15% / 25% / 35% bonus on all gen repair, healing, hook rescue and vault actions.

    The numbers above are just an example, they could be tweaked up or down for balance purposes. The idea though is that it is a high risk/high reward perk. The risk is that the killer has an easier time finding you, but the reward is that you get a strong buff on your actions. It would be a useful perk solo but, unlike the current version, it wouldn't become significantly more powerful just by virtue of being on comms.


    Other than that, the only minor tweak I can think of off-hand for a survivor perk would be to make Decisive Strike automatically end when the survivor gets a skill check while doing a gen repair or healing action. The whole point of the perk is to discourage the killer from chasing someone directly off a hook, but the way it works in practice the killer can literally go off, chase someone else entirely, down them, hook them, spot a survivor that was unhooked 50 seconds ago doing a gen, grab them off the gen and get a Decisive Strike. If the survivor feels safe enough to sit on a gen for 30 seconds then DS really shouldn't still apply.

  • Dead Hard is popular but don’t try to use it simply to dodge an attack they are about to do, it is difficult and inconsistent. The better use for Dead Hard is to get just that little bit of extra distance you need to reach a pallet or vault in a chase before the killer catches up to you. That turns a close chase where you might get hit as you drop the pallet or vault into one where they aren’t close enough to do it. And you can do that without worrying about trying to time their attack.

  • I think at the moment I’m using something like

    Discordance - Knowing two survivors are in the same spot helps ensure you get multiple hits with Frenzy

    Pop Goes the Weasel - Good additional slow down

    Thanatophobia - Since survivors are easy for Legion to injure this generates additional slow down

    Trail of Torment - Since I’m kicking gens to trigger Pop, Trail synergizes with Undetectability which is useful for getting close to the next survivor before the chase starts.

  • @xenofon13 said:

    https://forum.deadbydaylight.com/discussion/comment/1627682#Comment_1627682

    I played for 4 hours to get 3/3. I don't need the incorrect wiki. I experienced my self.

    You don't get iri with 9 hooks.

    I had 10 hook merciless victories and the devout was gold. So please.

    Take a look on page 1 and 2 and see the threads about this challenge.

    You’re wrong, the Wiki is correct. I played five games yesterday and got two out of the three medals using Pyramid Head and Blight (one each) and Pyramid Head’s Cages don’t even count toward the “hook all survivors” point.

    People are complaining because when someone DCs before you can hook them once or you can get your 9 total hooks it prevents you from getting the Iri medal. If you played four hours and never got the medal because of disconnects that’s why, you either never hooked the person who DC’d or didn’t get 9 total hooks (or someone bled out on the ground which also prevents it.)

  • I always find it funny that survivors complain about NOED but when I get downs from Haunted Ground there’s not a peep even though Haunted Ground downs are more effective since they happen mid-game and increase the chance of the pressure snowballing into keeping all the gens done.

    Also this notion that if all the gens are done that the killer is “bad” is nonsense. The game is designed around the average kills per game being around 2, with 0-1 kills being about equal to 3-4 kills and 2 being more or less a draw. Which means that something like 60% of games between equally skilled opponents will end with 0-2 kills and all the gens being done, aka NOED having a chance to trigger if totems still exist. Even if a killer plays well the gens are likely to be completed if the survivors also play well, stopping them is intentionally meant to be an uphill challenge.

    The main difference with NOED and other exposed perks is it goes off in the last minute or two of play in most games versus earlier in the match. Running NOED is basically just a way of having a perk for the endgame much like running Corrupt Intervention or Whispers mainly helps in the first minute or two but not later. I don’t run NOED myself much because I’d rather focus on the early and midgame but I certainly don’t call killers who use NOED to beef up the endgame “bad” or “noobs” or “cheap”.

  • Agreed, pressing space bar repeatedly is one of the dumbest game mechanics in general. It’s just mindless, it’s not fun at all. Skill checks are at least slightly challenging to complete under pressure as they get smaller.

    In fact I’m a little surprised they haven’t mentioned this since they asked a question on a survey in the Silent Hill patch about replacing hook space bar struggle with skill checks. The general consensus seems to be the checks are more popular when this comes up. Hopefully they’ll eventually make this change.

