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gatsby
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Maybe you should try the PTB, you know when it releases. Instead of complaining about speculation on based on unfinalized gameplay with no numbers
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/168381/dbd-is-headed-towards-more-exclusive-cosmetics
Pretty sure they said 6 months on rift cosmetics, so once this pass ends pass 1s stuff should show up in store.
Not sure what the deal is with charms, whether they'll return in any capacity or be reobtainable, or just exclusive. No loss either way, nobody sees or cares about your little danglies most of the time.
I don't think they'd bring back the free rift skins... those might actually be limited. But I can see how its fair to allow the paid skins into the shop after a certain amount of time to give everyone a chance
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@SpaceCoconut said:
How about a Survivor stamina bar?
It can be a cute little red box around their portrait that drains as they sprint and recovers after they aren't sprinting for a few seconds.
Crouching can consume a token when used with a max of 2 or 3 tokens that come back after a few seconds.
Its called exhaustion and has been in the game for awhile. Powerful abilities that require patience and resource management isn't a new concept especially for Survivors
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Nurse is a very strong Killer, but she takes a lot of consistent practice to be good.
Either you main Nurse or you don’t bother playing her at all because you won’t maintain the muscle memory to play her
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If I see two or more flashlights, I just bite the bullet and run Lightborn. I’m a Rank 1 Killer, so chances are those Survivors know how to use them
It’s a nice slowdown because Survivors will follow around teammates they think will go down, which takes them off generators. And they can’t get the save because of lightborn so its just wasted time
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I don't see many Billy players currently. Probably because I play at Red Ranks where everyone has most Killers/Survivors unlocked so they can pick and choose. I'd assume Billy is more common in lower ranks simply because he's a free Killer
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Ranking up is basically a cakewalk until red ranks because the standards for pips are so low. And it only takes maybe 3-4 hours to go from Rank 4 to Rank 1. You know if you have the skill to belong there
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Cages having unique mechanics is cool, but they needed this nerf to prevent that from being abused. Doesn't matter if you didn't personally abuse it. Many did and it was a necessary change.
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The Surge cooldown is fine. Usually it doesn't come into play. I just wish Surge had the Infectious Fright treatment and activated whenever Survivors were put into the dying state instead of only with basic M1 downs
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There are two types of pallets
- Safe Pallets that the Killer has to break when you drop them. You can pre-drop them if the gens are going fast and you're ok with creating dead zones. Looping wastes more time in these chases and makes them last longer though.
- Unsafe Pallets that are really only valuable for the stun. These ones you have to try to loop because the loop becomes worthless when the pallet is down. Hawkins and Yamaoka have lots of these. Even if you're healthy you should loop them because getting hit through the pallet and landing the stun will buy you more distance than just running forward
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@Mdawgu said:
Pair this with nemesis for 1 shots on everybody gg ez
Nemesis only works as well as Survivors let it work. Also, keep in mind that there's a placebo effect if you're letting Survivors stun you because in that case you probably could've gotten the hit and they'd have been one-shot anyway
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Pig has natural game slowdown. And her dash attack is pretty decent for cutting off some loops and running STBFL.
Nothing super unique, she's basically an M1 Killer but slightly better than things like Trapper, Wraith, Ghost Face, Legion etc.
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@burntFuse said:
So, No Mither Part 2 - Obsession Boogaloo
YES.
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I'm not making an S-Tier perk here. It's basically a perk that balances the entire Obsession perk lineup.
Combos well with the Killer Perks: Nemesis, Furtive Chase and STBFL making them all more usuable.
Also, punishes Survivors for running most Obsession perks because suddenly being the Obsession has a tangible drawback.
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Slippery Meat and Up the Ante in a SWF where all four people are running it.
It's close to a 95% chance to unhook yourself so essentially everyone gets to use Deliverance and you can gen rush really hard because no one has to go for the first saves.
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@Thatsmartguy said:
That's obviously gonna be broken with nemesis.
You can choose to activate Nemesis. So it has counterplay kind of like Spirit Fury just pre-drop pallets
It'd be interesting if this perk finally made Furtive Chase usable tho
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@Dead_by_Gadfly said:
So Rancor
That lasts the entire game and prevents being mori'd
So like not Rancor these perks have awful synergy and you'd never use them together because they're too different
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@GoodBoyKaru said:
exhaustion perks are not required to play dbd and you can have success as a solo survivor without any perks.
they're strong and valuable, yes. they make games easier, yes. but the only two perks i'd even consider anywhere near required are kindred and DS, and even then you can live without them both.
