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dugman

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  • @PBsamichShoe said:

    That's my $.02. 8/10 posts on the forums (at least before the 6.10 patch) were killers whining about nerfing survivors. A lot of the users on this forum are also pretty hostile and quick to dogpile anyone not killer sided and it really seems like you listen to the loud minority in the game to the exclusion of anyone else. You should really consider creating a feedback suggestion system that's direct to the dev studio similar to how saber does with the evil dead game.

    You've been nerfing 3/4 of your playerbase for the last 3 years and at this point it's gotten out of hand.

    Where are you getting the idea that the devs have just been "nerfing survivors for the last 3 years"? Prior to this midchapter patch, for instance, they introduced Boons which was objectively a very nice addition to the survivor side, both in terms of Circle of Healing specifically being a really solid perk and also just more generally speaking opening up a whole new way for survivors to interact with totems. Plus before the big perk rework which itself included a bunch of buffs to survivor perks they buffed other survivor perks like Boil Over. Not to mention the small quality of life changes like how Wiggles work and such. And that's just looking back at patches over the last 9 months.

  • @The_BiggCheeze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114058#Comment_3114058

    A solution could be that after x amount of time the door can be manually opened again, but it loses it's ability to stun the killer. You can still use it in chases but it's weaker than if you used it for the first time.

    Possibly, but it's probably simpler to just make sure the there's no dead ends with the door being the only way in.

  • Some of my favorites at the moment are

    --

    Bring a Backpack!

    • Agitation (carry survivors faster)
    • Mad Grit (free attacks while carrying)
    • Starstruck (survivors in your terror radius are Exposed while carrying)
    • Forced Penance (survivors who take Protection hits, including when you're carrying, are Broken for 80 seconds)

    Alternately I sometimes replaced Forced Penance or Starstruck with Iron Grasp to increase the distance I can carry a survivor

    I've been using this build recently on a bunch of killers, it's hilarious and works more often than it should. 😄 Just yesterday I ran it on Legion and got two Exposed hits right in a row from survivors trying to bodyblock me in the early game. And even if I never got another hit out of it that alone made the combo worth it!

    It's also really fun on slower movement killers since Agitation allows you to move 108% survivor speed while carrying. My favorite is putting this on Scratched Mirror Meyers who is permanently Evil 1, i.e. Undetectable and 105% survivor speed. With this build when Scratched Mirror Meyer's carries someone he actually moves faster than when he isn't carrying anybody! Plus he's still Undetectable the entire time, so sometimes you'll be carrying someone toward where you think other survivors might be and they just walk right into you. Really funny!

    --

    Juggernaut

    • Brutal Strength - Break pallets and gens faster
    • Endurance - Recover from pallet stuns faster
    • Bamboozle - Vault faster and block vaults
    • Fire Up - Even faster pallet and gen breaks and vaults, also faster pick-ups which messes with survivors trying to time flashlight saves

    This is another one I like running on a bunch of different killers. The strategy is simple - force every pallet in chase, if you get a hit, great! If you get stunned, no big deal, just break the pallet quickly and either keep chasing that person or switch depending on what you think will put more pressure on the survivors. If they run to a tile with a strong window, just vault through it because you vault as fast as a survivor doing a medium vault one Fire Up gets going and you also block it from another use that loop. You have to be a little careful in the early game since there's no slowdown in the build, but if you can juggle the survivors to keep them as busy as possible and break pallets as you go then by the mid-game once two or three gens are finished you'll have made some nice dead zones and any pallets that are left are shredded insanely quickly. At that point the momentum shifts in your favor and if the survivors aren't already nearly done with the gens they'll be stuck with nowhere to run in the chases.

    A variant that also works is just replace either Fire Up or Bamboozle with Save the Best for Last. You sacrifice a bit of breaking or vaulting speed for faster hit recovery which is obviously useful.

    One of my favorite killers with this build is Meyers using Infinite Evil. You get Meyers charged up in the early game, then at Evil 3 he has built in faster vault speeds that stack with Bamboozle and Fire Up to make his vaults crazy fast. 😄 It's also really fun on Wraith combined with Wraith's add-ons that increase breaking and vaulting speed.

    --

    Scourge Hooks!!!

