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dugman

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  • I like the idea for the red one that has non-rechargable consumable blinks but the Nurse is a 115% killer. That sounds like an interesting variant to play that's probably a bit more effective than the current version.

    For Spasmodic Breath, I think you should keep the idea that the Nurse alternates "forms" between standard blinking Nurse and non-blinking Nurse but one that has some sort of other buff that makes her at least on par with her blinking form. Some examples:

    • After a blink hit, lose all your blinks for 60 seconds but move 120% or 125% speed (or whatever number makes sense balance-wise, fast enough that it should be worth using the add-on but not so fast that it's broken)
    • After a blink hit, lose all your blinks for 60 seconds and move at 115% speed but your next hit automatically puts survivors in the Dying state. (Getting free instant-downs is pretty powerful, but typically the only survivor you'll have an easy chase with after a blink hit is the one you just attacked and they're already injured so an instant down won't change much in that case. But this way you can, if you wish, look for a second healthy survivor and take advantage of the instant down against them if you can hit them within 60 seconds.)
    • After a blink hit, lose all your blinks for 60 seconds but move 105% speed and you can move at 95% speed through solid objects. (The duration and speeds may have to be tweaked for balance, but the point is you go from being an instant blink sniper to an ethereal slightly slow moving juggernaut that is hard to avoid.)

    Anyway you get the idea. Half the time the Nurse is a standard blinker, and the other half the Nurse can't blink but has somewhat normal movement speed and some other cool ability.

  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1623901#Comment_1623901

    Easy and not such OP is that you get a buff of 5%/10%/15% in all actions if u are being in chase.Its object of obssesion it must be related with chase.

    The current power isn't really related to chase, it's more about knowing where the killer is out of chase since it only works if you're outside the their terror radius. That being said a strong buff to chases would be interesting. It would have to be a decent enough buff to make up for the killer often knowing where you are obviously.

  • Personally I’d be for revamping Object of Obsession so that it gives the survivor a strong buff that works solo but that isn’t overpowered with comms. For instance, something like


    Object of Obsession. You have an increased chance of being the Obsession. You receive a 15/25/35% speed increase on gen repair, healing, hook rescue and vault actions. The killer can see your aura if you are looking at them and outside their terror radius.


    The numbers above are just an example, they could be tweaked up or down for balance. But the general idea is the survivor gets a strong buff on their own actions in exchange for the downside of being easier for the killer to find. With a strong enough buff the perk would be good high risk/high reward as a solo survivor but this type of buff isn’t really made much more powerful by being on comms, unlike the current version where the ability to see the killer’s aura becomes almost broken when you can pass that information to teammates instantly.

  • On a tangent I actually like to say Blight is kind of the opposite of Nurse in a sense. Nurse is awesome in chases and saves a ton of time in a chase by instantly teleporting and getting a hit. But outside a chase she moves 92% without blinking and when she does blink she has a cooldown period that makes it so that she basically can’t patrol the map much faster than walking speed depending on the map layout. (Teleporting between floors on indoor maps is the main exception.) So her map mobility is ok but her chases are excellent.

    Blight on the other hand has the best map mobility in the game. He can in a single use of his ability cross the entire map in about 11 seconds at Billy chainsaw speed but with the ability to do hairpin turns at walls. He can for instance Rush up a flight of stairs, hit the wall, turn 180 and Rush down the upper floor without stopping, something neither Billy nor Oni can pull off without halting their sprint and restarting it. But in a chase Blight is mostly a 115% footchase basic attack killer with a situational ability to get a Lethal Rush hit now and then if he can line it up well. He’s more like Demogorgon in a chase than nurse, except his ability is even harder to hit with then Demo’s Shred. So he loses a bit of time in a chase but his out-of-chase movement is so great that he’s always in a chase non-stop which more than makes up the difference.

