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lagosta

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  • I like the first Idea, but would make some changes to it:

    -Give the broken key some actual usage not attached to addons.

    -Using a key to open a hatch breaks it permanently, awarding a broken key to the escapee's inventory.

    -Make 1 skeleton key per match spawn in a chest. This key is blocked by the entity and only released after at least one survivor is dead.

    -The killer can break a blocked key permanently by stomping on it.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050499#Comment_2050499

    A lot of killers are against the always have an obsession thing and I truly don't understand why. I'm conviced the only players that are are just hardcore tunnelers. I don't think it'd be a problem with new DS.

    IMO, an obsession should always spawn for the same reason dull totems do even in matches with no Hex perks. Both just provide event scores.

  • I had no perks to put in the forehead so I used Streetwise as a tattoo.

  • This is the suggestion I made in another post to encourage killers not to with camping and tunneling:

    1-The game always starts with an obsession, so the threat of DS is always looming around the corner.

    2-Change the devout emblem system:

    -Each hook state counts as 0,5 point.

    -Hooking a different survivor from the previous one awards a bonus of 0,25 point. First hook also gets this bonus.

    -Kill, and DC counts as applying the remaining hooks consecutively. Ex: a killer with H:DH mori a survivor that was never hooked. They will get 0,75 (first stage) + 0,5 (second stage) + 0,5 (third stage) as if they hooked them in succession.

    -The last remaining point is awarded after reaching 9 hooks.

    3-Introduce a score event the counts the streak that starts on the first non-consecutive survivor hooks with increasing BP rewards for the killer and resets if the killer hooks the same s

  • @TheMadCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050228#Comment_2050228

    I didn't know those two perks could work together. Definitively gonna try it out!

    Basically, as long as you have at least one token of Stakeout your great skill checks award 2% progress, and good skill checks are converted to great at the cost of 1 token. This is not happening makes it easier to land them if you're injured, that's where the correlation with No Mither comes from. It's a nice alternative to resilience if you just want to gen jokey or feel like you're playing pre nerf.

  • @gibblywibblywoo said:

    I've had 8 hook games where I end up with no kills every so often and depip just because I tried to make the match more fun for everyone. Feelsbadman

    They need to rework the Devout Emblem to count hooks instead of just kills/DC/Sacrifice with a bonus for interchanging survivors to discourage camping/tunneling.

  • BC there are only 2 windows and not many exploitable covers on the top half of the map.

  • Stakeout + This is not happening (+possibly No Mither): Each skill check awards 2% bonus instead of 1, basically undoing the nerf that happened some time ago. If you can land Great skill checks consistently, you can change This is not Happening for Resilience or other combination.

  • @CanWeGetANewMap said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050189#Comment_2050189

    In the video you can see that they dc`d and i did not bleed them out.

    And you're missing 8 devout points and should report this as a bug.


    "The DEVOUT Emblem represents the Killer's ability to sacrifice and kill Survivors.

    Each Survivor eliminated from the Trial grants points.

    Sacrifices, Moris, and Reverse Bear Trap kills grant the same amount of points.

    No points are awarded for any Survivor that bleeds out.

    Hooking all Survivors at least once will guarantee at minimum a Bronze Emblem.

    An Iridescent Emblem requires performing nine or more Hook actions in the Trial. Your goal is to gain as many points as possible for this Emblem:

    • 0 points: starting value
    • 2 points: awarded for each Sacrifice
    • 2 points: awarded for each Kill
    • 0 points: for each bleed-out death
    • 2 points: awarded for each Disconnect
    • 1 point: awarded for having hooked all Survivors at least once
    • 1 point: awarded when Survivors have been hooked for 9 times."
  • The only 2 hook criteria for the emblem system in place are 1 point after 9 hooks and 1 point for hooking everyone once. DC/Kill/Sacrifice award 2 points no matter the number of hooks. The only way to remove someone from the game without piping is to let them bleed out.