  • No you don’t, the calculation is a bit complicated. From the wiki on how it works

    Your need 10 points total from below to earn an Iridescent Devout emblem

    0 points: starting value

    2 points: awarded for each Sacrifice

    2 points: awarded for each Kill

    0 points: for each bleed-out death

    2 points: awarded for each Disconnect

    1 point: awarded for having hooked all Survivors at least once

    1 point: a bonus awarded after having hooked all Survivors a combined total of 9 times

    As a reminder, Sacrifice means dying on the hook. So to get the Iri you need to hook all the survivors at least once, get at least 9 total hooks and all the survivors have to be dead or disconnected with nobody bleeding out on the ground. ( Also Cages don’t count as hooks, sorry Pyramid Head.)

    https://deadbydaylight.gamepedia.com/Emblems


  • Dying Light probably just needs a slight buff or tweak. Either increase its cumulative penalty a little bit or apply the penalty to the Obsession as well.

    As far as having the tokens on it go away if the Obsession dies though it isn’t that big a deal strategically, it just means you should slug the Obsession rather than hook them right away. If you leave the Obsession stuck on the ground they aren’t getting to do anything useful with their bonus and you continue hooking everybody else to build up the penalty. Of course it’s a really sucky perk in terms of not being all that fun for the poor Obsession you slug the whole game but it is effective. They still may want to consider, though, making the tokens stay in place like they do for Save the Best for Last to kind of lessen the incentive to slug the Obsession all game since perks that encourage lengthy slugging of one individual probably aren’t the healthiest ones for the game.

  • I disagree, I think most of being a good killer is just being really good at the fundamentals like being able to do a footchase efficiently, knowing when to break off a chase and switch to a new target versus commit to downing someone, having a sense of what the survivors are probably doing and where they probably are, understanding the value of slugging versus when to hook right away, and so on. Add to that just being generally skilled with whatever specific killer you happen to be playing. (You can be solid in the game in a lot of respects but if you can't aim Deathslinger's rifle or blink accurately with Nurse you'll still lose.)

    That's not to say perks make no difference. I think perks are kind of the tie breaker in a sense. If you're in a close match you'll be more likely to win if you have good perks and add-ons then if you just pick random ones. But you can win games with literally no perks or add-ons, streamers do it all the time even on killers who are not top tier, it's just harder to do.

  • Pretty good list. 🙂 Some random thoughts

    1. Pinhead: I think this would be a good license. It's a somewhat well known franchise and killer, he has a great look, and his chains abilities could make for an interesting killer mechanic possibly. Also his map might be kind of cool if they go with some sort of cubic maze.

    2. Springtrap: Never played the game so... 🤷‍♂️

    3. Jason: Too similar to Trapper so not really excited about Jason. Also pretty unlikely since there is already a Friday the 13th video game and since I think I've heard Jason is a bit of a licensing nightmare (I could be wrong on that last part though, who knows?)

    4. Xenomorph: Alien would fit really well in this game. Could be a tough license to get but there are some neat things they could do with it.

    5. Candyman: Considering there's a Candyman remake coming in 2021 this one seems more likely than the others to me, simply because the studio would probably be looking to make a licensing deal to help push the new movie.

    6. The Grudge Person: I think I'd prefer Samara from The Ring over the ghost from The Grudge.

    7. A Quiet Place Monster - Wow, this is a neat one! I'm surprised I haven't seen Quiet Place suggested before, that was a great movie and the monsters were pretty cool. 😄 And they might even be able to do something interesting with playing the game by "sonar". For example, maybe you can't see survivors if they are crouching further than a certain distance from you, but you can see them as auras or killer instincts if they are walking or running or working on gens, etc. It would be kind of a cross between Spirit and Doctor.

    8. Pennywise: This is a popular choice, they could probably do something cool with him. His abilities are pretty vague so hard to say what it would be like, but the map of the sewer he lives in might be interesting.

    9. The Thing: A killer who can impersonate survivors would be interesting in principle but I have no idea how they'd do it mechanically. One possibility would be that if you are playing this game as The Thing then the survivors see five survivors at the campfire at the beginning with you being one of them. Then you can walk around and move just like a normal survivor and "work on gens", etc, but in reality you are sabotaging the gens and setting up ambushes on the survivors. Swfs on comms would be a hard counter though.

