Avatar

madradfox

madradfox

About

Username
madradfox
Joined
Visits
198
Last Active

Comments

  • As a red-ranked survivor main and a Rank 20 killer, I find the Legion and the Wraith to be fantastic killers. I know this game and every map well enough from survivor POV to be able to decimate any new-ish survivor players.


    The Wraith...sorry the Bell Ghost, and the Legion allow me to mess around after finishing a given killer challenge while helping survivors get BPs and help them figure out game mechanics (flashlights especially, even I still aim them way too low because there is no way to learn it by practicing really).


    My greatest success thus far has been herding 2 survivors together during one single chase as the Bell Ghost into that same randomly closed off room in the meat plant, by constantly ringing the bell right behind them uncloaked. When they both realized they hit a dead-end (can't remember if it was a doorway or a vault into that empty tiny room with one exit that spawns sometimes at an end of a seemingly corridor) , going quiet, short pause - one bell ring - pause, rotating back and forth to illustrate my Ghostly disappointment, followed by turning my back on them - pause - full cloak, running away and restarting my bell ringing in another far off part of the map. No one died, and both survivors learnt the most valuable lesson regarding chases: the killer can never chase 2 survivors at the same time if the two survivors split up.


    The Legion is equally fun, because of their random rapid pallet vault skill, and the "harmless" attacks if his - well, actually I bought the specific female outfit so it would be her or better yet their technically - hook limit has been reached and you intend to let all 4 escape.

  • I won't get into the key discussion, I never bring them myself.


    However, why would OP - actually anyone who plays dbd - complain about maps? Whenever survivors - myself included - use maps, they almost never equip the aura-sensing add-on that enables it for the rest of the team. The beam add-on tends to be even more of a hindrance in my opinion because of the sound it makes.


    Also, killers should be happy about maps being brought in instead of keys, medkits and flashlights, as maps are literally the only item available that does not provide a semblance of a second-chance to survivors. Additionally, actively searching for totems with a map from the start is not optimal either in instances of red-ranked killers and survivors. I can't recall off the top of my head if the max default range is for a rainbow map is any different, but if both aura-extending stamp add-ons are equipped (going by the "everything stacks unless specifically stated that it doesn't" rule,) and using green map's range as base, the total aura range goes up to 28m.


    Running (walking/crouching would be even more time consuming) towards a totem 20 meters away specifically to cleanse it, without having a nearby generator to work on afterwards, is typically a sub-optimal early-game play. Do gens, stay on the move, engage the killer etc. you will not only help advance your primary goal but also sense way more auras this way.


    Whenever I bring a rainbow map - a thing I have not done in a very long time, possibly since the 5 cleansed totems challenge from the previous rift - my play is significantly sub-optimal because its hard not to force going for some of those totems that are oh so close to where I am. Nevertheless, killers should be happy about this behavior, instead of complaining.

  • Another point no one has mentioned yet, is that - at red ranks - as a survivor it is absolutely essential to engage the killer. You get horrendously penalized in terms of both bloodpoints and match points for strictly doing objectives. Engaging Bubba favors the killer, but engaging Bubba that has equipped perks specifically for basement play is automatic suicide.

    I cannot count how many times I actually managed both Iridescent Lightbringer and Unbroken only to end up with 12-13k bloodpoints at the end, because my interaction with the killer was minimal. Typically this scenario would unfold as such: you spawn in a far off corner of the map by yourself(like autowreckers for example), right next to a generator (ex. shed gen). If you jump right on it, and the killer does not get to you before the 45% mark, the gen is yours and you will get it done. Furthermore, if the killer is not nearby, you will likely not cross paths afterwards because they will either encounter another survivor on the way or already be moving in opposite directions/ towards another gen (ex. gen popped by a 2-3 other survivors). If you get to second closest generator and start working on it, half of the time another survivor will engage the killer in a chase in the meantime, often times allowing you to even finish that 2nd gen by yourself. (At this stage, with 3 gens done already you may have 215 lightbringer emblem points for gold, but only 2500 BPs earned). With 3 gens done, 4th likely about to pop as well, your hand is forced to start hunting the killer, to not blank out evader completely, and also diversion points for Iridescent Lightbringer. Getting hooked may cost you one point in Unbroken but that gets balanced out by Evader and LB bonus. It also tends to make your teammates content as it allows them to get a unnook/heal Benevolent points.


    Now, Bubba - in its current incarnation, and combined with Insidious et. al for Basement play - can move into the basement right at the start and stay there until someone comes by, because it is not possible for every survivor on a team of 4 red ranks to get enough lightbringer points for anything above gold: 4 single , 1 co-op repair always leaves at least one odd player out; they may try to get to another gen for points but they will be competing against a co-op gen with a head start. 5 totems may be up for grabs, but unless cleansed earlier, and NOED equipped there is a huge risk associated with not getting at least on one of the exit gates.


    So to sum it all up (and here I will assume that gens got shared somewhat evenly and everyone got Gold, even if there may often be one odd man out with only silver after 5 gens pop):

    3 (Lightbringer) + 4 (Unbroken) + 1 (Benevolent) + 0 (Evader) = 8

    Ranks 1-4 safety requirement = 9


    Now Bubba, sitting in the basement, knows that every survivor at red will de-pip across the board if they all simply escape. However, if they get just 1 of the 4 survivors to venture into the basement, they know they got them. It is not possible to escape Bubba that has 3 charges that has the benefit of moving/winding-up first (they will likely be standing still with Insidious, and because thats Bubba basement play). The basement hook will lead to a penalty in Benevolent preventing safety even for purple ranks, and this cycle can doom all 4 survivors if the first hooked survivor does not just cut the cord, when the situation calls for it.

    If this type of killer behavior is not a form of holding the game hostage, then I don't know what is. One simple mechanic would be to allow for Benevolent points for every survivor that happens to still be alive when the exit gates are open. Adding +5 Benevolent points for every survivor would get you just enough for Silver but not enough for Gold Benevolent, allowing for safety for survivors, and a massive, massive penalty to every killer attempting this tactic.

  • In the days of my youth, we had World Peace but he ended up being so Metta that he didnt think it was fair to other players so changed earlier this year.

  • @Liddy said:

    You should try The Game map. When someone is being chased, be on the floor right above or below them and follow them around. This is how I got it done. It's pretty easy because the killer won't suddenly start chasing you and you're close enough for it to count.