  • @Harold_Shipman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050032#Comment_2050032

    True, but does little to help teams with a player who have been tunnelled out the game etc. I'm all for increasing base gen speeds, but there are terrible experiences for the other side that could be looked at.

    I believe the topic of discussion was not related to tunneling, but I posted this answer to a discussion in the feedback sections. In summary, to destimulate tunnel/camp the best approach is to link killer rewards to alternate survivors.

    "If you really want to reduce tunneling/camping, it's better to give killers an incentive to leave the hook/unhooked survivor. Some measures could be:

    1-The game always starts with an obsession, so the threat of DS is always looming around the corner.

    2-Change the devout emblem system:

    -Each hook state counts as 0,5 point.

    -Hooking a different survivor from the previous one awards a bonus of 0,25 point. First hook also gets this bonus.

    -Kill, and DC counts as applying the remaining hooks consecutively. Ex: a killer with H:DH mori a survivor that was never hooked. They will get 0,75 (first stage) + 0,5 (second stage) + 0,5 (third stage) as if they hooked them in succession.

    -The last remaining point is awarded after reaching 9 hooks.

    3-Introduce a score event the counts the streak that starts on the first non-consecutive survivor hooks with increasing BP rewards for the killer and resets if the killer hooks the same survivor twice. Note the killer can still slug without penalty. If we learned something is that players would do anything for extra BP."

  • We should do discussion-themed bingo cards and down some tequila as a prize.

  • alDiVku.gif

    Me watching this discussion.

  • It would be simpler to make active dull totems increase the total gen time requirement by 4 seconds each. That way early game gens would take up to 100 seconds instead of 80 and there would be a benefit for doing dull totems.

  • @DarkMagik said:

    https://forum.deadbydaylight.com/en/discussion/222986/huntress-lullaby-idea

    Or that the Hex doesnt Spawn until you have 1 Token

    Lullaby has active effects with 0 tokens, the failed skill check penalty.

  • If you really want to reduce tunneling/camping, it's better to give killers an incentive to leave the hook/unhooked survivor. Some measures could be:

    1-The game always starts with an obsession, so the threat of DS is always looming around the corner.

    2-Change the devout emblem system:

    -Each hook state counts as 0,5 point.

    -Hooking a different survivor from the previous one awards a bonus of 0,25 point. First hook also gets this bonus.

    -Kill, and DC counts as applying the remaining hooks consecutively. Ex: a killer with H:DH mori a survivor that was never hooked. They will get 0,75 (first stage) + 0,5 (second stage) + 0,5 (third stage) as if they hooked them in succession.

    -The last remaining point is awarded after reaching 9 hooks.

    3-Introduce a score event the counts the streak that starts on the first non-consecutive survivor hooks with increasing BP rewards for the killer and resets if the killer hooks the same survivor twice. Note the killer can still slug without penalty. If we learned something is that players would do anything for extra BP.

  • Once you go blight you kill baby Dwights.

  • They are indeed similar, but I don't think that is the path to go with legion.

    DW damage was removed bc during Frenzy legion is unavoidable. Pallets? Vault. Windows? Also vault. Running in circles? Spam M1 with no CD. There was basically nothing a survivor could do. Introducing laceration is just the same thing but instead of 4 hits as it was before, it will be 7.

  • Stealth is a perfectly valid way of playing the game but, from my personal experience, tends to be abused by SQ players. If everyone is hiding, the one who takes aggro is usually the injured guy who's bleeding and groaning.

    Also, people tend to stop what they're doing as soon as inside the killer's TR.

  • pre-nerf BL turned many places into infinites.

    ATM BL is bad bc in some maps it's almost impossible to activate.

  • Just wish those were implemented as a intermediate level tutorial

  • @Yords said:

    self care

    Best killer perk ATM

  • Wasn't MMR restricted for 24 hours? Did the devs turn it on again?

  • @Flippero said:

    The only problem for killer is that you need to know your 4 enemies not one

    Actually, the average SQ match is also a 1v4 :D

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2047960#Comment_2047960

    I mean billy with apex muffler literally has a oneshot. Same with oni with tinkerer i think? So wouldnt be to worried about a 110 being stealthy for 15 seconds.