    • All four Scourge Hook perks

    Pretty straightforward. All four Scourge Hook perks work together and trigger every time you use them. The new Monstrous Shrine even gives you an extra Scourge Hook site which is handy!

    --

    Don't Mess with Hexes

    • Shattered Hope - Boons you snuff are permanently destroyed and you see the aura of survivors nearby
    • Hex: Pentimento - Replace destroyed totems with Pentimento hex totems for high level slowdown
    • Hex: Devour Hope - Build up tokens for Exposed hits and even kills
    • Hex: Undying - Replace destroyed Hexes, see auras of survivors near totems

    The idea is to have a situation where if survivors ignore totems then they are punished for it, but if they cleanse totems they're also punished for it. A lot of people use Plaything, but personally I like Devour Hope and Undying instead since I think Devour Hope is a much bigger threat if left undestroyed. And even though Pentimento with 5 totems is a cool thing if it happens, it's main value is achieved with just a couple of uses in a match. Even a few minutes of 30% gen slowdown is pretty big! Shattered Hope allows you to use Pentimento even if a totem gets Booned, and Boons are still quite popular so it's pretty likely you'll get at least one use out of it.

    There are all sorts of variants you can do on this theme. Hex: Haunted Grounds in place of Shattered Hope for instance could put out more tempting totems to cleanse and get you additional Exposed hits early on before Devour Hope triggers. You can use Hex: Retribution if you value auras. You can even swap in something like Hex: Blood Favour or Third Seal if you like those effects, or of course the currently popular Plaything.

    This is a build I think works best on killers who have the mobility to react to totems possibly being cleansed. Demogorgon is a favorite since he can place a tunnel right near a totem and detect people nearby at will. Trapper and Hag also can keep an eye on totems pretty well, as can any killer that can teleport like Sadako or Dredge or who can move really quickly like Hillbilly or Blight.

    --

    All Seeing Auras

    • Darkness Revealed - See auras of survivors near lockers
    • Hangman's Trick - See auras of survivors near hooks while carrying someone
    • BBQ and Chili - See auras of survivors at long distance after each hook
    • Lethal Pursuer - See auras of survivors in first 11 seconds of match and extends other aura durations

    This is the build when I'm in the mood for auras between chases. Basically this gives me passive auras when I'm carrying anybody or hooking them plus I can try and get a locker aura ping pretty much at will if I'm not in a chase and not sure which direction to head. You can also combined this with add-ons that give survivor auras for a short duration and the Lethal Pursuer perk will buff those durations too.

    This is a really fun build on killers that can respond to map-wide long range auras like Dredge, Hillbilly, Sadako, Blight, etc. The faster you can get to where you see an aura at long distance the better it works. Of course you're getting a ton of information but keep in mind you have to be using that info to get into chases and get downs ASAP since you have no particular slowdown or chase related perks here. But if you're really confident in your ability to chase survivors once you know where they are then this can be fun. 😄

    The weakest perk in the build is definitely Hangman's Trick. That's a perk I wish they would buff somewhat, it triggers a little less frequently than I'd like considering you have to be carrying someone for it to work. You could definitely replace this with other tracking perks like I'm All Ears, Bitter Murmur or Thrilling Tremors, for instance. But who knows, maybe someday if I leave Hangman's Trick in this long enough it'll get buffed and I'll be ahead of the curve! 😜

  • @The_BiggCheeze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113710#Comment_3113710

    Bingo. Plus pre closing a door can also negatively effect the survivors because they can't open it again or bypass it like they can pallets, basically turning them into rats in a cage, locked in with the killer. It'd be more efficient to use it during chase like a normal pallet as to avoid unwanted consequences.

    That's a really interesting point. There's some unusual strategic considerations where if they block a door they may end up have a really long way to get back to the other side of it. (I don't think the devs would want to make a lockable door that creates a situation where survivors literally have no way to get back to other parts of the map since that could create problematic scenarios where someone gets stuck and the game can't progress unless the killer intentionally breaks it down.)

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113710#Comment_3113710

    the concept was originally hinting at being able to burst through the environment like the koolaid man as a way of solving the god loop situation. Then they reworked loops to just have less godloops naturally, introduced breakable doors, then used breakable doors to bring back god loops "but they can be destroyed." the Saloon killer shack idea feels like a one off since I don't believe its been applied to any other maps since, including map reworks. The more likely situation would be that there would be positions at unsafe loops that would turn them into god loops, similar to how the breakable doors now were adapted to the Game to create dead ends before gens get powered. Basically you have to consider whether it would be used to make fair loops unfair, or to make unfair loops fair. I don't trust them to do the latter.