    So to me Nurse is more like a sniper in a way. She slowly goes around looking for survivors or watching for their auras and when she spots one she lines up a teleport and zaps in for a hit. Blight just Rushes around the map non-stop the entire game getting in survivors faces constantly and harassing them into getting hit or dropping pallets over and over. They’re really very different playstyles.

  • I hardly ever bother slugging for the four kill, basically I’ll glance around for a few seconds after I down the third survivor to see if I can spot where the fourth one is quickly and if I don’t then I just hook and look for the hatch. I really can’t be bothered spending all that extra time trying to slug for four, it’s super boring at that point.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1623562#Comment_1623562

    They say his gen pressure is strong and some aspects of his power are but They’ve also said his power needs a flick

    Scott Jund is literally talking about Blight being possibly a new main killer for him. Tru3talent has said Blight would definitely be in his top four killers of he did a tier list. OhTofu has said he’s been getting 4 kills nearly every game with Blight. I can’t remember any of them recently saying he needed a flick. (Back in PTB they all talked about needing him to be tweaked but that was more about his hit box.)

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1623591#Comment_1623591

    He can but not if survivors are doing multiple gens I’ve been playing games as other killers but I’m not really getting gen rushed it feels like it only happens on blight or it happens more frequently

    It sounds like a case of survivors being pressured into a more optimal strategy of splitting up then being able to be a bit more flexible about pairing up.

  • @TWiXT said:

    Survivors are just adapting to his power by trying to get all the gens done before he starts killing them, and with the builds most players are using on him, the matches feel much faster and more intense. His speed enables him to apply so much pressure that matches against him become a race between gens vs kills.

    Unfortunately this means that playing as him will always be a frustrating rush of chaining downs, pressuring gens, and juggling survivors, which is only exacerbated by the fact that you have to keep splitting your focus between 4 survivors all over the map. Billy/Oni, Spirit, and Nurse have similar issues because they are high mobility killers, but in all honesty, Blight feels more mobile than them, or at least on par with Billy.

    I’m not sure why strategy of splitting up and doing gens in different areas simultaneously is specific to Blight, it’s a generally good strategy against any killer honestly. In fact killers who aren’t as mobile as Blight have an even harder time dealing with survivors who split up, if anything Blight is more resilient against it because he can respond more quickly to distance events.

  • Well we’ll see. 🙂 So far all the major streamers seem to agree that he is strong though so I don’t think I’m out of line with that consensus.

  • Nurse is the best killer in the game assuming you can hit her blink attacks consistently. No killer is as good as Nurse because she simply ignores loops entirely. She’s like a Hag that can teleport and hit survivors without placing traps first.

    Blight is strong though, probably the fourth or fifth best killer I’m guessing. He doesn’t need a buff.

  • Not so much a specific survivor but anybody who teabags or does that annoying flashlight click macro thing feels good to smack. (Or ignore, when I see people doing that I sometimes just ignore them since I know they’ll follow me around and not do gens.)

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1623286#Comment_1623286

    The survivors version of BBQ literally doesn't give the survivor any kind of bonus, it just gives them bonus blood points, Killers want their cake and eat it too, total hypocrites.

    I can only speak for myself but I don’t use BBQ now since I don’t care about the bloodpoint bonus, I definitely wouldn’t use it if it was just bloodpoints only. I don’t play survivor personally but I also wouldn’t use the survivor perk that is bloodpoint bonus only either. I get that some people do though since they really want the extra points so more power to them I guess. 🤷‍♂️

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1623267#Comment_1623267

    If that's true then you will be fine removing the detection aspect of BBQ in favor of keeping the blood point bonus. Lots of killers use this perk for the detection the extra blood points is just a nice boon, but if Killers are really going to down play how strong the aura reading ability is then they will be fine with it being removed too as long as they keep the double BP's

    No, that’s falsely assuming the players value the detection and the bloodpoint bonuses equally. I suspect it’s more like 2/3 and 1/3 preference in that sense. They like the detection but not enough on its own as a perk by itself, but that extra bit of bloodpoint bonus pushes it into the always use category.

