mouse0270
mouse0270
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@ohheyitsbobcat said:
You can still finish level 2, it just requires you to go through the survivor side of it.
As long as it is finishable is someway without DLC, I don't really see an issue.
I've udpate the image to specify, which challenge I am referring to, because I believe there is confusion. I think people think I am talking about the scream one, I am not.
Yes you can still complete the tomb, however, this rift already favors survivors with more challenges, I think its odd, they prevented killers who do not own the Doc, from completing a fairly simple Challenge.
@SleepyWillo said:
IIRC they said you could reach the end of the tome - not necessarily 100% complete it - but reach the end through some path. That's why character specific challenges are on the edges to bot block the path. They also said perks for specific challenges would be on the Shrine to help with this.
I understand where you are coming from, I just don't understand why they would look one generic challenge out from being completed out of 4 tombs. This is literally the only generic challenge you can not complete out of all 4 tombs. Which literally could be resolved, by just flipping it with the Doc one.
@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1064682#Comment_1064682
Ok...I could not tell from the picture provided.
That is why I updated the image, I could see the confusion people were getting to.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1064651#Comment_1064651
You get the DLC for free on console and most PC players own it already. You can earn the DLC for free by playing the game.
Are you even reading what I am asking? Or are you just responding with a generic repeat message?
My question, once again, has nothing to do with the ownership of the DLC. It has nothing to do with ones ability to acquire the DLC, either via shards in the game or real life money.
The question is, "Why is this one and only specific challenge behind a DLC Character?" If you look at tomb 1 you were able to complete every challenge without owning any DLC characters. Also if you look around the internet and find the leaked Tomb 3 and 4, you will also notice, no other generic challenge is behind a DLC killer.
I simply don't understand why they didn't flip this challenge with the Doc one, to make it inline with the other 3 Tombs and make it so that you could complete all generic challenges without owning and DLC characters.
@darktrix said:
You can probably make them scream using Infectious Fright or Iron Maiden, but those are also DLC accessible perks you need some hefty shards to unlock. 9000 shards is still quite a bit for many people.
Surprising it is a gateway challenge and the first challenge you need to get past to progress in the killer side (yeah you can go around it via survivor side). I would expect it to be on a branch of challenges.
That specific challenge is just hook 5 Survivors in one challenge, its actually an easy challenge to complete. To be clear, I am referring to the challenge behind the Doc Challenge, not the Doc Challenge itself.
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@Pulsar said:
Every single Killer is available for free. You do not have to use any money to complete the Rift.
I feel as though you missed my point, so let me clarify it. Using tome 1 as example and even Tombs 3 and 4 (because they were leaked), this is the only generic challenge that requires you to own a DLC character.
In every other tomb (1, 3, and 4) you are able to complete all generic challenges without owning the DLC characters. However, in Tomb 2 alone, there is one generic challenge (Killer to be specific, which is more upsetting because there are already way more survivor challenges in this rift than killer) that is locked behind having to own the Doc DLC.
Now to be clear, I own the Doc DLC and can do this challenge, my question has nothing to do with someone's ability to obtain the DLC killer, my question is, why is this specific generic killer challenge locked behind a DLC killer, while no other challenge is? Why not just flip its position with the Doc Challenge to keep it in line with the rest of the tombs?
Killers already got less challenges than survivors, why make it worst by locking people out of one if they don't own Doc?
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1063732#Comment_1063732
Then why is it you can bring a toolbox, finish a gen in 20 seconds and still pip like normal?
Yes toolboxes are still very strong with the current changes to the game. However, the devs have already said they are looking into changing toolboxes.
So this is an issue for now, but will more likely be resolved within the next few patches.
EDIT: To be clear, a toolbox is not the same as a mori, the OP has it more correct. A key is more comparable to a Mori than a toolbox is. Its complicated if you are going to compare every thing a survivor can bring in to a Mori as they are not all as easily comparable.
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I've never de-pipped 2 hook mori'ing anyone... Maybe take a look at other things your doing in the game.
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I am confused to the point of this post. He got a 3k? Is that not enough? He got a 3k given the two toolboxes (which the devs said they are going to look at).
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@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/comment/1060459#Comment_1060459
Oh okay, i was under the impression that survivors used it on the first gen in the match lol. Maybe this whole post is me being stupid lmao.