    Your trust issues aside, in principle I don't see a problem with having maps that, in place of one or two safe pallets, have safe "doors" instead.

  • The most “toxic” build I can think of that I actually sometimes run is the Annoying Skill Check Doctor

    • Unnerving Presence - Significantly shrink skill check zones in your terror radius and makes them happen more often
    • Overcharge - Kick a gen and then the survivors need to get a relatively tough skill check to avoid an explosion. It does stack with Unnerving Presence and makes that skill check about the size of a Great skill check (which even decent players can miss)
    • Hex: Huntress Lullaby - Shorter and eventually no sound cues before skill checks
    • Distressing - Larger terror radius

    If you want an even larger terror radius you can also throw in two Calm add-ons and then just use your Static Blast sparingly to keep that area really massive.

    So the reason I claim this is annoying is obvious - nobody likes doing skill checks, and this makes them happen more often with smaller boxes and sometimes needed Great skill check type hits. Plus because of how Madness works the checks also appear at random spots on the screen and go in random directions. Survivors who are really good with skill checks can handle it but still probably find it irritating, and survivors who sometimes miss skill checks or have to focus on them more to do them consistently can get hammered kind of hard by this. It’s not even that this build is all that effective against really good play players, but it definitely is something that I think makes some people just get frustrated by.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113508#Comment_3113508

    Until you realize that the killer can only be in 1 place at a time vs 4 survivors, who can then proceed to start the match by creating multiple god loops that will force the killer to waste more time than they waste setting them up. That would have been preferable to how they ended up designing breakable doors (i refuse to call them breakable walls) but its still a system built around creating lose/lose chase scenarios for killer with basekit availability.

    I think you’re assuming the survivors would create more safe loops than currently exist on normal maps. But what I was saying above is, in place of already existing god pallets, you had god pallets that look like walls, then it’s not that different from a normal setup aside from visibility over the blockage.

    For instance, say you hypothetically replaced the pallet in the killer shack with a breakable door that starts open but can be slammed shut by survivors and the killer needs to break it down to get through. That’s almost mechanically the same as the original shack, but just slightly different because the killer can’t do a ranged attack through a door and certain perks and add-ons that impact pallets might not work on doors. But beyond that, in terms of “survivors setting up blocks the killer has to break”, it’s the same as survivors going and predropping the god pallet that the door replaced.

    So it’s not looking to increase the number of safe loops or safe blockages, it’s replacing what the nature of the blockages are with some spots that might have been a god pallet instead becoming a breakable door.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113514#Comment_3113514

    That may be true, but the problem with that is that one way gives you four extra perk choices, the other way gives you three extra perk choices. Not relying on Stridor gives more opportunities for fun builds.

    Sure, no doubt on the extra flexibility. 🙂 Depends on someone’s preference whether they like Stridor so much they’re ok with basically never having it out of their loadout.

  • @Rastabooze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112991#Comment_3112991

    but dh is bugged right now and almost fully unplayable. You cannot use it on pallets at all. You get exhausted on the ground although you timed it perfectly. Dont write sth when you dont play the perk now

    You couldn't use it on pallets before either, that didn't change. (You were able to lunge for distance before you reached a pallet before to stay out of range of a killer, but you've never been able to actually use a pallet or vault during the actual Dead Hard animation.)

    And I've definitely seen plenty of people time the new version of Dead Hard to block hits so I'm not sure why you think it's "fully unplayable".

  • Yeah, cheaters suck, no doubt about it. 🙁 The devs do ban waves periodically and have made obvious changes occasionally to deal with various cheats but for the most part they don't talk about what they are or aren't doing behind the scenes to mitigate cheats, mainly because they don't want to tip their hat ahead of time when they implement changes related to catching people.

    But yeah, running into cheaters is a pretty common complaint among frequent high level players. And there are some really ridiculous over the top cheaters that show up in some of the popular streams occasionally.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112924#Comment_3112924

    even if they get that perfect, it still doesn't account for the other issues like forced prestiges (and forced costs,) fluctuating blood web sizes, less perks meaning less webs you can force the entity to eat bad nodes/routes, etc. And there isn't even a real solution because different killers prioritize different addon rarities because they still don't know how to create uniform degrees of value for each rarity.