    I was a little inebriatited when I posted the thread so I will try to provide more details with regards to my build.

    Perks: Kinder, UE, SpineChill are a must, the 4th one was Q&Q sometimes, and Lithe on others for the max escape to reset the counter.


    The biggest problem here is the constant 10 meter range, because I am not sure when it stops counting down from the necessary 60 seconds.

    My main question is : what does getting spotted/discovered actually mean with regards to this challenge?

  • Jane Romero so mighty mighty she should not be allowed to use Sprint Burst, or any other haste based perks, but instead there should be one extra perk slot reserved for her badonkadonk.

    Perk aggitation should not only not work on Jane, but anytime she is carried by any killer, that killer should suffer from hindered . Let's be honest:

    That lady's stacked and that's a fact... .and even Bubba/Myers is gonna get held back (if they have to carry her)

  • @MeatBycicle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1542023#Comment_1542023

    LOL! DS x4, Borrowed Time, and SWF is all easy to play around, got it.

    Also you wont get 32k for tunneling, you will get very little points. You will lose out on a lot of hunting, deviousness and brutality points if all you do is tunnel the person right off the hook.

    Can you please explain how tunneling might be the cause of someone getting very little points? It keeps chases short, causing quicker hook kills. Every time a hook rescue is required it pulls another survivor off a generator. Every time a survivor gets hooked BBQ activates.

    Tunneling is annoying but to suggest it doesn't offer multiple advantages at a rather small cost is silly.

  • @leyzyman said:

    But PC players are also terrible

    Can we all agree that we both suck and move on, instead of having this stupid dick-measuring contest about it?

    Let's just all suck together as one...

    That didn't come out right.

    You are right. The team that sucks together, comes together...out the exit gates. Altruism +1

  • Hag's Mint Rug is extremely strong, giving her godlike map traversal powers. So is the Clowns iri potion that automatically causes Exposed on top of the slowdown. They are certainly not gimmicks.

  • Whatever the killer happens to be, you gotta remember he has to have 3 teachable perks, and the same goes for the accompanying survivor.


    At this stage, the only way to make that happen is to really introduce at least one new mechanism into the game. Otherwise both the killer and the survivor will be stepping on other perk's shoes so to speak

  • This strategy is incredibly hard to counter as a team.

    If you happen to be the first person that ends up on the hook in the basement , you should just accept your fate but you still should extend the hook timer for the whole duration, and not DC .

    I always , ALWAYS bring Kindred for a reason. It helps me, but it protects YOU! You even get a nice final killer aura reveal (because of their impatience) as my body is getting raised up by evil angels to the upside-down hell. Use that! Splitting 5 gens across 3 survivors, and escaping might get you safety even with blanking Benevolent.


    However, I do believe that giving Bubba addons that effectively further increase both his movement speed and dash duration is highly questionable at best. Even without these addons, his presence downstairs effectively makes it impossible to escape the basement in its current form. It is not uncommon to see Bubba lap the escaping survivor duo on the stairs and block/mow both down with his 3 available charges. This particular situation does not seem to have been thoroughly examined and/or worked out by the BVHR team.

  • Happened to me for the first time last night.

    I started holding W and spinning as quickly as I could and then , I don't know how and I don't know why, but I actually managed to remain stuck.


    ....I did start shimmering though, and by the end of the collapse managed to make three crow friends. Apparently the killer could not really see me either, even with the crows.

  • Ok, clearly someone is extrapolating individual instances to create their own general belief of what is actually happening. Let's look at the actual math, shall we:

    dbd-chances.png
    No Plunderer's Instinct (assuming item selection precedes rarity)
    • Your chance of finding a key is 7%, i.e. 7 keys per 100 , or better yet. 1 key per 14.3 chests
    • Only 3 chests spawn in each trial (one of them being a basement chest)
    • Hence 1 key will be found every 4.8 trials, if all 3 chests get searched.
    • You need at least a purple key to open the hatch
    • If the breakdown of possible rarities is 16%, 5%, and 2% across all possibilities, yet keys can only be green, purple or red then if the same odds propagate they become:
      • ~69% Green
      • ~22% Purple
      • ~9% Red

    Conclusion: you have about 2.2% chance of finding a purple or red key in every chest you search, or if you search all 3 chests in every trials then it will happen in 1 out of every 16 trials.


    No Plunderer's Instinct (rarity before item)
    • You need either Purple or Red, but the number of available items at each level varies
    • You have 5% of getting purple, and purple item range consists of : 1 flashlight, 2 toolboxes, 1 medkit, 1 key
      • Best case scenario: you have a 1 out of 5 chance of getting a purple key i.e 20%
      • Worst case scenario: the above item chances also propagate after the rarity is selected, with both medkits and toolboxes given significant priority that far exceeds the propability for a key

    Nevertheless, even assuming 1/5 chance as far as items, you get 5% for purple and then 20% afterwards for a total of 1% for a purple key.

    • You also have a 2% chance of getting a red item, and only red items are 1 key and 1 map
    • Here your worst case scenario would be 50% red key, but its possible keys get some priority over maps

    So the total chance given ultra-rare rarity is at the very least 1% red key

    For a total of at about 2% to get a purple of red key if rarity plays a role before item. Again approximately 1 out of every 16 trials.


    Plunderer's Instinct
    • Item before rarity gives approximately 9.5% chance of finding a purple or red key in every chest searched, or about 26% per trial if all 3 chests are searched by the survivor with Instinct. I.e. 1 in every 4 trials with PI
    • Rarity before item: if there is no item preference and each has the same probability once the algorithm selects rarity, then the total for purple and red key could be as high as about 13% per chest or approximately ~34% for 3 chests searched I.e. 1 in every 3 trials (9 chests searched ) with PI


    Conclusion being, unless there is a problem with my math above, no one cares about your anecdotal experience. Suggesting that 1 out of 16 trials (if all 3 chests searched by you) might yield you a purple or red key is something comparable to Mori is ridiculous. Even looking at the odds with Plunderer's Instinct makes the situation trivial, because if its a case of a survivor equipping a perk then killers can proceed accordingly and equip an item-limiting perk of their own.

  • If you are suggesting that the Spirit is the most balanced killer, then you are also implying that some killers are overpowered in comparison to survivors and some are underpowered.