    And by the way I don’t use BBQ and Chili at all typically, I don’t need the Bloodpoints and I like other perks better without that bonus.

  • @DarKaron said:

    Frankly, I think Blight has some SERIOUS potential to contest the title of "Best Killer" which has been held in an iron-clad grip by Nurse since the dawn of her existence, even to this day.

    High mobility is key in the Killer meta, and paired with the right perks, hoo boy, Blight is a force to be reckoned with. Especially since his mobility gives him huge flexibility for totem defender builds.

    Blight is strong but Nurse is still potentially stronger simply because Nurse can completely ignore any loop if her blinks are on-point. She’s a bit like being a Hag that simply teleports next to a survivor and hits them only she can teleport anywhere she wants to in range.

    I think Blight is vying to claim the spot that Hillbilly has of being the fourth or fifth best killer. They both have great map mobility. Blight has the better mobility but Hillbilly has the more potentially dangerous attack.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1620840#Comment_1620840

    Blight is definitely the most challenging killer to date. Requires lots of patience, but it’s totally worth it.

    Well I would Nurse is much, much more challenging to play than Blight. Heck, I think Deathslinger is harder to learn to aim then Blight as well (at least for me). But Blight does take a little practice for sure.

  • BBQ and Chili is ok as a tracking perk but it’s not the best one even. Half the players who use it do so in large part because of the bloodpoint bonus in fact. I posted a poll recently for example that got a fair number of replies asking who would still use BBQ and Chili if it had no Bloodpoint bonus and it was almost an exact even split between people who would still use it just for the tracking, people who wouldn’t use it without the extra Bloodpoint bonus, and a small number who don’t use it now.

    Survivors complaining about this perk are mistakenly thinking it’s overpowered during the game, when really it’s just an ok detection perk with a large out of game bloodpoint boost.

  • @GoodLookinCookin said:

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

    One point im trying to make is that add-ons can make a big difference or a very small one and that is categorized as Good/green-pink and Meh/brown yellow. With exceptions of the demo gorgon playing with white or yellow make very little difference in anything, Im looking to have fun not get ez wins. The pig has fun addons for example, maybe not amazing but they change how the games play out which is good.

    Ok, it sounds like you are saying that some green, purple and red add-ons or combos are a bit overpowered and that’s true. Huntress’ Iri Head plus the purple which gives two extra hatchets is a popular example. Or with Blight there’s a consensus his Green aura add-on that shows auras on a Slam might be a little too powerful, especially for a Green. That’s not to say these killers “depend” on these to win, they can win without them, but the add-ons will tend to get overused because they’re so effective compared to the other choices.

    And I agree that the most interesting add-ons are the ones that shake up the killer’s playstyle. Things like Freddy’s fake pallets or Michaels Scratch Mirror come to mind. In comparison add-ons which just give a straight buff are a little less interesting. And some add-ons seems oddly pretty useless, like Hillbilly’s add-on that increases his chainsaw recharge speed while someone is shining a flashlight on him.

    The devs do seem to be in the process of slowly reviewing old add-ons and perks, as they did with Billy and they mention Clown and Huntress in this week’s Q&A, so hopefully some of these over- and under-used add-ons will get tweaks to make them a little more balanced and interesting.

  • @GoodLookinCookin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1622537#Comment_1622537

    What "big" changes would have to be made? If the skin is going to be an outfit that means it can be its own asset, just program it where it has reactions?

    I have no idea what changes need to be made because I'm not one of their developers. I'm just taking them at their word from the Q&A that they tried to make it work and were disappointed when they discovered that it wasn't technically feasible to do.

  • There's no rational reason not to use brown or yellow add-ons every game other than to brag that you can win without them. Brown and yellow add-ons are dirt cheap and obviously the devs intend the characters to be played with at least easy to get add-ons and offerings since they make them so easy to acquire.