    Since the post above I found out they actually did adjust the rarities in Tuesday's patch. It's not clear from the patch notes what the change they did is, but it does say "Add-on rarity in low level bloodwebs increases as you increase your prestige level".

    Hopefully a dev will clarify exactly how that works now since that's all they said. All I know from that statement is rare add-ons can show up more often in the early webs after you Prestige, but I have no idea if that means it's the same frequencies as at level 50 or something else or if those frequencies continue changing every time you Prestige up. 🤷‍♂️

  • There are no perks that increase Brutality scoring events. However Meyers' Scratched Mirror and Vanity Mirror add-ons increase both his Brutality and Deviousness scores so if you like Meyers you could run one or even both of those add-ons and get those bonuses. (And yes, even though it's obviously really silly to run both perks simultaneously since Scratched Mirror prevents you from ever getting to Evil 2, their bonuses will stick presumably stack if that's the gimmick you're going for.)


    So I guess a possible "Ultimate Scoring Event" build would be something like

    Meyers

    • Scratched Mirror add-on (Increases Brutality 100% and Deviousness 200%. Permanent Evil 1 with auras)
    • Vanity Mirror add-on (Increases Brutality 100% and Deviousness 150%. Other effects unavailable with Scratched Mirror in play)
    • Distressing (100% Deviousness bonus. Normally increases terror radius but Scratched Mirror makes that moot)
    • Hex: Thrill of the Hunt (10% Hunter event bonus per totem still on the map. 10% speed penalty cleansing totems)
    • Beast of Prey: (50% Hunter bonus. Other Undetectable effect is redundant with Scratched Mirror)
    • Agitation or Iron Grasp: (There are no perks that give bonuses to Sacrifice, but these will make it less likely that you will miss reaching a hook)
  • @GannTM said:

    It absolutely hurts. It really is there to mess up your muscle memory on what normal grunts of pain sounds like and if you rely with it on Spirit you can’t really take it off. I don’t recommend it at all. I didn’t even recommend it before it got nerfed.

    The caveat is, if you use Stridor all the time, then obviously you’ll get used to that volume and it’ll be better than not having it.

    But yeah, only using it once in a while is probably not a great idea. Either use it all the time on Spirit or don’t use it at all is maybe the way to go.

  • Not a bad idea, you could replace what would normally be a safe pallet with what is basically a breakable wall that starts open and then the survivor can set in place.

  • On a tangent the fat guy dying in a horror movie is a trope. I can’t think of single slasher horror movie off-hand where the protagonist was an obviously obese guy. So you’ll probably never see it from a license, at least.

    I’m all for an overweight survivor protagonist though, why not? 🙂

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113289#Comment_3113289

    True, but he also has zero chase power, so marking from a distance is pretty much guaranteed to have the survivor get away. At the very least it discourages them from doing gens while exposed.

    Right, it does make them panic off the gens, which is useful on its own. Plus they can’t break you out of stealth for 60 seconds which also is pretty great. And even if they run they might not even know where you were and can run the wrong way towards you.

    You’re right about Ghost Face being weak in a chase though. Running chase related perks can be fun on him because it helps shore that up a bit.

  • I think rather than a hard cap a system of diminishing returns would be better. So for instance the second stacking penalty might operate at 80% strength, the third at 60% strength, the fourth at 50% strength, etc. That way you still get benefits if you do use stacking perks but they diminish in combination so the increase isn’t as steep.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113099#Comment_3113099

    True but it's rare enough that it's an occasional treat. You also blow an exposed for the gen hit unkess you hapoened to be right on them. The commons are super useful and consistently help.

    One of the nice things about Ghost Face now is the mark lasts 60 seconds so even if you mark at long range there’s a decent chance you’ll have an opportunity to hit them before it ends. (It’s kind of like having Haunted Grounds triggering periodically throughout the match.) 99% marks are still handy too but simply full marking is more viable now than it used to be.