To be fair, I could be the odd ball. This is just how I've always used it. Just made more sense to me as at the start of the game, there are more gens to work on, so you can spend your time working on it. But a BNP really helps in a 3 gen strat.
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I mean, I only ever used my BNP on the last 2 gens... I never used it on the early gens.
EDIT: I don't usually bring in a BNP, but if I did I always waited til the end of the match or if I was on death hook
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@Peanits said:
Just jumpin' in real quick in response to the OP, it's worth noting that Third Seal does not hide the location/scream when the killer hooks someone, it only blocks the aura afterwards. If they're paying attention when they hook the survivor, they'll know roughly where the hooked guy is anyway.
Could be neat if it hid the location as well, though.
For me, I'll say Deerstalker. It's a ton of info if you start to snowball.
Which is why sometimes, I just slug people, you can't even find them on the ground because of an aura, you have to listen to them... The person blinded can't crawl to anyone because he can't see them.
The hook part of third seal actually makes it a bad choice to hook them.
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@NullEXE said:
Report them for: The use of third party software to gain a personal advantage.
Maybe after enough reports, the dev's will finally start to get an idea of just how much of a problem SWF is causing the game entirely. You wanna talk about "what's skewing statistics". This is one way to screw statistics.
I mean you are more than welcome to report people, it's literally going to do nothing but get dismissed.
There is no real solution to the SWF "problem" because its hard to nerf SWF without also nerfing Solo queue survivors. And They can't make SWF not an option, because they would literally lose a large portion of their survivor base.
For example, I consider myself a killer main, because on average I play about 25 hours a week as killer and 5 as survivor. However, I would stop playing the game entirely if I was unable to play this game with friends.
DBD has gained me so many friends that I love playing with, ######### I even met my current Girlfriend from DBD.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1046779#Comment_1046779
hmmm. Yeah that wont get fixed till April at least. Now if it was a bug that was somehow helping killers, that would be patched before Feb.
I mean it does technically help you. It allows you to pressure two survivors at once.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1046725#Comment_1046725
Flashlights are also bugged, hence bringing them is an exploit, no?
Given that I have no idea which bug you are referring to and just assuming you are correct. Yes, if you brought in a flashlight with the purpose of taking advantage of an bug, that would be an exploit.
But in the similar instance as the basement bug, I think people didn't know about it at first and was informed later. For example, I hooked people in the basement before I knew about the bug, once someone told me about it in End Game Chat, I stopped hooking people there unless people were sabo'ing hooks or purposely running there. But I did try to avoid the bug to the best of my ability.
If I am informed of a flashlight bug, I will stop using flashlights (I don't use them often now).
I think very few people are accidentally 'Hook Teching' at this point. Assuming the flashlight bug is true, either it has had very little circulation or came out with this weeks patch.
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@Waffleyumboy said:
Is bringing a flashlight also an exploit? Is bringing a toolbox an exploit? You should've just said you were afraid of noed.
I am confused by your logic? The "hook tech" is an exploit, because it something you are not supposed to be able to do within the game, however, a bug allows you to do it, hence the reason it's called an exploit.
Brining a Flashlight or Toolbox is something the developers intended you to be able to do. Standing under the hook with 100% immunity to the killer is not something they intended you to do.
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@Mikeasaurus said:
I honestly don't see why people use this 'Hook tech' thing. Just take the hit or run away in my eyes. But, each to their own I guess.
I mean, I just stand there as killer. That is two people doing nothing, easy map pressure.
I know some killers that leave the hook and go chase someone else, and maybe that is why people do it, but I'll just face camp the poor guy on hook until you move. Like I said, I wasn't mad at the nurse (a little annoyed she gave up chase to tunnel me, but not mad).
@FancyMrB said:
I wouldn't worry about.
People get upset at the smallest things in this game. Leaving someone on hook when gates are open is not a reportable offense.
I am not worried about getting banned, I just liked the story and wanted to share. I mean we did like half a gen and then each went and opened a seperate gate... It had to be pretty upset watching us.
It was just a funny story and I wanted to share it. lol
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1046502#Comment_1046502
Is there anything more evil than evil incarnate?
That is kinda my point Myers is the embodiment of evil. Which yes, easily makes him the easiest answer for the question. However, if I was looking for the worst of the worst of the humans on the list, I wouldn't include monsters. And Myers being evil incarnate, actually makes him not human anymore, it makes him evil in human form.