    10. Hannibal: Hannibal is a great villain but probably not a great killer for this game. He's more of a psychological character than a hack and slash killer for the most part.

    11. Slender Man: Eh, don't really care about Slender Man too much, other than he has an interesting look.

    12. Nemisis: Never played Resident Evil, I just remember a lot of zombies from the movie

    13. Pumpkin Head: Terrible movie

    14. Velociraptor from Jurassic Park: I could be ok with a dinosaur type killer I suppose.

    15. The Creeper (Jeepers Creepers): A winged demon in a trench coat could be pretty cool if they could figure out a good way to do that sort of ability. I think they mentioned at one point they did experiment with killers who could fly but could find a good way to balance them since being able to see and fly over obstacles is a huge advantage.

    16. Jack Torrence: He's be kind of a dumb killer, but a map of the hotel would be awesome!


    I'll throw in three additional characters as well:

    Ventriloquist from Dead Silent: A killer who can inhabit or control mannequins or ventrilquist dummies scattered around the map could be fun.

    Dr. Jeckyl and Mr Hyde: A killer with two "stances", a Jeckyl stance where he has some sort of tracking or stealth or gen slowdown advantage but is otherwise a basic killer, and a Hyde stance where he is a brute in a chase that can maybe quickly smash pallets or lunge but has not out-of-chase ability. Oni is a little bit in this vein of a killer with two forms, but something along those lines with different abilities.

    Lucifer or the Yellow Eyed Demon from Supernatural: I'd love to see a Supernatural DLC pack with the Winchesters as survivors and one of their Demon enemies as the killer. A demon from Supernatural would probably have something like a smoke-form fast travel on the map and an ability where they can briefly Possess a survivor and make them attack another survivor or damage a generator or drop or break a pallet, etc. To be balanced and not too irritating for the survivors Possession would probably have to have a brief duration and reasonably long cooldown but it could be a pretty fun ability. 😄 (For the Winchesters I think perks Brotherly Love where maybe they buff the obsession and Angel Blade which would be a melee attack you can do while standing near the killer to stun them would fit. And the map could be The Bunker or maybe The Crossroads.)

  • One thing most people don't seem to understand is that the game is designed around an average of about 2 kills per game. Basically it's intended that killers get roughly 0-1 kill "losses" about as often as they get 3-4 kill "wins" with some games being 2 kill "draws" (give or take bloodpoints). What that implies is that most of your games (say around 60%) as killer when you face opponents of your own skill level you will essentially lose or draw with 0-2 kills - in other words most of the time, even if you play well, if the survivors also play well the odds are in favor of the gens being completed. Killers have an uphill fight to stop the gens from being done.

    On top of that, the initial 3 gens the survivors complete are the easiest ones for them. The killer has the entire map to hypothetically patrol and the survivors will be able to start working on them right away. It's when they get down to the last 1-2 gens they need to finish that the killer starts gaining a defensive boost because they have fewer places to defend and, if they've done ok on chases, have hooked or maybe killed someone and maybe have another person down as well. It's those last 1-2 gens that are typically the longest parts of the match when players are evenly matched.

    So it's totally normal that the survivor will usually finish a few gens early in the match. It's how the game is supposed to work. The question that you need to look at is how often do you prevent all the gens from being completed on average? If the answer is "about 4 out of 10 games" or so then it means you're in balanced matches. And odds out of those 4 games 3 of them ended with only 1 or 2 gens left to complete.

    Now is the game actually properly balanced as intended? Who knows, we don't have access to reliable statistical data that could help answer that question. But I do think it's important not to simply see that most of your games people escape and say "Well the gens are too fast" because people escaping most of the time is supposed to be what happens.

  • @Maxwell said:

    https://forum.deadbydaylight.com/discussion/comment/1626577#Comment_1626577

    Why was compound 21 even nerfed? Entitled Survivors complaining?

    Compound 21 was 16 meter radius auras for 6 seconds. It's going to go to 8 meter radius for 3 seconds (although it's a little unclear if that nerf is in the game or if the description changed and the nerf hasn't been implemented yet?)