    Now if you mean a killer shouldn't be "green/purple/red" dependent then I'd agree but I don't think there are any killers currently who fall in that category.

  • @GoodLookinCookin said:

    After hearing they wont do a health chapter because they have a big enough team to where they dont need one and then turn around and say we have "technical limitations" on the legion skin makes me angry.

    I mean I'm sure it's hypothetically "possible" to do it but it requires big changes to the game engine for some reason just so Legion can have funny neon emoji faces they're not going to bother.

  • The suggestion I like for Surge is to allow it to apply its 8% penalty to any gen regardless of whether or not it's already regressing. Gens that aren't currently regressing would also start regressing as well as usual. This way at least you'd be getting a little more value out of it when you down people.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1622161#Comment_1622161

    Exactly. So if a hit occurs at between tiles, the survivor has no choice but to keep running. Looping the closest tile is suicide. However their odds aren’t much better attempting to run to a further tile either. They’re probably still going to have the killer catch up and hit them before they can reach a pallet or vault.

    But that only happens if they happen to be in range of a pallet within 16 meters when they are running in the open. And when a survivor gets hit the killer is stunned for 3 seconds during which time the survivor gets to sprint at 6 m/s so holding W gets 18 meter distance. Then the killer has to chase them again, and on foot at 115% speed they catch up at 0.6 m/s so making up the 18 meter difference takes up to 30 seconds (though in practice it's a bit less since the survivor won't be running in a straight line the entire time.) Even if you assume it takes 1/2 that time, say 15 seconds, the survivor at 4 m/s can get up to 60 meters away from where that basic attack hit took place, nowhere near where the pallets are dropped. For context maps are only 90-100 meters across, so 60 meters is enough to get more than halfway across the map before the killer can attack again in a flat footchase.

    Of course Blight himself has the advantage of Lethal Rush maybe being able to catch up faster. Using Lethal Rush he can move 9.2 m/s so catches up in about 3.5 seconds. But even then, 3.5 seconds is enough time to run an additional 14 meters on top of the 18 meters they already ran so Blight is probably getting his Lethal Rush hit up to 32 meters away from where the initial hit took place.

    Therefore, based on the numbers, the survivor normally just needs to run away after a hit to avoid the repercussions of Blood Favor if they're hit between tiles. And even with Lethal Rush they'll have enough distance to reach a different pallet or vault. The only reason they would get caught by the blocked pallet is if they didn't realize it was blocked and tried to loop it or hung around waiting for the killer to recover while they clicked their flashlight or whatever else they might do.

    However, if you removed the range restriction, the ability is definitely more dangerous since all of the above is working under the assumption that only pallets within 16 meters are blocked. Remove that restriction and suddenly Blood Favor becomes on par with the Exposed condition Hexes like Haunted Ground and NOED, something that if it's not dealt with right away could cost multiple hits or downs. (Note that they're still just basic hits so not quite as dangerous individually as Exposed hits, but it would have more opportunities to work so would make up for the difference that way.)

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1622093#Comment_1622093

    The reason it is also a hex is for two reasons:

    1. pallets are a primary survivor defence. They need to have counter play for that defence periodically being taken away from them.
    2. It then means Blood Favour also becomes a stall perk. You only need to have survivors downed a small number of times due to not being able to use a pallet they normally would before they’ll start wasting time with “We need to get rid of that”

    They do have a counter play most of the time, though - run away after you get hit. In the time it takes the killer to recover from being stunned the survivor can run farther than the 16 meter range of the perk. Even if you're out in the open if you simply hold W and run straight to a different area the perk will have no effect on you as a survivor. Also it has a cooldown, so it's not even impacting every hit, only one hit per 40 seconds.

    Again, I'm not saying the perk is literally useless, the effect is ok. I just don't think it's Hex worthy as it stands, blocking a pallet is nice but between its very limited range and its cooldown it's just not good enough as a Hex that can also be destroyed.