Now did the question imply they had to be human? No, but there is something different about being evil by nature, and choosing to be evil. Demodoggy is evil by nature, Myers is Evil because he IS EVIL. However Ghostface and the Clown, choose to be evil.
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@GhostofYharnam said:
https://forum.deadbydaylight.com/en/discussion/comment/1046397#Comment_1046397
I'd say Michael does get off on killing to an extent. When he was stalking Annie in the first movie dude was breathing like he was about to get laid. Then in the new movie dude goes house to house killing people.
I guess the problem is I see Ghostface and the Clown as people, where I see Myers as a creature or monster and similarly to the reason I excluded Demodoggy from the list is why I might be excluding Myers. I just don't see him as human enough to be "evil"
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See I wanna Say Ghostface and the Clown, simply because they are doing it because they like it and get off on it.
My concern with Myers is the fact that he is "literally evil in the shape of a person." Which makes it feel more like a job then a hobby. Like does myers get off on killing like Ghostface or Clown, I don't think so he just "does it". That weirdly feels less evil to me.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1043839#Comment_1043839
That's because multiple people have seriously believed this would be anything other than a terrible idea.
Literally just go back and read my very first two replies about this topic related to you
First Reply
I know 24% is OP as [BAD WORD], but it still would be cool
My Reply to You
I know it would be OP, as I said in my post. Even for a day.
The only reason we have even been discussing this long is because I don't think you've realized what we have been talking about because you have been so fixated on this Kobe thing.
I 100% know that the Kobe thing being set to 24% would be OP as [BAD WORD], I even know 8% which is way more reasonable would still be strong. HOWEVER I think it would be cool if DBD could do small little 24 hour type of events like this without the community attacking itself. At worst you lose a few games for 1 day in which you probably play for about a 4-6 hour period. At best you get some laugh's out of the stupidity of the event. And the middle ground, it barely impacts your play.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1043804#Comment_1043804
That's because none of the changes are on the level of increasing the chances of self-unhooking sixfold PER ATTEMPT.
What you are suggesting is a terrible idea. Plain and simple.
You're taking an off hand joke about the meme kobe off a hook so seriously I went from not caring if this was an actual thing to actually wanting it to happen.
Well Done.👏
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1043126#Comment_1043126
It would definitely cause an uproar. Expect Survivor queues to shoot up absurdly for a day if such a thing happened. It is not worth it in the slightest.
Whelp, I might have went on a rant on that one. TL;DR I have yet to encounter long survivor queue because of killers in an uproar of any change.
THE FOLLOWING MIGHT BE A TAD BIT OF A RANT
You're right, its going to be a huge uproar, almost as bad as the ruin one, you know when my survivor queue times dropped from an average of 7.3 minutes to 4.1 minutes.
Everyone always throws that and its most annoying thing. I have yet to see the survivor queue times ever fluctuate from the community. Its always because of something BHVR did.
For example, the only reason my queue times were getting close to 10 minutes ago, wasn't because of the lack of killers, its because 1 red rank SWF with 3 Purple, or higher people were getting pair with my red rank killers. Causing my queue to expand and expand until I got a lobby.
I wasn't getting paired with rank 10+ survivors as a red rank survivor because people stopped playing the game I was getting paired with the because BHVR didn't realize the impact of using the highest ranked player to match against would eventually cause all of those killers to be taken forcing survivors queue times longer.
I think Tofu did a great job explaining this functionality.
Even as a Killer, given this 1 day "event" of 8% kobe chance, I would still play killer normally like any other day, technically I might be a little more toxic because I usually let the kobe guy live, but would probably kill him in this instance.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1043124#Comment_1043124
Even at least guaranteeing a minimum of a single skill check would be nice.
Also your teammate is gonna hate you if you're healing them with autodidact and the killer is on the way lol
What @Peanits said is fair, the perk would be crazy strong if you were guaranteeing a skill check each heal.
To be honest, I actually love the idea of AutoDidact, but I only really play it with SWF because My friends and I can insure I get my 5 stacks early... Where when I play solo I could play all game and maybe get 3 stacks.
The problem is the perk is crazy strong if you can get 5 stacks, it suffers from the fact that its useful is so hit and miss. Like I said, in a solo game I rarely ever get over 3 stacks. In SWF however where my friends can come to me to get there stacks, it crazy strong. I remember a ghost face had 3 of us slugged, I had 5 stacks. By the time he dropped broke a pallet I had two people healed to full health and the 3rd picked up. We all opened the gate and left.