    Balance implies an equal number of advantages and disadvantages. Most people are aware of Spirit's advantages. Can you list the Spirit's disadvantages that lead you to this most balanced conclusion?

  • What's even worse is when these screams of pleasure happen to be immediately followed by the struggle phase on the hook and the only sound coming out of your room is the vigorous tapping on the space bar.....with the long, winded "FFFUUU...!@#!@#" at the end when it was all for naught and you don't get rescued.

  • It all depends on how you define winning.....


    You have to remember that these streamers, who play as killers and actually put in 60 hours a week have their own private killer to worry about. Its name is diabetes. In many cases they already have gained enough experience to put it at Level Tw...I mean Type 2......and this particular killer happens to be very real, its terror radius is not measured in meters but in pounds (or kilograms)....of consumed snacks and fast food, its hindered status cannot be healed away, and eventually you eventually every day will start with automatic exhausted status.


    My point being: don't ever measure your performance in anything - be it a sport, career, or a video game - against people that literally sacrifice the rest of their available time/lifespan in order to excel at any one particular thing.

  • Yes, matchmaking is certainly in need of optimization but I don't know.....something tells me you went really, really, REALLY hard on them too.


    After 1394 hours played I know one thing for certain, there is no way for any killer to keep all 4 playing survivors below 6K bloodpoints without some insane tunneling, slugging, passive camping and every other questionable trick in the book.


    You getting only 17,371 points in a 4K win tells the additional story and how this match most likely went down.

  • I don't know about the Clown being a true D tier killer.


    I have great respect for The Clown, especially clown mains at red-ranks. A skilled clown can end any chase/loop in less than 15 seconds.


    However, in my case and ever since 4.1.0 , every time I get hit with his tonic, my fps drops by 10-15 fps. If he throws a couple in a sequence in the middle of our chase, my fps counter drops to mid 10s on certain maps.

  • It doesn't matter if you believe it. What matters is if it happened. Videos in the past have shown that this is very possible. It doesn't matter if the Killer is good or bad. If the Survivors refuse to make an effort toward escaping the trial and are forcing the Killer to spend a super long time looking for them, that is reportable.


    With 3 poorly placed generators left, and 2 survivors remaining, the action that is the most likely to lead to your own escape is to hide until the other survivor goes down, and the hatch opens up. This is a type of prisoner's dilemma where showing yourself to the killer only benefits the killer 100% of the time, and in most instances the other survivor as well. The only other rational play is to purposely show yourself to the killer in order to actively lead him to the other survivor's hiding place.

    I am yet to see a single link to a developer's statement or their quote in this thread that clearly states that using stealth in a 3gen- 2srv situation for as long as necessary is in fact illegal. In the above situation clearly one of them was able to escape, so this strategy was not pointless. No one walked away from the keyboard, no one held the game hostage.


    In fact the developers have already put a fix into DBD: the crows eventually start circling above your head and making distinct noises to give away your location if you don't actively work on an objective for a set span of time.

  • The most valuable thing of all: my time.


    It is extremaly dissappointing to feel like you are playing really well only for the screen to go dark all of a sudden and miss your pip because of being short by 1-2 emblem points in lightbringer, benevolent, or evader.


    I don't understand why survivors don't get automatic iridenscent Lightbringer boost when the killer disconnects. After all, the screen says "Survived" and unless there is a 4th exit gate somewhere that has nothing to do with generators that I am not familiar with, if survivors escape the corresponding number of generators needed for hatch unlock should be awarded to remaining survivors when there is a killer disconnect.

  • On certain maps - like Haddonfield - you cant see other player auras, or even hooked survivor auras at all, unless you happen to be in the right spot.

  • Are you suggesting that because you are rank 19, it would have been more fair for you to go up against rank 18-20 survivors?


    Have you looked at your:

    1. Perks
    2. Killer Level
    3. Player Level


    You look like a player who has leveled up his killer to max level, three out of four perks are at III, and has clearly played enough DBD to know enough about the game mechanics to not make it fair to survivors at 18-20, the same way leveled up survivors playing at 18-20 should not be matched with a new rank 20 killer.


    Perhaps devs are trying to teach you a valuable lesson in humility.

    1. Operation Health - yes, thats always a good idea.
    2. Toxicity- ever head the expression "blood from a stone"? You cannot blame devs for the behavior of killers and survivors . "Barking up the wrong tree" is another good one. In comparison, if you can recall the level of toxicity in the days of games like Modern Warfare, the level found in DBD these days would be pretty safe to drink
    3. Communication - it has been pretty great in my experience. I have now reported multiple bugs in the game, and every time I got multiple responses from the QA team etc.


  • As a survivor main, the only way this type of trade off is fair is if you give us an exact indication when totems are cleansed by other survivors, and how many totems are left to cleanse.



    You get 5 of them, it only takes 1 hard to find totem for you to still keep your NOED.

    Use multiple hex perks i.e. Ruin,NOED, HG/DH/Retribution....

    Have you tried finding and cleansing all 5 totems on the new Silent Hill map?

    I couldn't tell you how many red-ranked killers I have gone against.....dozens of them slaughtered us for 4K, not by asking for survivor nerfs, not by asking for killer buffs, but simply by taking advantage of every mistake we made, and not falling for any common moves. I cannot recall the last time I went against a red-ranked killer who used NOED....very little happens once 5 gens pop and either the remaining survivors escape, or they don't.


    Honestly, I wish every killer would bring NOED....they'd lose a perk slot. NOED can only punish lazy survivors, its hardly a magic bullet. Only Deathslinger can possibly extend its efficacy, by harpooning and dragging survivors away from their guaranteed escapes after the timer starts...and combining that with BW could make for interesting builds.....but I am guessing no killer wants to waste this many perk slots for an endgame strategy, amirite?

  • Depends on how you cook it.....

  • But the ultra rare key is a misnomer....the only ultra rare bloodweb item is BPS.


    Also, I already have 15 event medkits and 3 flashlights from the web so I have no idea what your issue is exactly...in other words, t instructions are unclear, $@#% stuck in blender.

  • @[Deleted User] said:

    That's super toxic imo. I don't want to be in a prisoners dilemma with 80% of you greedy bastards.