  • @TheClownIsKing said:

    1. if you get a hit out in the open BETWEEN tiles, then you’re pretty much guaranteed a free hit when that survivor reaches a tile.
    2. If the killer happens to get a down AT a pallet before it was thrown down, then teammates CANNOT do a pallet save during the pick up.

    Totally agree that these are the two main times you get value from it. I think the related question, though, is are those benefits worth it being a Hex? To help answer that question, ask this: If the Blood Favor wasn't a Hex but was just an ability with a cooldown would it be overpowered? If the answer is "No" then it shouldn't be a Hex.

    For comparison, look at Devour Hope for example. If Devour Hope weren't a Hex and it was just a permanent ability it would be kind of broken. Every game you'd have unlimited Exposed hits and in the late game unlimited kills. The only reason this isn't overpowered is because it's a Hex so the survivors have the opportunity to destroy it before it gets to the at point.

    Or on the flip side, look at Hex: Third Seal. If it wasn't a Hex then you'd be looking at permanent Blindness by the mid-game. Is that actually overpowered? Blindness is a little annoying but it's one of the weaker conditions overall. So I'm a bit skeptical that Hex: Third Seal is actually that good as a Hex (other than maybe fitting a build built around slugging?)

    I'm somewhat doubtfull that Blood Favor's benefits are actually Hex worthy, I think it's more like Third Seal above in that it's a decent benefit but even if it was in play the entire game it probably wouldn't be overpowered, it would just be good. Being a Hex that can be eliminated by a lucky cleanse just makes it kind of risky for not enough reward.

    Personally I'm inclined to like the idea that they keep it a Hex but buff it by removing the range restriction. So all pallets across the map would be blocked for 15 seconds when you hit with a Basic Attack with an appropriate cooldown (maybe lengthen the cooldown a bit to 80/70/60 seconds if the current version's 60/50/40 cooldown is too short.) I think that effect would be Hex worthy and make its reward worth the risk of it being destroyed.

  • It's probably just coincidence. Or maybe Blight got people wanting to play Legion some more to compare the two? Either way there's nothing specific about Legion recently that's changed and they're not in the current Tome challenges.

  • "Take away all the new killers and survivors and maps and character changes over the last 3 years and you have almost the same game from 3 years ago"

    🙄

  • Whispers is already a good perk, it gets you into the action very quickly at the very start of the match and helps you find the last one or two survivors at the end. True it's not as useful mid-match but that's fine because it's doing it job in other stages. (If perks needed to be useful mid-game then nobody would bother running Corrupt Intervention or NOED either.)

  • I play a couple of games using whatever killer is in my oldest daily mission each night so I don't really main anybody in particular. But in terms of how much I enjoy playing the killers, my favorite three are Doctor, Clown, Freddy for similar reasons, namely that they're all 115% movement killers with some anti-loop capability and who all use basic attacks. For whatever reason I think this is my preferred style of play right now. Doc has the weakest anti-loop among them but his tracking is amazing which keeps him consistently in a chase most of the match. Clown is the strongest chaser out of the three but that's all he can do so overall he's the weakest. Freddy is probably the strongest killer among them in general, his anti-loop is almost as good as Clown's but he also has an incredibly good teleportation ability that helps him keep pressure up across the map.

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1621124#Comment_1621124

    You should pay attention to wording. I didn't say it's not a competitive game, I said it should not be a competitive game. I'd leave "competitiveness" to other games, like Fortnite, Counter-Strike, and other similar titles.

    I did pay attention to your wording and I'm disagreeing with you. You're confusing "competitiveness" or "taking the game seriously" with the game being "competitive". Dead by Daylight is by definition a competitive game because one of the players is competing against the other players by design. The opposite of a competitive game would be a "cooperative" game where all the players are cooperating toward a common goal (e.g. Pandemic or all the players in an RPG working together to beat an NPC, etc.) Dead by Daylight can't be a cooperative game by its fundamental nature, it is a competitive game. There's no "should not be" about it, it is a competitive game by definition.