  • A popular and effective way to play her is to slug for pressure and use her Green add-on that makes survivors who heal and revive each other gain Condemned stacks. Basically if you slug someone they normally don’t get up unless another survivor revives them so it makes it fairly likely that someone will gain a stack in the process, and then gain a second stack if they continue to heal the person to full health. On top of that when you slug you are shaving off about 10 seconds or so to get into a new chase right away so you can keep applying constant pressure on the survivors to stay off gens. Between the frequent chases and the increased Condemned token gain rate it makes it a lot harder for the survivors to juggle all their priorities, giving you additional time to hook someone three times and eliminate them or, if in the chaos a survivor loses track, you can even get Condemned kills more often than you might think compared to normal Sadako matches.

    If you do the above then Jolt is a good pick because it offers regression on downs without you needing to stop chasing to either hook someone or kick a gen to get it. Chase perks like Bamboozle or Save the Best for Last are also useful since that’s her weak spot. If you have trouble finding survivors a tracking perk might be good too, particularly since she can teleport around the map directly to the area you see an aura.

    As far as second add-ons, ones that refresh the TVs more quickly are good because they improve your map mobility and also more teleporting means more Condemned stacks.


    Finally there’s a tactic being used by high level Sadako’s where they follow survivors who have a tape in a way that doesn’t trigger a chase (not looking directly at them, using line of sight blockers, etc). This allows the Condemned to build up during the chase itself and hopefully get to the point you can get a Condemned kill. Using that tactic they also will use the Purple add-on that starts everybody with a tape at the beginning of the match so they can harrass the first survivor they find until hopefully they can be Condemn killed out before they have a chance to use the tape in a TV. I suspect though eventually this will get tweaked since it’s kind of like how Legion used to be able to sort of moonwalk chase survivors until they bled out so I don’t think it’ll be a strategy people can use forever.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113203#Comment_3113203

    BBQ had a 45% use rate before the change, so it's almost halved.

    There's also the possibility a lot of killers aren't keeping up and are just using it out of habit, not realising they're not getting extra BP from it anymore.

    I didn’t say the same number of people use it, I’m disputing the notion that it was only ever used for bloodpoints which wasn’t the case.

    P.S. Personally I’m actually using the perk more now after the rework because of its new synergy with Lethal Pursuer. I hardly ever used it before the rework.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113186#Comment_3113186

    And perks are the easiest way to get more BP. Why do you think BBQ was used so much?

    Perks should not the easiest way to get bloodpoints, that’s why they were changed.

    And BBQ is still being used, FYI. It’s still the most used killer perk over the last two weeks on the aggregate site I’m following. A lot of people like BBQ for its aura and the bloodpoints were just a nice bonus, and they’re still using it.

    image.png


  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112926#Comment_3112926

    Ok, then increase every offering to at least 200% more BP and make them stackable with everyone else in the lobby. If you don't want to run BP perks, you don't have to, but most people want them back

    No, most people want more bloodpoints, they don’t care if they’re on perks.

  • I don’t play survivor much, but I will say some of their daily rituals are a little annoying. Like the one that requires you to Sabotage hooks. It’s not hard to do, but it’s kind of pointless since Sabotaging is usually not worth the effort unless you just happen to build your loadout around it. And also they have individual survivor rituals (e.g. escape with Dwight) but there’s not much reason to play one survivor over another since they’re all just skins aside from their starting perks. That sort of thing makes more sense for killers since the killers actually play really differently, but who cares if you escape as Dwight versus as Ace or as Kate?

    Then again I’ve never been all that interested in achievements and such in general so I guess I’m not really the target audience. 🤷‍♂️

  • @RpTheHotrod said:

    Ghostface best addons are both commons. :(

    His new purple add-on that blocks and regresses gens by 20% when someone is Marked while doing them is pretty nice. 🙂

  • @ShyPirate said:

    I'm not sure, but I think it increases gradually, so not much difference between consecutive prestige levels.

    I hope someone can confirm how this actually works.

    Yeah, I’m more asking in case a dev can answer since they’re probably the only ones who actually know.

  • Also not literally everybody is running slowdown perks. I’ve been taking the opportunity since the rework to run loadouts with no slowdown at all and just chase related things. Right now my favorites are Backpack builds (Agitation, Mad Grit, Starstruck, Forced Penance) and Juggernaut builds (Endurance, Brutal Strength, Bamboozle, Fire Up). They’re not “optimal” builds but with the 10 extra seconds per gen they are more effective than they used to be. (I also sometimes run the all Scourge Hook build, that has one slowdown in it though and I don’t run it as often right now since I enjoy enhancing my chases.)