    If the argument is that a killer is justified in using shady tactics to secure kills, where do you draw the line? Is it fine for a killer who gets off to a bad start to body block a survivor in a corner until they either DC or get sacrificed in the endgame collapse? If it's possible in the game, sure, you're within your rights to do it. In many of these situations, sure, survivors could have been more careful. That doesn't change the fact that it's just the killer being a dick.

    Some of my favorite moments in this game have been interactions with friendly killers. There was a Bubba just a few days ago that just gave up on chasing us and was just standing in the middle of the street on Haddonfield after getting destroyed for five gens, so my buddies and I decided to walk up to him, drop our items, and slowly nod at him until the endgame collapse killed us. The guy was super confused and happy in the postgame chat, like he was clearly feeling bad about how the game had gone, but we cheered him up at the end. Behavior like this just makes it less likely that positive moments like that are going to happen and increases resentment between killers and survivors. In other words, it's toxic.

    Justify it away as "killers gonna kill", but we're all humans here. In life, if an enemy shows you some goodwill, you pretend to show goodwill back, and then abruptly drop the act and stand on their throat (or murder them with a chainsaw), you are probably a piece of garbage. Could they have avoided getting put in that position? Yeah, but they're not the dick here and that doesn't make what you did okay. It's the same for toxic Bubbas in DBD.


    Is it fine for a killer who gets off to a bad start to body block a survivor in a corner?

    1. First of all, getting body blocked by a killer in a corner is on that survivor. Given the many different aura revealing perks killers have, hiding in any spot without a 2nd exit - be it a gap between garbage piles or a locker - is a huge risk. Similarly, there are inherent risks to doing 1-man gens in places like 2nd floor Hawkings etc. No survivor in their right mind would ever go into that room during a chase, and survivors who stay in those rooms when the TR is getting louder and louder cannot be described as either good solo stealth-oriented survivors or good team-oriented survivors.
    2. Secondly, any survivor who happens to already have banked Silver Lightbringer emblem, getting Iridescent Evader for the cost of Silver Unbroken would be a great trade off.
    3. Being at less than 5m of the killer, while the rest of my teams do gens? I wish I could get this lucky every game. If I already have my solo generator, my teammates doing the other 4 while I am in a chase, followed by exit gate opening will guarantee me 270 points needed for Iridescent Lightbringer.
    4. Gens get done, killer still hasnt given up on blocking? Even better, since my survivor icon will show me in a chase, my teammates will eventually look for me and the killer. Killer's dilemma: step away, and free the blocked survivor or give the other survivors Iridescent Evader Emblems.
    5. Some killers, who lose their cool and hit another survivor, will just give them a chance to upgrade their Benevolent Emblem through healing each other.
    6. If the killer steps away to chase the other survivor, the body block dissipates and I will be free from my temporary prison.
    7. If the killer hits me, then I can pass through their body block as well.
    8. No killer can keep me there forever , as he cannot body block 3 other survivors at the same time withtout some insane FUBAR situation that would require another survivor to act in concert with the killer. The killer cannot stop the endgame collapse either once a gate opens.

    Ultimately, no killer can make a mountain out of a molehill with one sacrifice and this killer will de-pip, while the blocked survivor will at the very least get a safety in terms of match points, allowing purple and lower ranks to earn a pip. The rest of the team will make out even better, with Iridescent Unbroken, Gold-Iridescent Lightbringer emblems, easy Iridescent Evader Emblems, and If the kliller hits any of them they will potentially get Silver or better Benevolent emblems, for 2 pips.

    What you describe is not a pro-killer but a pro-survivor strategy. At a certain point, if I happened to be this blocked survivor, I would be able to simply go AFK and do something else (take out the trash, make dinner, feed the cat etc. ) knowing that my team has gotten their pip, and my match points have gotten banked already and will simply be there when I come back to the keyboard. Any killer who feels like body-blocking me in a corner for an extended period of time is welcome to do so. All it will accomplish is turn me into a God-like looper as far as the Entity is concerned.


    There was a Bubba just a few days ago that just gave up on chasing us and was just standing in the middle of the street on Haddonfield after getting destroyed for five gens, so my buddies and I decided to walk up to him, drop our items, and slowly nod at him until the endgame collapse killed us.


    Your situation, as you have described it, is way more toxic of a behavior, than what I described in the original post as well as your previous body block argument. In your case, your description implies a match that featured a group of SWF survivors against a killer, who apparently was not toxic in any way but actually tried for the entire time it took to repair all 5 gens, in spite of being put in a hugely disadvantageous position from the start. He may have even realized something was off with regards to survivor's team communication, and simply decided to go AFK specifically because of it.


    The guy was super confused and happy in the postgame chat, like he was clearly feeling bad about how the game had gone, but we cheered him up at the end.

    Why you all decided to hang around till the end of the collapse timer, and sacrifice yourself is not a topic I wish to personally understand. However, I can certainly tell you that the vast majority of players would take no pleasure in either your teams' late game antics, nor the final result. Killers need to prevent generators/gates from getting done, get successful hits after short chases, and most importantly actually down and hook survivors. Hence why real farming matches tend to be quid-pro-quo situations. Killers get hooks/hits, break pallets, damage generators , while allowing repairs, stuns and heals. Everyone contributes some share of their post-game emblems (survivors miss out on Iri Unbroken etc. ), but effective rewards are way higher across the board.


    Nothing about your match implies this was a game against a friendly killer. Nothing your killer did indicates he may have acted friendly towards you and the rest of your team, or that there was any type of a communication/interaction that may have implied a farming situation. Everything the killer did at the end implies they simply got fed up.

    Even then, you literally wasted even more of this player's time: first by putting him at a tremendous disadvantage playing in an SWF match as Leatherface, blowing through all the generators, and finally by making him stay in the match till the very end of the collapse timer for virtually nothing in return in terms of either Emblems or Bloodpoints, instead of simply letting him move on to his next, real game.

    Justify it away as "killers gonna kill", but we're all humans here. In life, if an enemy shows you some goodwill, you pretend to show goodwill back, and then abruptly drop the act and stand on their throat (or murder them with a chainsaw), you are probably a piece of garbage. 

    You, and your 3 other teammates deprived your killer of a chance to earn both match points for emblems, and bloodpoints to spend on their bloodweb upgrades. On top of that, with killer wait times being much much longer than survivors , you wasted that player's time by playing SWF and then extending the endgame even further.

    You bullied this killer and the player controlling him for your own, and your friends' personal amusement. How can you ever call out another player's behavior and call them a piece of garbage?