  • This is definitely a competitive game, you're directly competing against the other side as your main goal. Contrast that with cooperative games where everybody is on the same team playing against the computer, for example. It's also not a "party" game like some people inexplicably seem to think, there's a learning curve in Dead by Daylight. I couldn't just plop my mom down in front of the game and expect her to play even remotely well.

    Now if you mean there are issues with making "balanced official tournaments", you're right. But that doesn't make the game not competitive.

  • Tunneling is fair, it's a made up "violation". There's nothing unsportsmanlike about chasing injured survivors over healthy ones or chasing someone who's already been hooked over someone who hasn't to get a kill more quickly. The killer is not the bad guy when they "tunnel".

  • I don't know if it's worse than other competitive online game communities, I think there's just a consistent 5-10% of people are jerks and they're the ones throwing insults in chat after a game and so on. With four other players per match I'd expect to come across a rude person calling people trash or cheap or lame or "gg ez" or whatever about every three to five matches or so.

  • I tend to run Haunted Grounds, survivors with Detective's Hunch are bread and butter to that. 😉

  • That chart is only showing that Nurse has the steepest learning curve. She's by far the hardest killer to play. But she also has the highest potential effectiveness of any killer assuming that you can consistently hit blink attacks since she effectively ignores loops entirely.

  • It’s not the game that’s the problem here, it’s some of the a-holes playing the game. There’s no way excuse for insulting people in chat for instance, the people who do that are the ones who need to grow up.

  • @TheWisp2006 said:

    Thanks I'll probably get him because I already have pig and ghostface so I can use his perks on them if I cant use him or just don't like him.

    The reverse is also true, you can use Surveillance from Pig or Thrilling Tremors from Ghost Face when you play Blight to help you know where to Rush between chases. 🙂

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1620701#Comment_1620701

    If it helps devs have confirmed the stuttering is an issue they're actively working on and hope to have fixed by the hotfix so you could go back to higher graphics soon.

    Yep, hopefully that will fix the problem I’m having and I can turn it back up. 🙂

  • The main small balance fix I kind of hope they consider is revamping Object of Obsession. At the moment that perk is ok if you are solo but on comms it’s mind of broken. There’s a reason so many swf players have at least one Object included in their perks compared to the solo players.

    One possibility would be to keep the killer being able to see the Object as its downside but replace the survivor seeing the killer with a different strong buff instead. For instance, something like

    Object of Obsession - You have an increased chance of being the Obsession. The killer can see your aura if you are further than 30 meters from them and looking in their direction. You have a 15/25/35% increased action speed on gen repair, healing, hook rescue and vaults.

    You could tweak the exact numbers above up or down to balance it out, but the gist is you get a great buff on your actions but the killer will tend to know where you are so it comes with risk. This buff would help solo and swf survivors pretty evenly though, so it would still be a decent perk solo but not overpowered on comms.

  • @Tactless_Ninja said:

    The players can do a lot to ruin the atmosphere of the game. How many killers play with brightness maxed out?

    Are you honestly enjoying yourself with burned out retinas and every graphics setting on low so it looks like an your average 3D game circa 1999?

    Honestly solo is pretty balanced. Swf needs a penalty system despite being in bad taste for punishing someone for doing well. But the trade-off could be growing rewards. More shards or bloodpoints mebbe?

    Or just flat out nerfing copypasted loadouts. Maybe after the first ds, then second person using it is less effective and so forth? Adrenaline has a random chance of not activating if 4 people have it? Would add a layer of strategy to loadouts.

    I play with my brightness turned up because the game’s default brightness is too dark to be enjoyable on some maps. The Game’s lower level and Yamaoka’s estate in particular are examples where I literally can’t see anything in large chunks of the map and frankly running into walls and stuff I can’t see is frustrating, not fun. Therefore I turn the brightness up enough so I can at least make out the outlines of things in those areas.