I don't use Decisive or Kindred. But I'll grind points into new Survivors for an exhaustion perk before I even consider them to be playable
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My main point is that I'll only consider a Killer left handed if they intentionally break the right handed main weapon, left handed power pattern. Any Killer that follows that pattern is just a copy regardless of what their power actually does.
There's no way to tell if Killers like Huntress or Clown are left handed because they merely follow the pattern of every other Killer there doesn't seem to be any actual attempt to make them distinct in terms of handedness
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@Huff said:
I mean, some people have already pointed out: Huntress, Clown. This is just off memory so might be wrong, but I believe Trapper even sets his traps with his left hand.
Statistically only about 10% of people are left-handed, so if we're going based off that (and assuming that these certain characters are left-dominant) then I'd say statistically we're already about on point.
Main Weapon in Right Hand. Secondary Power in Left Hand. Nearly every Killer follows that pattern it's not intentional to show left handedness it's just the way the Devs design Killers. Freddy has his claw on his right hand and his left hand uses his snares (power). Doctor has is bat in his right hand and his shock (power) in his left. Huntress has her main ax in her right hand and her hatchets (power) in her left etc.
It's kind of like the Developers philosophy until recently with sexuality. They just default everyone to the same thing until people call them out on actually representing diversity. They could easily make a Killer with a left handed main weapon and right handed power, but no one has ever called them out for not doing it
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@Aven_Fallen said:
Thats terrible. So I should get punished because my Team does not save me early? Eh.
You already get punished in this game if your team is bad. That's nothing new.
I'm just trying to decrease the reward for coordinated and high level teams playing well.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1392857#Comment_1392857
It depends, if they go for a late save and you manage to intercept them the hooked person can into second stage.
Camping is even worse with late saves because it means you left three Survivors completely unpressured for 60 seconds and lost tons of gens
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@Aven_Fallen said:
Thats terrible. So I should get punished because my Team does not save me early? Eh.
Right now the Killer gets punished if the team saves late, which is worse tbh
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Rank 1 every month with most of my playtime on Legion. Here are my big tips:
- The Sketch Add-Ons that increase Frenzy duration are must-haves. Try to always be running one. Even the brown one is pretty good.
- Legion NEEDs lots of slowdown. Ideally, you'll want a perk like Blood Echo or Thanatophobia to try to force people to heal.
- Frenzy is most useful for tracking and getting the first hit on Survivors. It's totally ok to use Frenzy to hit someone and then catch up to them and cancel your power to commit. Also, Frenzy is great for finding Survivors that are trying to play safe (like if they're on death hook). So use the tracking to get early kills by finding people that have more hook states.
- Injuring Survivors is good, but you generally only hit multiple Survivors if it's easy. Once you play for awhile you'll learn when Frenzy is showing you people too far away to catch. Don't make it some crazy goal to always try to chain Frenzy hits. Committing to people is much more useful than trying to chase down someone and having your power run out.
- Be reserved with Frenzy. Don't use your power until you're close enough that you're confident you can keep track of Survivors. Losing scratch marks means that Survivors can stealth much easier if they break Line Of Sight.
That's my playstyle at Rank 1. I'm much more about using my power for free hits than always trying to chain it and I'm big on slowdown perks.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1390958#Comment_1390958
Personally I prefer the early usage blood pact grants. But yes aftercare is the more reliable perk overall. That's the tradeoff.
Aftercare is entirely based on how altruistic you are, which isn't always something you can control. Some games all the action is taking place on the other side of the map and you're just doing generators for the first 3-5 minutes.Also, I don't love that it resets every time you get hooked because it encourages a passive playstyle. Ideally, you want to get chased evenly and spread hook states to prevent an early kill. But with Aftercare, you kind of want to avoid being chased in general to keep your stacks, which can end up screwing your team over.
And finally, Aftercare isn't very good for activating when you need it. Healing Survivors requires you to find them, which the perk doesn't help you with. And because of the perk's mechanics after being unhooked the only person you have Aura reading on is usually the one getting chased, so they can't heal you.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1390933#Comment_1390933
I mean I also use blood pact in my main build but it's not even close to being because of it's reliability. The perk really isn't all that reliable since it only works with the Obsession.
That said I love the perk anyways, hence why I use it.
Blood Pact is super reliable at doing its job: Telling you where to get heals when you're injured. It also helps the Obsession with the same thing. Saves you a surprising amount of time since your teammate will be expecting you and generally meet you in the middle.
Who needs self-heal when you can always find someone to heal you? The speed boost and sporadic extra information are nice, but just the icing on the cake.