  • Every day, I show up on time, start working right away, pay my dues and put in my time, yet have to do deal with this constant distraction.


    We used to be the backbone of every business, but the current world has no respect or compassion for us blue-collar workers anymore. No matter how much time, blood, sweat and tears we pour into every shift, more often than not our coworkers leave us hanging when the push comes to shove.


    How is someone suppose to get a promotion in this type of work environment with this constant back-stabbing?



    ..and don't even get me started on the complete lack of safety standards. Half the people can't afford even the most basic personal protective equipment, making medical costs our largest expense. The management is so stingy that they actually expect us to provide first-aid to each other in case of emergency. It's a miracle no one has reported us to OSHA.

  • Thanks.It actually does, because using This is not Happening did not even cross my mind. I always bring Iron Will, and combining that with TINH and Resilience, might actually make for an interesting build.


    The biggest challenge to TINH is getting that first injured status I guess. Taking a protection hit works well for it, but it takes you away from doing something actually helpful. The bonuses from TINH and Resilience alone do not seem to balance out the value of an extra health state, but I would actually have to run it I guess to see if getting nothing but great skill checks makes big enough of a difference.


    Equipping TINH, Resilience , and Iron Will would only leave 1 perk slot, and I would have to choose between Spine Chill (along with Iron Will its one of the best perks in DBD), Kindred (which I always bring, now more for my own sake so I have a higher chance of getting rescued) and Self-Care (which would work perfectly with the other 3, allowing me to heal to 99% to get the bonuses, and heal at the last second for a full state when needed)


    • Does TINH help with the "snap out of it" skillchecks as well?

    I am terrible with flashlight to a point that I don't even pick the purple ones up, but the rift challenges have forced me to bring them. This is how bad I am: trying to get 8 flashlight stuns, my main character started with 11 Purple 12 Green and 40 Yellow . Right now I have 3/8 stuns, and am down to 2 purple 7 Green and 39 Yellow. I wasted (mostly just dropped when empty) at least 15 flashlights to get 3 stuns, and at least 1 of those stuns was gifted to me by a nice killer). As bad as I am with the flashlights, I got plenty of experience against different killers, and one thing I noticed is that:

    • a lot of Doctors seem to be wierdly aftraid of flashlights, more so than other killers (except for maybe Nurses, even Wraiths catch on right away that I have no idea how or when I am aiming it right ). I have had doctors walk really far back , even turn around completely, and I cannot seem to figure out why. Worst case scenario, they get blinded like every other killer, as Lightburn doesnt apply to them. Also I assumed they can just interrupt my flashlight use with shock/blast. Are they more prone to getting blinded, when using those powers, kind of like how killers can be blinded when breaking pallets?
  • By some killers, constantly. It happens so often that I questioned if it was a built in mechanic with the new patches. However, there is no question that certain pallets are crazy unsafe and getting them to stun takes more luck than skill.



    Nevertheless, I still seem to go for them time and time again.

  • I just wanted to add one last option: you can all crawl out through the exit gate, if you all get downed in the exit area. It can actually happen with Bubba (and to a lesser extent with a slugging Billy), and makes for one cool outro cinematic.

  • I would recommend using both Kindred and Dead Sense until you get comfortable enough to drop them. Seeing the killer's aura will not only make you live longer, but will also let you concentrate on both learning proper map traversal and completing trial objectives .

  • Keep in mind that

    • Dead Hard is only usable when injured,and in most instances only to slightly extend the distance between you and the killer. I honestly cannot even be certain if Dead Hard in its current incarnation is actually even still capable of the no-damage dash that it purports to allow. It is incredibly difficult to pul off (l have not once, ever) successfully, not to mention on a continuous basis to make it truly effective.
    • Sprint Burst, as someone above already mentioned, becomes the most useful, not when used strictly for those daring escapes, but to propel a survivor you from one interaction to the next. Always try to take advantage of the timer the action you are planning to move towards will offer you. Generator repair, token cleaning, chest searching, and healing will typically replenish your Sprint Burst timer sufficiently enough to have it ready for your next move. (On the other hand, using the Sprint right after unhooking another player, is not only less than optimal but will often make you look like a jerk, if you approach so slow that the killer happens to come back and cause an unsafe unhook)


    Sprint Burst is not exactly a chase perk, like Dead Hard. There are two other perks that fall somewhere in between SB and DH, namely Lithe and Balanced Landing. Lithe is pretty fantastic as it allows you to still run without suffering from exhaustion and keep haste in your back pocket if need be. You can even wait until you actually get injured to use it (or even have it kick in as you are getting injured across a vault).

  • All I want to say is that the name is Styptic Agent not Septic Agent. We really do not want any DBD players, who plan to go into any medical field to ever confuse the two as:


    • A Septic Agent is something that is Bad. Sepsis (septic adj.) defines a widespread immune-resistant infection, leading to eventual abrupt cascading or simultaneous failure of multiple organs (septic shock.
    • A Styptic Agent is something that is Good (other than individuals that are predisposed to thrombosis). Styptic (from Greek stuptikos  ‘to contract’ ) agents are anti-hemorrhaging substances that contract tissue around ruptured blood vessels to prevent further blood loss.


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


    Few additional tidbit of medical information:

    Topical styptic agents in the powdered form (like the Styptic Agent) are considered the far more effective option than those that can be administered intravenously (the Anti-hemorrhaging Syringe) with a syringe in cases of profuse bleeding, as they can be applied immediately to treat injuries in combat situations. While there are several types of intravenous anti-hemorrhaging agents used for cases of massive blood loss and hemorrhages they all suffer from very similar contraints on their efficacy. These are typically based on whats known as coagulation factors - essential proteins in our bodies responsible for the process of coagulation, like proconventin (Factor VII) or AHF (Factor VIII), an essential protein responsible for anti-hemophiliac clotting.