    Good question. The aforementioned insta down high mobility killers are in fact quite dangerous, but Oni's lethality is constrained by audio clues when his power activates/deactivates and apex muffler BIlly still needs to maneuver over the map to reach and down the survivor. It's quite a display of skill.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2047915#Comment_2047915

    Honestly that could be her red when they do the addon rework "the lullaby is silent for anyone outside of the terror radius" kinda like billys.

    Dunno. If Huntress could creep up to people, she would have an easy time landing an M2 followed by an M1. I'd love to see a rework to her add-ons that included her lullaby tho.

  • Spine Chill is also good. Undetectable killers are the bane of no mither.

    If you plan on just being a gen jokey tho, I'd recommend:

    No Mither + Stakeout + Resilience/This is not Happening + something else.

  • New meta. Stealth Huntress.

  • image.png image.png

    Either would be great additions, my heart is set on the second.

  • It becomes adorable if you strap a pair of googly eyes.

  • Just play the game as normal. If you let them depip, they will do the same to someone with even less experience than you. If they pip of the match, that's good. They will find someone stronger who will put them in place.

  • Wholeheartedly support changing adept killer to 4k instead of merciless.

  • Just a piece of second-hand history, take it with a grain of salt as I was not there, just heard in streams.

    When DBD was young and many mechanics were not really sorted by the devs, the community was small enough so that many players played against and with each other repeatedly. Then the game started to mature and many discoveries were made such as looping pallets instead of just dropping and running (believe it, there were times killers would get mad in the forums if you looped a pallet). Infinites were discovered along with techs/strategies such as slugging, pallet vacuum, tunneling, etc.

    At that time, it became a general consensus in that small community to avoid using some strategies as not to ruin the other side as most knew each other, and that was fine for the time. Those were the survivor and killer rulebooks, developed by a tight group of people who knew and interacted frequently with each other. Survivors would avoid using infinites, killers would not tunnel, so on and so forth.

    As DBD grew into something more, so did its community. Maps are being reworked to remove exploitable structures and settings by the survivors, and the rulebooks are a mere historic artifact. Many new players have no idea of why the rulebooks exist or misinterpret rules that once guided a small group of players.

    The books are gone, play as you wish. Just don't take hatred for something that helped a small group of strangers have fun in a game that was once new.

  • Sure @Jack_TheJolteon. I'll trace a parallel to make it easier to explain, please read everything.

    Suppose that you need to attend a job interview that your friend arranged at his company. You arrange for your unemployed neighbor to take care of your kid so you can go to the interview days in advance as you can't find anyone else. 30 minutes before your interview is due, your neighbor cancels without an excuse and you miss the interview along with a life-changing opportunity.

    Now suppose, your neighbor knocks on your door after a few days, in a hurry asking for a ride downtown for an urgent matter that he cannot disclose. You have nothing to do ATM, but remember the job you lost and say NO.

    Neither you nor your neighbor had issues with each other before. You were just neighbors by chance, but now are stuck in a hostile cycle of retribution. Neither of you really knows why the other committed the first "######### move", but unless someone gives in both will keep escalating aggressions. Furthermore, both of you didn't commit a crime by pulling those moves, there are no laws that say "you should be nice".

    -------------------------------------------------------------------------------------------

    What I want to say with the scenario above is that the fact that your "######### move" was or not an act of righteous retribution or even justified at all doesn't mean you were less of an #########. If you're pulling "######### moves" accept the fact that you're an ######### and all of the Hostility that comes with it.

    Now back to the game, Slugging/Camping/Tunneling/Hookbombing/GenRushing are not against the terms of service, they won't get you banned, and are perfectly valid tactics. They are considered '######### moves' because people slug 4-5gens, Camp in the early/mid game, tunnel at 4-5 gens, hookbomb for stacks, or bring 4 toolboxes with BPN mostly because at least 1 person had their experience ruined. Not to mention how easy is it to transfer the sins of others into unaware bystanders. Who has never been BMed into oblivion only to equip an Iri Head or a Key for the next match?