    So yes, I’m honestly enjoying the game significantly more with the brightness turned up and I feel like it improves the atmosphere on those ridiculously dark parts of the maps since I can actually see them.


    P.S. Until this last patch I had been playing on Ultra, but due to frame rate issues from the new graphics I’ve had to start playing on Low. It’s a little unfortunate since the game looks a little worse on low but the stutter was pretty awful on the higher settings so I’m stuck at Low for now. It doesn’t look that bad though and the frame rate is smooth so it’s still fun on Low at least.

  • I think as a Hex they should probably just remove the range restriction. So while the Hex is active, if you get a basic attack all pallets on the map are blocked for 15 seconds (or however long it is) with a cooldown. (You can tweak the duration and cooldown for balance as needed). Getting rid of the range restriction and blocking all pallets for a bit after a hit would probably be good enough to warrant being a Hex.

  • @ZCerebrate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1620024#Comment_1620024

    @BabyDweetMain I'll link a thread here but it's more from actual replies in various threads and not threads themselves. Post game lobby and other places like reddit have similar threads or replies

    https://forum.deadbydaylight.com/en/discussion/comment/1619314#Comment_1619314

    https://forum.deadbydaylight.com/en/discussion/comment/1620044#Comment_1620044

    There are still situations where DH gets cleansed immediately and moved to a safer spot before even your 2nd hook. I'll concede and say Retribution or Thrill of the Hunt are other options to guard it if you're worried about when they cleanse it to reset it after you already got it to 3 tokens.

    Yeah, that's the way I usually go with Devour Hope. I either run it on its own and just hope it isn't spotted in time or I run Thrill of the Hunt so that it takes longer to cleanse and I get an alert if they start.

  • Devour Hope actually isn't that good totem to pair with Hex: Undying because it loses all its tokens when it's cleansed and it need to have 3 tokens built up to get you an Exposed hit. So for instance you could end up hooking twice, getting two tokens on it, then the totem is cleansed and reappears with no tokens and you have to hook two more times just to get back to where you were. And that's out of a maximum of 8 possible hooks that can generate tokens on Devour Hope.

    Ruin and Haunted Ground work great with Hex Undying though because those Hexes don't use tokens.

  • Just standing around doing nothing by a hook midgame is bad strategy. If the survivors aren't coming to you then you need to go to them to keep up the pressure and keep scoring points and getting hits and downs. If you camp and nobody comes to you then you will lose the game with one kill and the lowest score assuming the other survivors worked on gens and opened the doors.

    Now once the doors are open, if you've got someone on a hook then there's not much else for you to do strategically other than try to make sure they don't rescue the hooked victim. If they successfully rescue them then the rescued survivor can score 5000 points and the person who did the rescue gets 1000 points while you maybe trade points with a different survivor in a chase. So if you're playing for scores and kills then guarding a hooked victim once the doors are open is usually the best play. (If the doors aren't open then you may be better off trying to cut the survivors off from opening them, or at the very least you can score 500 points for opening a 99% door yourself which starts the end game collapse and denies the survivors a 1500 point bonus for opening the door themselves.)

  • Interestingly this topic of specific Greens being harder to get than specific Reds came up in the dev Q&A this week. Here's the gist:

    When the bloodweb is filling in its slots, it rolls for the rarity of the slot first (e.g. a slot will be a Green thing) and then picks a random add-on or offering of that rarity. As a whole, a slot is less likely to be a Red thing than a Green thing.

    However, there are many, many more Green things than there are Red. So if you are looking for a specific Green, like say Party Streamers specifically, the odds of a Green slot being Party Streamers is fairly low. Whereas if a slot is a Red, there aren't very many Red things to choose from so the odds of getting, say, a Red Mori in a Red slot is decent.