    1. Factor VIII (brand name Advate) has to be: 1. carefully pre-mixed with sterile injectable solution (water in many cases) right before administration injected very slowly into the vein 3. re-administered multiple times, or even continously depending on the severity of the patients hemophilia. It is also not meant for traumatic injury cases.
    2. Factor VIIa ( (brand name NovoSeven ), in its recombinant form (rFVIIa) would be closer to what the is based on.
      1. While this type is the faster acting (still needs to be premixed, slowly injected ) one and utilized by many military hospitals - especially in hostile areas as was the case during both Afghanistan and Iraq wars - it is also and virtually everyone from researchers, medical experts and the manufacturers themselves makes it very clear that it is what's known as a treatment of the last resort and should only be considered when everything else has failed or past the point of efficacy.
      2. The medication is also very,very, VERY expensive, costing approximately $15,000 per dose for a 200 lbs. male, (and that is wholesale, hospital charge to patient/insurance would in most instances be $50,000 - $100,000 range, depending on weight etc.)
      3. Military use obviously does not fall under any FDA jurisdiction, which only allows - well actually allowed as in April of this year FDA approved Sevenfact for additional types of hemophilia - rFVIIa for one very specific form of hemophilia affecting less than 3000 people in the entire US. Consequently rFVIIa agents were widely used to treat life-threatening injuries of soldiers involving substantial blood loss , by the military hospital doctors during both OEF and OIF. It likely saved hundreds of lives, but it also lead to deaths from multiple clot-based strokes, heart attacks and pulmonary embolisms in young people without underlying conditions where these things are a medical rarity. One of the likely reasons was that its use was too broad, likely administered by doctors without sufficient experience with rFVIIa, and for cases that did not actually warrant the administration of rFVIIa.
    3. However, the are also antifibrolitics (which while having a very similar function of stopping blood loss, their mechanism is different and hence they are not antihemorrhagics) like Tranexamic acid. These are effective, and there are some available in OTC tablet form for non-critical bleeding (typically menstual bleeding). However, these also require a slow administration, and typically first a loading dose , followed by slow infusion.


    For those of you who skipped to the end of the above:

    In any setting where hemorrhaging wounds are common and rapid emergency wound closure is paramount, topical Styptic Agents in powdered form (DBD's purple vial) are the most effective type of agents which can be both rapidly administered and provide immediate benefit..The currently available ones in an IV form that can be put in a syringe (like the Anti-hemorrhaging Syringe is meant to portray) all take time time to prepare, have to be injected slowly over a period of time (preferably in a sterile hospital setting) and most importantly are reserved for the most critical of cases as some of them can kill you. In a real world setting, the Anti-hemorrhaging Syringe (filled with either an antifibrolitic or antihemorrhagic solution that was already premixed way in advanced, and rapidly injected all at once) would represent a murder weapon, as no such thing exists.

    What does exist, and how it could actually be implemented within the context of DBD is to have the Syringe work as follows:

    • Instead of the 16s timer to kick in, make the survivor equipped with it to has to spend 15 seconds (or maybe 10sec + skill check) preparing it.
    • The completed syringe then has to be applied within 20 seconds, afterwards if not used it disintegrates.
    • The injection process takes 2.5 sec (the same as sabotage) but the timer is sufficient to stop both survivors in order to apply it
    • Afterwards the survivor injected with it gets healed instantaneously.

    This would make more sense both in terms of how these things actually work, as well as create a new important mechanism within the games: you would need to prepare the syringe either close to the hook (with the newly added, failed skill check now putting two survivors at potential risk of death, at a price of rapid heal if the survivor succeeds), or start running right after preparing it further away. There are even other options like repurposing the syringe to only usable for knocked down survivors, allowing the heal to injured to occur within 2.5 sec with a 4 sec endurance effect Just not what it is right now, as the purple medkit with proper addons neither takes 16 seconds to heal others, nor depletes medkit on use.


    The main point being: insta-heals are idiotic. They don't exist in real-life, and to those of you ready to say that games need not imitate life, in horror movies they are already primarily reserved for killers. I am a sruvivor main, and the last thing I want is these things back in the game. At the same time, both the Syringe and the Agent in their current form are practically useless. If I don't make it known in the lobby that I am carrying a syringe, I will never get that basement survivor to stick around long enough for me to apply the syringe (if they happen to also have Sprint Burst on top of it, its best to not even try), and even if I somehow cut them off down the line, having the 16 second delay kick in makes the whole thing useless. Finally (and this is by far the most critical thing in need of fixing), not providing any type of a notification to other players about the syringe has now caused me to die prematurely in 2 different trials when it looked like I was trolling when trying to wave them over after moving away from a coop heal action.

  • @Dead_by_Gadfly said:

    Wait really? I do that all the time. If you max your bps out at the 1 million mark youll zero it ouy almost everytime

    I did not see that coming....

    Honestly never waited with BPs to hit 1 million. I spend them as I wait for matches.

  • Killing Floor 1 is in my Top 5 games of all time. I've had KF1 since early 2010(it come out in 09 I think) and dont know how many hours I got in that one but its gotta be in the thousands, if not tens of thousands. KF1 was so, so much better than both L4D1&2 and/or any Zombie mode in COD games, mainly because there were no silly gimmicks. You had your class, you had your weapons, you had your enemies, and you had your bosses and thats it.....it might seem simple, but there is no other feeling on this planet like standing your ground on top of a stairwell, or in a narrow corridor with your teammates and hearing "Fleshpound Incoming! may need help.....help.....HELP!!!"


    KF2 was great as well, but it was much heavier on the GPU and there was a huge benefit gained from simply grinding up the levels. In KF2 there were very few levels for classes and each higher one required practically an exponential effort/kills over the previous one.

  • @DwightOP said:

    I can do a tutorial, I found new ways to make dbd playable on machines below minimum requirements

    Can you provide more info with regards to what you mean by:

    1. Minimum Requirements - do you mean systems that are equipped with GPUs that do not allow DX Feature Level 11.0?
    2. Playable - if the game can become "run-able" on systems with specs below minimum requirements, what performance can realistically be achieved.


    FWIW, this game suffers massively in terms of performance from the fact that it utilizes so many different graphical development suites (as per the following interview with BHVR developers) , all ultimately imported into the production context of Unreal Engine 4 that came out in 2014. Given the release of DBD in 2016, the development must have started pretty much right after the engine's release. Optimization of performance is a daunting task for well-established engines, but doing the same with mew engine, while using multiple graphical suites can produce a massive bottleneck in terms of a given game's performance on systems other than those on the high end upon release.