    Anyway point is while you can obviously do well with heavy slowdown builds, one of the nice things about the rework is you can opt to run other things you find fun and it works better now.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112924#Comment_3112924

    According to the patch notes, they already made this change. But I have a character over prestige 10, and the addon rarity ratios are still garbage when compared to what they were before the prestige rework.

    Which patch notes? I don’t remember seeing that.

    • Never mind I see it in the patch from Tuesday. Thanks for pointing it out!

    Add-on rarity in low level bloodwebs increases as you increase your prestige level


  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112961#Comment_3112961

    I think luck should effect skillchecks. Maybe there can be a rare type of skillchecks that occurs that makes it so that if you hit it the gens progress more but it would have to be extremely rare

    Another possibility would be have Luck increase the size of Great skill check bands.

  • @Bloodwebs said:

    i think the “fun” thing about dead hard wasn’t to stomp on the killer in chase. I think majority of the satisfaction came from timing the perk to get to a pallet. It was quite satisfying getting the timing right and then throwing a pallet when needed.

    but yes, the perk was overpowered

    Honestly if good timing of a perk is the fun part the new version is entirely built on that.

  • I had a nice chat recently after a Dredge game. One of the survivors said I jumped scared her a bunch which is fun. 🙂

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112939#Comment_3112939

    Unfortunately. They will have to come up with a new generic boon perk.

    I say something that effects luck

    Luck would be ok but only if they change how Luck works. Right now Luck is a practically useless effect, all it does is slightly increase the chance you can pull yourself off the first hook which is normally not something you should be doing. (The main exception is if you have a perk that makes pulling yourself off 100% guaranteed, that’s obviously fine.) If you’re using up your first hook stage trying to pull yourself off you are not only making it more likely you will die but also giving everybody else less time to react and rescue you.

    So I’d love to see them revamp Luck to be something better. One possibility could be Luck is a percentage chance of an attack missing you for instance. So if you’re Lucky then every now and then the killer just whiffs when it should have hit. Or it could modify how often you get skill checks. Those are just off the top of my head, really anything that can actually impact the match is fine.

  • The only thing I find silly about hook grabs is that weird stalemate of grab-cancel-grab-cancel that you get into. It looks and feels kind of dumb.

    I have no particular opinion on them in terms of balance but if someday hook grabs were changed to eliminate those bizarre standoff animations I wouldn’t complain.

  • They just announced a big nerf to Thanatophobia. Even Legion using the perk is going to be impacted by that. At the very least, best case assuming Legion plays perfectly, the cap at four survivors alive is now 20% instead of 22% and once a survivor is eliminated the cap is now 6% instead of 16.5%. So even if every survivor just stays injured the whole game against Legion the new version of the perk will still be weaker. And that’s the ideal scenario for the killer, what’s more likely is at least one of the survivors will be full health a lot of the game even against Legion and the penalty will be 6%.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112926#Comment_3112926

    Well it wouldn't just be bloodpoints it would be something else too. The bloodpoints would be a secondary effect like with prove thyself and previous wglf

    But i understand what your saying.

    Right but that’s why they removed the bloodpoint bonuses from those two perks in the first place.

  • @Ayodam said:

    Mayhaps it was a connection issue? It’s not always a critique of the game.

    Could be but considering it happened right after a down or hook it probably wasn’t the connection.

  • Hackers are the real Nightmare.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112891#Comment_3112891

    Yeah I was surprised to that we didn't get a generic boon. I sorta feel they should have made a bloodpoint boon.

    But with the recent changes that's unlikely to happen

    A bloodpoint boon is not a good idea. Perks really should be balanced around things that directly impact the match, not bloodpoints you can spend outside the match. Keep the bloodpoint bonuses on the offerings.

  • Just FYI the devs mentioned in the July update blog that they are going to be adjusting the rarities in post prestige bloodwebs to match what they are at level 50. Not sure if that’ll be in the full chapter coming up or a following patch but they have it in their pipeline and it’s a numerical only change so hopefully it won’t take much longer than that.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111016#Comment_3111016

    Maybe they thought you were hacking. SInce mad grit is used so rarely, when first seeing it in action one could assume so if they don't know about the perk. You wouldn't be the first one being reported for using Mad Grit and swinging like a maniac while carrying someone xD.