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As Killer,
I love Midwhich, Lerys, Father Cambells Chapel, Shelter Woods, Hawkins, Temple of Purgation and Dead Dawg Saloon
I hate Every Corn Map, Mother's Dwelling, Groaning Storehouse, Mount Ormond Resort, Family Residence and Sanctum of Wrath
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Inner Strength is like Deliverance. You sometimes get a ton of mileage from it. Other times it's basically a waste of a slot.
Maps like Lerys, Midwhich, Hawkins and The Game all have difficult totem spawns so you'll spend way more time hunting for totems there or struggle to find them at all. Plus, if multiple Survivors on your team are running Inner Strength the totems disappear fast or at least the easy ones do.
Personally, I've switched to Blood Pact as my usual healing perk because its reliable and not map dependent.
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Brutal Strength because Survivors can't counterplay it. Once good Survivors know you have Spirit Fury that'll just drop pallets early to avoid stuns and won't let you use it.
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@Mrjuice said:
The old DS also only affected survivors so it's not something new
Not the same thing. There's a difference between benefiting from being the Obsession and having an interaction with another Survivor because you're the Obsession
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@TraitorousLeopard said:
I dunno how well it works, but it seems like basically a more selfish version of Empathy + Botany Knowledge. See anyone injured and heal them 33% faster (And 33% efficirncy with medkits), versus one guy seeing you injured and healing you 25% faster. It's trading off some effectiveness for the fact that YOU recieve most of the benefits.
I know Leader isn't just healing, but the other speed boosts are very situational at best.
It's actually a LESS selfish, upgraded version of Empathy+Botany Knowledge.
Blood Pact works both ways so you can come to them for heals, but they also come to you. And you share the speed boost. It also always guarantees your team an Obsession so the Killer has to respect Decisive
Leader cuts down your time being healed, which frees up teammates so they're not tied up with you. But it also buffs your other teammate when you're double healing, helps with exit gates and most importantly being unhooked faster keeps teammates from being grabbed if they're going for risky saves and it makes getting picked up off the floor less risky for the one picking you up
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@CronaWins said:
I don't know how you consider Deadhard to be one of the best perks. It works about 10% of the time due to dedicated servers and is predictable.
Dead Harding for distance to get to pallets and vaults saves my butt so many times. One well timed Dead Hard can easily be the difference between getting downed or making it to the next loop and continuing the chase, which can buy ridiculous amounts of time.
If you're using it for the invulnerability frames in the middle of nowhere, it works once before the Killer knows you have it. Afterwards they just bait it and it doesn't do much.
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/1384054#Comment_1384054
It makes me mad because I'm going out of my way to go for the unhooker but the unhooked is doing everything in their power to get in my way.
You are right, that behavior isn't toxic but I find it hypocritical when that survivor that did everything to get my attention complains when I do give them my attention.
You're right. If a Survivor forces the BT hit and then gets chased, they'll call you "toxic" even if it totally makes sense.
Survivor does something "toxic" so the Killer does something "toxic" so the Survivor does something "toxic" etc. When its actually just a bunch of plays, counterplays and counter-counterplays. Sometimes the game becomes so complex that it starts to feel like BS so it gets simplified to being "toxic"
If a Killer hits a recent unhook and slugs its "toxic" but if a Survivor takes a hit and has BT its "toxic" but if the Killer tunnels the BT hit its "toxic" but if the Survivor hops in a locker because they have DS its "toxic" etc
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/1384032#Comment_1384032
Forcing me to take bt hits does legit make me mad enough to tunnel lol
But it’s not “toxic” its just normal gameplay. They’re trying to win. It shouldn’t make you mad
Spending 60 minutes on the ground because the Killer is slugging for DS isn’t particularly fun either, but it shouldn’t make someone mad
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As someone who plays Killer and Survivor both at Rank 1, I think most of the “toxicity“ is just based on interpretation.
Killers have to juggle four Survivors and manage seven generators. If they’re slugging or “tunneling”, most of the time it’s for map pressure or an early kill. They’re just trying to win it usually isn’t anything personal, even if you feel like it is. It’s sometimes just part of normal gameplay
The only truly toxic stuff is outside of normal gameplay and doesn’t have any benefit to winning. Facecamping, T-Bagging, Flashlight Clicks for example.
Looping god windows, blinding, taking BT hits, bodyblocking, sabo etc aren’t toxic they’re normal gameplay that happens to make Killers mad
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Decisive was already on a downhill trend in Red Ranks because of the slugging meta. Pyramid Head just made it more pronounced.