  • I am a solo survivor and I am equally tired of SWF as the OP. Whenever I end up in a game with 2 - or worse yet, 3 - other players running SWF, I feel equally as dejected as when I see a secret offering at the start. SWF steals 90% of this game's magic, as well as goes against virtually all horror movie tropes that DBD is based on, one way or the other ( Halloween would have turned out to be a very different movie if a group of concerned citizens of Haddonfield banded together and hunted Mike Myers down instead)

    I always bring Kindred, with every single character even if I only have it at one. For solo survivors, it tends to be as essential as Sprint Burst or Self-Care. While the benefit of seeing the killer close to the hook is nice, and having the same shown to others when it is you that is hanging, the far more important benefit is seeing what and where all other survivors are when you are not the one on the hook.

    Seeing the others behavior during this particular stage of the match tends to usually reveal if some of them happen to be running SWF, (nevertheless, it still needs the post-match confirmation of seeing their equipped perks). Unless other survivors also happen to be using Kindred , there is no way for any random group of solo survivors to ever be this coordinated duriing the hooked phase, as there is no real way for players to signal to each other built into the game, aside from waving your arms while on the hook to signal killer's proximity.

    As a solo survivor equipped with Kindred you end up with a particular POV. Some of the action switching between the other survivors in different corners of the map is simply surreal, as it is both outside of Bond distance and occurs before Empathy can possibly kick in given health states. Knowing where the person is hooked only provides a point of reference for the killer's previous location but without additional perks survivors know nothing about the killer's path. The only ones that have any such info are those equipped with Kinded, and the survivor currently on the hook. Eventually, more information can get revealed to those survivors equipped with Bond/Empathy/Dark Sense . but only Kindred provides this unequivocal knowledge with regards to the direction the killer takes off in after hooking a survivor.

  • @starkiller1286 said:

    Since you are on items and not offerings we cant tell if you have 1 or 100 streamers.

    Anyway everyone hordes them to use with their friends or in a bloodhunt since it feels like whenever either side uses them the other side tries to rush the game to its end so no one can benefit from it.

    Obviously 1 - single - Bloody Party Streamer.

    DBD - offerings.jpg DBD-addons.jpg


  • Candyman is about a dozen times more infamous among horror fans than Pyramid Head. What makes Pyramid Head's case even worse is that he wasn't even in the first Silent Hill game.

  • @DelsKibara said:

    I'm gonna vote for none of them because they all were relatively easy to get. Even Dark Senses can be done in one try if you focus entirely on generators.

    What other options are there?


    Honestly, the 2 hatches wtih 2 keys took me a while but it was doable in the end, once I simply selected it and stopped focusing so much on it. Had to show up with a key for the first hatch, but the second happened randomly when I found a purple key and a killer - running with mori on top of it, who was very intent on getting 4k - that ran and closed the hatch first thing after the 3rd kill.


    As far as Six Feet Under, one important aspect to realize about it is that it does not require you to equip something idiotic or use a specific killer i.e. you do not lose a perk slot or get locked into a killer power not tailored to the task. In addition, you can pick that particular challenge and if it happens, it happens so to speak, but with Dark Senses you are locked into having that specific Dark Sense perk equipped.

  • I picked the wrong option....


    The first NOES, TCM and Halloween are classics of horror cinema. My pick is the first NOES as it is still the only movie that actually scared me when I was a kid. I didnt sleep for 2 full nights.

  • Yes. Sadly, for every one Jack Merridew there are typically nine Scut Farkuses.


    I am a survivor main, but whenever I play as killer for a daily/archive at level 18-20 against survivors anywhere between 13-20, I witness some....some ungodly things.

    It's really mindboggling to see maneuvers that yield no discernable benefit; I have actually stopped mid-chase on occasion in disbelief.


    Any competent killer - for the record I am not one of those....Put me in a Hillbilly and when his chainsaw goes off, I might as well close my eyes and let Jesus take the wheel - not to mention a truly skilled one will take advantage of these moves every single time.


    I have not even began to grasp the ultimate purpose of their long-game. For me, playing against a real skilled Trapper, Pig, Legion and a couple of others can very often elevate this game to something on par with a great chess match. You can have everything going well for your team in one minute and then have the whole map go FUBAR in the next one.


    These types of sudden game-altering moments in chess are not always a result of "blunders" , but sometimes they happen to be one of those very rare "brilliances" . The aforementioned bullies don't aspire to the latter, they don't even aspire to the former. Analogously, they are like a chess player showing up out of nowhere wearing a neon cape. who proceeds to kick over the chessboard, eats two of the pawns, sticks the rooks up his nostrils and pretends to mount the knight's horse and ride off into the sunset while running around screaming "EZ GGS "

    I mean throwing every possible social norm can be artistic, even cathartic but they cannot possibly derive enough enjoyment from these singular mental/psychological "victories" to so diligently continue their behavior.

  • @Waffleyumboy said:

    Holy cow this mans went mad lengths to stop survivors from body blocking. I wish you luck in your endeavors, however.


    I explained what I mean by "body blocking" in my second post. I do not mean one survivor blocking another survivor to "throw them under a bus" driven by the killer.

    I get a huge kick out of it actually when I happen to be on the end of that strategy as a survivor because it reminds me of the saying: "you do not actually need to be faster than the bear, just slightly faster than the slowest camper".


    In fact, yesterday when playing as Jane Romero everyone got a huge laugh in the postgame chat when I asked another survivor, who blaitantly dropped a pallet on my head as I was mending in that walkway, if they simply confused me for Bubba because of Jane's huge butt. I had no hard feelings because of it, even though it effectively pushed me towards the killer's path out of the blue. I actually thought it was a great move - accidental, or not - because, as Craig Robinson said in This is the End : " It's too late for you! You're in the hole already!"

  • Honestly, I don't actually think anything can be done about it from the devs perspective, other than taking a game mechanism out of the game (NO, I am not suggesting it as an actual option. Not now, not ever), hence my plea to the actual players.


    There will be a time to be toxic, as this is still just a video game, and those who take it too seriously in some ways deserve treatment that puts it back in perspective. Also, in terms of strategies you described, you and I both know that a player who has put 50 or more hours into DBD is likely to not only be able to distinguish toxic behavior from a valid strategy, but also be able to tell when another player happens to turn a strategy into an actually toxic behavior.A player of rank 18-20 gets the benefit of doubt everytime, but a rank 13-17 - as those ranks tend to facilitate toxic behavior the most due to the penalties not effectively reducing their rank - should really know better. As I said, it is very difficult to define "toxic" behavior in DBD, and hence the "I know it when I see it" legal test. In fact one of the ways of "judging" toxic behavior would be to allow players to watch reported matches, with players names blacked out, and have them examine the behavior and ultimately act as juries and reach verdicts regarding inappropriate conduct. This could even be rewarded with like 5 cells or 25 shards to facilitate its implementation. Yes, I realize this would more than likely open a whole new Pandora's Box but it is just a suggestion mostly driven by the current situation.