    For context, 16 meters is half your terror radius and is about the length of the central courtyard in Midwich. So picture Blight standing between two courtyards, he could see auras basically all the way through both. 6 seconds is also a long time, it takes him only 2-10 seconds to recover from a Rush so worst case he Slams a wall, goes into Rush stun, and still sees auras for another few seconds before he can Rush again and get a new aura ping. Combined it's kind of like having a smaller radius version of Doctor's Static Blast going off constantly as you Rush around. You get them while just navigating the map by Rushing, but also if you think someone is nearby you can just intentionally Rush into a wall and look around for the aura. It really is a little like playing Doctor but instead of a Shock Blast you can race around the map at hyper speed doing a mini Static Blast with essentially no cool down, all because of one green add-on.

    So yeah, in short it's pretty broken. 😄 It shouldn't be at all surprising that it's getting nerfed, it's way too powerful. The new numbers of 8 meters and 3 seconds are probably more in line with what the add-on is presumably supposed to do, namely give you useful information on people near a slam that you can react to right away. Again for context, 8 meters is about the length of the killer shack, so Blight can detect people on either side of him out to that range. It'll still be really useful for that and probably still a good add-on even after the nerf, and it's still a Green so it's not all that hard to get either.

  • Shroud of Separation is the one that comes to mind that can actively hurt you. The last thing you want is all four survivors spread around the map working on four different gens. They are much more time efficient if they do that and it becomes that much harder to pressure them as a group.

    The Reagants and Coins are more neutral, they're not necessarily "bad" to use but their benefit, if any, is pretty negligable.

    Technically with certain killers you may want to avoid using certain specific realm selection offerings I suppose.

  • Yeah it does feel a little uneven, I'm always polite in chat but I get a lot of survivors who scorn me anyway. Feels bad man. 😥

  • Listening to the lore entries in the tomes. They’re pretty fun. 🙂

  • @Eradik said:

    https://forum.deadbydaylight.com/discussion/comment/1618118#Comment_1618118

    You know how many people report for non-bannable things like camping, tunneling, teabagging, etc. There is no feasable way BHVR could go through that many matches. There are probably thousands upon thousands of reports a day.

    What does that have to do with them saving the game results automatically so that when they do review a report the information is already available?

    And also I guarantee they would still just close complaints about tunneling and camping, etc, without reviewing the game video.

  • @TWiXT said:

    https://forum.deadbydaylight.com/discussion/comment/1624458#Comment_1624458

    I know the effect isn't active yet, but the text change still indicates their intention on how much of a nerf it's gonna get. I'm hoping to at least plead the case that 8m and 3 seconds is a little harsh considering how low to the ground he is and how long his fatigue lasts. 12m and 4 seconds just feels like it will still be a nerf, but not as harsh of one, and if it doesn't work out then they can always go ahead with their intended nerf.

    Currently it gives you info on every survivor within about 4 steps of distance and lasts long enough for you to turn around, spot them and see where they're headed after you finish your fatigue and even track them for 3.5 seconds more, but with the upcoming change... not only do they have to be much closer, but you'll have only 0.5 seconds after fatigue to look around and hopefully get a glimpse of them. I just feel that bouncing off of a gen and only getting aura reading on a survivor that is less than 2 steps away from you (1.3 steps further than striking distance) seems a bit pointless. With the 12m & 4 seconds however, you have survivors within 3 steps distance, and 1.5 seconds to spot them after fatigue, which seems a bit more fair of a compromise to me.

    Where are you getting "4 steps from"? The range of the old version is 16 meters, a step is only one meter.

    For a sense of how far 16 meters is, I think the center courtyard in Midwich is about 18 meters across. (It takes up roughly 1/3 of the width of the map which is around 56 meters wide.) So if you slammed into one side of that courtyard you would see auras all the way across it plus auras all the way into the hallway and floors above where you slammed. A 16 meter radius is not a small area.

    An 8 meter radius is about the width of the killer shack I think (it takes you a little under 2 seconds to cross it as a killer). So basically picture yourself standing between two killer shacks on either side of you, you can detect survivors in that circle after a slam. It's still a decent size area, especially considering that you probably slammed somewhere that you though a survivor was near so you're kind of likely to get a ping if you were right.

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