    Pulling one of those moves as retribution just makes you a justified #########, an ######### nonetheless.

  • @Jack_TheJolteon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042972#Comment_2042972

    No

    Face the consquences of your own actions without putting the blame on someone else when you are the causer

    You're the one victim-blaming. Killers shouldn't be condemned for killing, survivors shouldn't be ostracised for trying to escape. If you as a Killer chose to tunnel/camp/slug then own up to your actions. The same way if you let your teammate die so you can finish a gen/hookbomb to save your own skin and escape. You did it because you wanted to win, not bc the other side was progressing the game too fast.

    If that's the way you want to play, that's fine. Those strategies exist in the game for a reason. But don't get mad and try to rationalize your conscious decision as a necessary evil. IMO, that is only a vicious cycle.

  • TLDR: "Everything is fine until it isn't. Then I'll do whatever it takes to win."

  • Gate spawns in most maps are a blessing or curse of RNGesus.

  • You're gonna smash your head against a wall trying to argue with killer main about the fairness of DH.

  • First time I saw this artwork:

    image.png

    I thought legion would play like twins play today. All 4 spawn in a match, but you can only control one at a time.

    Then I saw the video where Frank stabs David and I was: cool, we're gonna disguise as survivors.

    Then I saw the spotlight and it was running and stabbing and I was: ok, running and stabbing were in the previous trailer.

    Then I saw how miserable was the survivor experience and I was: whatever, he must be fun to play as.

    Then I saw that half of your gameplay was moonwalking and I was: sigh.

  • Oh yeah babe, hit me with that SQ punishment.

  • Haste effects stack. Is it possible you hit them during Spring Burst? Also, survivors at red ranks are more mindful of using Line of Sight against killers in general, especially against Nurse, and the chase is dependent on target vision.

  • yes, I think in the settings menu you can click on a tab to see match details.

  • @Bootlegmoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041124#Comment_2041124

    I think it depends who is in your swf. If you’re a brand new rank 20, you’re going to learn and pick up tricks quicker in your red rank swf pal is telling you

    Strictly to very new players, yes. But in the mid and higher ranges, SWFs usually make use of comms, and that not only provides valuable information but also frees perk slots from perks that would provide that info (mostly aura reading ones).

  • @Bootlegmoth said:

    Swf 100%. You could be best player in the world in solo queue, but if you get unreliable teammates you’ve lost. I’m swf, even the weakest person has a chance with communication and good team mates

    I don't think he is inquiring about outcomes, but player development.

    To that point, SQ is the best playground. Usually, SWF tends to become reliant on communication and playing to each other's strengths. It's fairly easy for a killer to notice who's the best one in chases and who's the gen jokey. In SQ you have to adapt to your team's weaknesses or lose the game. Often times the lack of team efficiency makes you think more about preserving communal resources and escaping is not always the result after pouring your best into the game.

    IMO SWF has it easy.

  • You post like Trump twitters. Shame!

  • Survivor. Mostly bc are more prone to slacking and self-amusement.

  • @fr0sty1223

    Survivor main here, hear me out. Until a few months ago I used to think that NOED was an unnecessary safety net for poor-performing killers, now I think the contrary. Some points:

    1-NOED is a reward for someone who played early and mid-game with only 3 perks and a well-deserved one. They could have Pop, Ruin, Haunted Grounds, but they have NOED.

    2-This game is already snowbally enough, and NOED is one of the few perks that counter that. These perks are polarizing in the sense that they are either powerful and controversial (DS, UB) bc they can be weaponized to ruin the other's experience or underpowered/underappreciated (Desperate Measures, Coup de Grace, Fire Up). NOED hits a fine spot for me. It is a powerful high-risk high-reward.

  • You trolling right?

    DS is already impactful enough to the point that the presence/absence of an obsession changes the course of the gameplay. No perk is supposed to have zero counterplay.

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