    Imagine for a second you only get 1 hour to play DBD every evening. In those 60 minutes you are only going to play at most 4 trials to completion as you will lose at least 4 minutes on the Lobby delay in itself, another 4 minutes on any post trial analysis, another 4 minutes actually spending your BPs, and lets be optimistic and say there is only a 60 second wait between each trial. So, 44 minutes translates to 11 minutes per trial if played to completion, and 11 minutes may not be quite a full-throttle generator blitz but it also does not convey a full DBD trial experience .


    As you can see, 3 trials may be a more realistic scenario for that 60 minute time limit. Now, please also imagine one of these 3 trials ends up being a trial where a player happens to offer either "Escape Cake" or "Bloody Party Streamers" and another survivor hinders not only the trial progress but also the overall game experience.

    When this happens, not only do other players get needlessly stressed out (and stress is terrible right now, for everything from your immune system to your overall mental health) , they also happen to transfer a lot of emotions into and out of their "free/me time" . Given this substantial transference going on, the last thing anyone needs right now is to be thinking of some horse's ass player that made us lose faith in humanity for that one second for no reason what so ever.

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

    EDIT: One final point as far as holding the game hostage: Yes, I do agree that there is no higher punishment than a ban that could ever be enforced. However, I have reported at least 1 player for a particular exploit ( I will admit the following: my gaming PC currently does not allow me to record gameplay footage itself using Steam overlay, and I have not looked into installing a free 3rd party recording software , partially due to not having the time to examine the specs of the anti-cheat mechanism to ensure I do not run afoul of it, but if devs can somehow trace trials by crossmatching my player name with another player name I can provide for examination, I would be happy to do so again. In fact I am almost positive all the chats are logged and there was something that occurred in one of the chats that would be a definite proof of mild-to-severe level of illegal player behavior ). It would have been reassuring to have one dev to at least mention it in an emal/steam/ingame message or even better make a forum thread topic about it.

    The exploit itself effectively allowed a survivor to "re-inject" themselves into the trial after in-game death. Another player already dead and in the post-trial lobby could actually "spectate" them, yet these survivors would not be seen by the killer (registered as dead within the trial environment itself) within the trial. While solo survivors could not actually exploit this bug, those SWF players could actually derive a huge advantage from it by having their dead teammate "shadow" the killer while the others still alive continued their progress. Apparently, this would cause the reanimated survivor to be stuck in the trial after its completion, forcing them to actually disconnect and get zero bloodpoints in order to leave.

    This being said, players taking advantage of such exploits bother me less than survivors who for example block other survivors in non-exitable areas of maps, such as those where tokens often materialize. These situations force the locked-in survivors to wait for the killer, actually find a way to signal them to come over, or disconnect from the trial all together leading to a loss of acquired bloodpoints, in-game rank, and finally even longer delay when waiting for the next trial to begin.


    IDEA: One possible suggestion is if for example both a survivor and a killer player happen to report another player for in-game conduct, such reports should automatically get added to a list for immediate review. Those players found guilty of illegal behavior could have the next 250K bloodpoints redistributed to the 4 other players in the affected trial, and each subsequent violation within a 90 day frame would lead to doubling of the penalty , such that 3 strikes would require you to earn 1 million BPs before you could spend them on leveling up perks of your own characters and acquiring items. This - on top of the behavior itself - would also lead toxic players to lose rank, forcing them to play with players of rank 18-20, who - without such penalties for illegal conduct - would move up in ranks and away from toxic players through the emblem awarding system on their own.


    In vast majority of real-life situations, penalties that not only punish the perpetrator, but also reward the affected party, tend to be far more effective at reducing dangerous illegal behavior than stricter punishments on their own.

  • @CANxOFxCORN said:

    https://us.v-cdn.net/6030815/uploads/299/FXAWPA4BG2MX.png

    Every match, this is always worth the wait. What is Ironic, is I commonly get told "reported" which "camping" is not a bannable offense, the devs have said they wont ban campers, and if they say that i just brush it off, give them an "EZ" and move on. Then I get these type who without even saying "Hi" or "gg" call me a F*ggot, which is bannable, enjoy not playing Mr. Rank Purple. I am spectacular at ruining people's fun times while having fun myself. 🤣

    I gotta say, these were some really selfish survivors you were playing against. Not a single Kindred, Prove Thyself, Dark Sense among them.


    On the other hand, I see one running with WGLF, and all 4 with either Dead Hard, Decisive Strike, or even worse:Adrenaline, which is by far the most selfish perk, as it does nothing until endgame and only helps that 1 survivor get to the exit. At least WGLF requires you to go try and help someone else to get the bonus.


    I always bring either Kindred/Dark Sense/Empathy/Bond, and 9/10 it is Kindred, unless I don't yet have all 3 notches for that character or am using a 100% BP Objective offering and bringing Engineers/Commodious Toolbox with extra charges, or something along those lines.


    Running with WGLF without Kindred is too often a sign of a survivor that will go for that unsafe unhook, avoid taking the protective hit for you, and then bash you for it afterwards in the chat if you get swiped before the timer runs out for the bonus. Kindred+WGLF are perfect together. and are great perks to bring for any solo survivor, as they can protect against both toxic survivors and toxic killers (yes, like you OP).


    They are especially useful, when first starting to learn how to play DBD ,. and characters with level 1-5 or player rank 20 could actually be given one of them by default without needing to unlock them as part of the Lore; something along the lines of the Entity wanting some thrill of the hunt etc. Personally, I ran with Kindred, Dark Sense, Prove Thyself and WGLF for the first 50hrs when I first started as the mechanics of DBD are extremely different from every other game out there. In the first couple of trials, I felt like Randy Marsh from South Park in Make Love Not Warcraft episode,( and I still do whenever I play as killer to complete a daily that did not switch to survivor )

  • I know who you are....you monkey faced bag of worms. I've been running with Kindred all day because of it.

1 2 3 ›