    Who knows? Even if that were true it doesn’t make it any less dumb.

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112185#Comment_3112185

    Yeah thats why I said just doing in game reports is cosmetic as you need to actually submit a ticket for them to even look at the person.

    That’s not true, in the case of things that can get you a temporary ban an ingame ticket is the only requirement.

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/338738/survivor-lobby-cheat-again-what-the-hell-is-going-on

    He might have been an Epic Games player, which will look like a console player to someone on Steam. AFAIK, the killer you're about to face is encoded in a plaintext file somewhere in the game folder on PC (haven't checked it out myself, so I couldn't tell you which one), so a cheat program might not have been needed.

    https://forum.deadbydaylight.com/en/discussion/comment/3108984#Comment_3108984

    I don't think you can get banned for that. It's literally in a text file somewhere, according to the people on Reddit.

    The official rules ban using software that can give you an advantage, so unless he was using it with a cheat program, it probably won't get him into trouble.

    https://forum.deadbydaylight.com/en/discussion/comment/3110833#Comment_3110833

    This is not a hack.

    https://forum.deadbydaylight.com/en/discussion/comment/3108986#Comment_3108986

    You don't need one to predict the killer.

    The text file you’re talking about was encrypted years ago specifically so people couldn’t easily tell who the killer is. If the person 100% knew who the killer was it was a hack.

  • I personally don’t care what they have on the loading screen so the only thing that annoys me is how survivors that do this make everybody wait the full minute in the lobby for no particular reason.

  • I'm not sure why people are saying he's like Nemesis. Nemesis is a pallet smashing killer with a modest range attack and zombies that give him some tracking. From what little I've heard about Wesker it sounds like he's nothing like that.

  • I checked out some of these other Michael Rosen Describes memes, and I think this DbD killers one is the best. 😄

  • One that comes to mind is I was down to the last survivor alive (I don't remember which killer I was, might have been Doctor?) and on The Game. I found them, they were injured, and I'm chasing them on the upper level and OOPS accidentally fell down a hole midchase. 🤦‍♂️ By the time I got back on their trails they finished opening a door and got out.

  • Behaviour does issue bans from ingame tickets.

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111880#Comment_3111880

    BHVR is not a AAA studio, when they have to prioritize they have to shift resources, they're now coming out with an entirely new game. And as much as they can claim it's a different team when push comes to shove they will prioritize that game over this one. Why? Because this one has had it's run, it's gotten consistently worse every patch, and if you don't believe me feel free to go on steam or any forum including this one and read what people say. Because the majority of them say exactly that.

    Saying "the majority of forum goers complain" means nothing because forums are always greatly skewed towards complaints. People who are generally happy with products tend not to make as many posts about that as people who are unhappy with something. Personally I think the game has improved over time and it definitely has not gotten "worse every patch".

    And yeah, they have a new game and it's also a priority. But that doesn't mean they're not paying attention to Dead by Daylight, and the company is big enough to have more than one thing in the pipeline at once.

    Also just FYI Behaviour's revenue in 2021 was CAD $225 million with about 900-1000 employees so they're not as small as you might think. For context that puts them on par with the #50 on the list of publicly traded video game companies by revenue. They're smaller than the top 20 but large enough to handle more than one project simultaneously.

  • Ironically I never used BBQ before the patch because I don’t care that much about the bloodpoint bonus and the aura isn’t as good for me as some other perks. But since the patch I’ve used it periodically because Lethal Pursuer buffs its duration which is a fun combo. So I’m actually using BBQ more now than before it got nerfed.

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111693#Comment_3111693

    Guarantee DBD isn't a priority anymore, which this update has clearly shown. They are completely out of touch with the community and have no idea what they're doing. It's actually been apparent for quite some time, but 6.1 really proved it.

    You can disagree with some of the changes in 6.1.0 if you want but it’s crazy to say their biggest midchapter patch in quite a while is evidence they don’t consider DbD a priority.

  • @AngryHobo2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111693#Comment_3111693

    BHVR had another small team make a game similar to DBD, and Death Garden failed TWICE before they threw in the towel. BHVR isn't going to try and make DBD 2 anytime soon.

    What does that have to do with what I said?

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