But joke’s on the Red Rank Killers because I’m addicted to Blood Pact so they’ll never catch me in a game without an Obsession
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Interesting, we have similar taste. I have Yui, Cheryl, Kate and Nancy maxed out for perks. And Steve, Ace and Adam as well. I don't really play anyone outside of those seven unless its for dailies. Yui was my favorite for awhile, but I've been enjoying Cheryl a lot so she might become my new favorite. In general the female Survivor have better cosmetics and are smaller so I like them more. Except for my P3 Steve he's basically Blendette
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@53nation said:
The issue i have with leader is the same as better together.. it just doesn't show up enough. Could be good with swf, tho.
For solo Q, I much prefer prove thyself. That extra 5 seconds sometimes is the difference between the gen getting done. Makes for some dramatic gameplay at times.
When Prove Thyself really matters, it completes an objective. When Leader really matters, it saves your life.
That 25% boost can easily be the difference between finishing a heal, opening an exit, getting picked up or even preventing your teammate from being grabbed when they go for an unhook.
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@Johnny_XMan said:
Dweet got you covered 😊
Honestly yeah. Dweet has the best set of teachables lowkey
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A. Camaraderie is a horrible perk
B. It was available in the Shrine recently so you could've misclicked and bought it
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You need to have Cheryl or Pyramid Head on the screen when you do the code. Just having the DLC unlocked isn't enough.
Also trying alternating M1 and M2. It might work if you swap the order you could've accidentally done it in reverse
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@bud627 said:
Hello I made an acount strictly to ask this question. I dont personaly play the game but I enjoy watching it and reading about it. My question is for survivors, how often would you say you get tunneled I notice this complaint comes up a lot. Escapicaly when it comes to potential killer nerfs. I mostly watch killer related content so I want to have an unbiased view of things.
Personally, tunneling isn't that common in my games. The problem is that when it happens its possibly the worst experience a Survivor can have in the game.
Literally spending the entire game with the Killer up your butt and having no chance to do anything else. Especially when you're injured and don't even get to have full length chases just sucks really hard. When Survivors see someone else getting tunneled, we automatically start to feel sympathy for them and try to bodyblock and draw attention away.
So the basic answer to your question is: no tunneling isn't overly common, but being tunneled is the worst experience in the game so when it happens to you, you'll probably be pissed off at the game for the next hours or even the next day
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You forgot to factor in that you don't need to three hook someone to kill them. Sometimes they suicide, get camped, are the last one in the trial or no one saves
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Not sure why ghost face and wraith are so high. They have powers that don't help with looping and spine chill is popular.
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I've been waiting over 70 minutes for my first game on mobile. I ended up watching netflix and coming on the forums. Its still searching.
I don't think anyone is playing mobile and they're desperate. That's why there's a sale
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Lisa is a super hot nurse waifu skin that everyone kind of wants but she's too expensive to justify buying.
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@Warcrafter4 said:
Something tells me this is only temporary due to pyramid head's release and will go back to normal once the release window is over.
Normal is 1 in 5 games no one (including the Killer) running an Obsession perk. Right now its maybe 1 in 3
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In my experience, Pyramid Head usually just beelines for the cage as soon as he sends them there. Because there's a good chance another Survivor will be going for the save and he has the potential to tunnel the recently uncaged Survivor again.
If he's using cage, its probably gonna be a tunnel. If he's not, its probably to mori through Decisive. Very very rare to get a safe save against Pyramid head unless the cage spawns right next to you and both Survivors book it. He can't use BBQ or Pop so there's not a ton of incentive to interrupt generators or chase down new Survivors.
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Pyramid Head is very similar to Huntress at loops. Punishes you for being predictable and doing read-able vaults and pallet drops. It's a massive mindgame. Especially when you lose LOS because both the Survivor and Killer are guessing whats gonna happen
Low tier players won't get it, but at Red Ranks its very interactive and threatening at the same time
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1354711#Comment_1354711
Those aren't counters at all. Nurse and Spirit still have to look in your direction to move towards you. And unless Freddy is teleporting right on top of you from somewhere else (which you'll see him because by that point, you're retreating), Spine Chill beats him too.
Spirit can literally approach speeds of 170% movement speed with add-ons in her power. Nurse can 30m with one blink and 12m with the second with her best add-ons. You're not going to get far if they're coming for you because of Discordance, Thrilling or BBQ. Spine Chill's 36m warning will have little to no impact. Same with Freddy. If he's teleporting to a generator, you don't need Spine Chill to tell you that so its not getting any value.
And all three of those Killers really don't care at all about vault speeds because they use their power to chase. Not traditional M1 gameplay. There's no true "counter" to Spine Chill because the perk isn't prevented from activating, but the perk's effects are basically a placebo in those scenarios because its so insignificant