    Therefore even though you'll see more total Green things in your bloodwebs than Red things, you will see fewer Bloody Party Streamers than Red Moris and fewer Green Moris than Iridescent Heads for Huntress, for example.

  • In general I recommend unlocking Killers that you actually think will be fun to play over other characters that have perks you are interested in. You'll get a lot more enjoyment out of your purchase if you play the character you buy versus just buying them for some perks that you may eventually unlock as teachables to maybe make a character that you do play slightly better.

    In those terms, personally I think Blight is a fun character. 😄 He has a ton of map mobility and that alone means you are always in a chase pretty much the whole game since you can very quickly zoom around looking for a new target or going to a gen you think is being worked on, etc. Hitting with his Lethal Rush is more situational but on average you'll probably get a few opportunities for it during a game which is nice. But mainly you just need to use your ability to Rush to where the survivors are and chase them down in a standard footchase. By constantly chasing people early you get hits and force pallet drops fairly quickly, so that by the later game they've used up quite a few pallets hopefully and your chases will be in dead zones where you can get easy downs. And because you are so fast you have a wider range you can cover to defend the last 3 or 4 gens.

    The mistake some people make I think is trying to use his Lethal Rush on most hits. That's a bit like trying to hit everybody with Demogorgon's Shred or just spamming Pyramid Head's ranged attack for no reason. It can get hits if you can line them up but in particular at loops you're better off just running and forcing the pallet drop or getting the hit with your basic attack.

    On a side note Blight seems to have a pretty decent set of add-ons as well. Everybody talks about his one "broken" green add-on that lets him see auras after he Slams a wall, but even beyond that his add-ons seem to be a good mix of things that improve his steering, give you more time after a Slam to reorient yourself for another Rush, make him recover faster when a Rush ends, and so on. You can do pretty well I think just using straight forward brown and yellow add-ons to buff up whatever aspect of his Rush that you think you could use a little bit of an edge in.

    Anyway that's my take on him, but obviously your playstyle and preference may vary so I recommend whatever character you're thinking of unlocking watch some gameplay videos of them to get a sense of whether they fit how you like to play. Good luck! 😊

  • I was a little disappointed he didn't get a tattered Oktoberfest style skin, kind of like this but with a cane

    Untitled Image


  • @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618060#Comment_1618060

    That's just your opinion tho. I enjoy playing nurse and she is my main. Since she is so powerful she can't be made any easier to play.

    You have other killers if you don't like the Nurse gameplay. Just let her be.

    Note that I said "revamp to make her fun to play", not "buff". I'm not saying Nurse needs to be more powerful, she doesn't. I'm saying that her blink stun mechanic is super annoying and it would be more fun to play her if they revamped it and balanced her out a different way, such as by letting you look around during the blink stun but lengthening the blink timer refresh to compensate.

    And yes, I know this is my opinion, that goes without saying.

  • Since they buffed it to trigger at 70% completion Tinkerer is much more useful, especially with a high mobility killer like Blight who can easily get to the gen before it’s completed even from across the map. It also happens to work well with Ruin or Pop. Ruin automatically regresses the gen you just chased someone off so you are guaranteed to get a new alert when they get back on it, and Pop synergizes because Tinkerer is giving you optimal targets to kick for a Pop trigger.

    I don’t use Tinkerer with killers who only move at normal walking speed because it doesn’t pay off wuite as often, but Blight or Hillbilly in particular can make excellent use of it.

  • The one thing I wish Behaviour would do is implement a system where, if someone logs a complaint using the ingame tool, it automatically forwards customer service a full replay of the game from each player’s perspective and the corresponding game logs. That way players don’t have the onus of having to figure out how to record their own matches using third party software and know in advance that they should be recording literally all their own matches on the off-chance they happen to run into a hacker or harassment they want to report. It would be both extremely useful for the player making the complaint by saving them a ton of effort and also useful for customer service because they would know every ticket already has all the relevant evidence they need to review it.

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