AutoDidact for the carry! However that was one game out of many with the perk and only worked because I had all 5 stacks. I don't want to say they should make skill checks guaranteed but I wouldn't be opposed to them looking at making getting the stacks more useful.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1043088#Comment_1043088
That change would cause a massive uproar, even if only for a day. Not a good way to pay tribute IMO.
I know it would be OP, as I said in my post. Even for a day.
The problem is it shouldn't cause an uproar 1 its for one day and 2 its to pay respect. Which I am honestly not even a basketball fan and think it would be cool, because who here used Kobe in a bad way, it was just a fun meme.
I mean if DBD posted a new update that said "Today all Kobe attempts will be increased to 8% for the next 24 hours" As long as I knew there was an increase I would just chuckle every time someone did it, I would probably be less likely to give a kobe hatch for the day though. lol
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Pretty much what @Peanits said. I think more people are attempting it in a form of honor to Kobe.
It's actually kinda sweet, I kinda wish the devs would be like, For January 30, All Kobe efforts have been increased by 24%. I get that it't not official to call getting off the hook "Kobe" but I think even the devs know, jumping off the hook is a "Kobe"
I know 24% is OP as #########, but it still would be cool
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1042973#Comment_1042973
Oof. 3 million sold and 20k players.
So for your "I bought multiple copies" theory, everyone would have had to buy 150 copies.
Or 2 and a half million copies were bought and never played....
Somewhere that doesnt add up. Even if everyone bought 5 copies. Those 2 mil and change others went somewhere.
Even with people buying 2, 3, 4 copies, it's a drastically lower number than it should be for a "thriving, growing game".
And yeah, I randomly chose 150k to give some leniency to what's happened, assuming maybe even 500k were sold. But 3 mil copies sold, it hurts.
You are completely leaving out the fact that the 3 million copies account for all copies of the game sold across multiple platforms over the multiple years. Where as my 20k stat literally only accounts for a portion of players on one system. Yes a majority portion, but still not all players on this one system. Nor does it account for any other system.
The next thing you have to take into account, not every plays the game forever, it gains new players every month and loses old players. For example, even though I think I bought this game back in the start of 2017, I never even played it really until the middle of 2018 start of 2019.
How many copies you sell just tells you how much money you've made, how many people keep coming back to your game is what matters. Now to your benefit, yes, an average growth of 666 players a month isn't all that impressive, but it is a growth.
Which back to stats. if you back to 2018 January thru June the average growth per month was 813.3 players a month... Jump to January 2019 to June 2019 the average growth was actually 297.2 players a month.
Meaning yes from 2018 to 2019, the growth started to decline, but the player base stayed about the same. Then in late 2019 the growth started to increase. To get the actual effect of how there most recent changed have impacted the games health, we will have to wait until July to do a 6 month look back period.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1042941#Comment_1042941
That might be far the most skewed way to determines a games success I've ever heard of. I've bought this game with all of its DLC 4 or 5 times over now. I actually am sitting on 3 sets of this game with all of DLC right now. I give these keys to new friends, streamers to do giveaways, or friends of friends.
A stat like how many copies sold just tells you how many people bought the game? How many of those copies were bought as gifts that people never decided to start playing? how many of those copies were returned? Is that number based of just one system or them all? (Yes I know your 150k number is made up as I believe DBD hit 3 million copies sold a year or so back).
My point is you shouldn't judge a game on the number of copies sold, it needs to be based on how many people are playing over a time period. Yes I would be more concerned about the games state if I was seeing a decline in the number of players playing the game. But the stat's don't back that up, they actually counter it. The game actually has grown an average of 666.7 players a month.
Sure that is no Fortnite success, but its not actually a failing number either. I actually find it funny that the average player base increased by 666 players each month for the last 6 months.
@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1042973#Comment_1042973
In regards to the growth, again if you wanna be a numbers person check WoW subscriptions numbers around the period I described. Numbers were growing despite competition coming out so people claimed WoW was better than ever... til about 6 kJ this later when the decline started because of poor decision making.
The number of things BHVR has done to the players, and I’m not talking anything specific to either side like Killer buffs or nerfs or survivor perk nerfs, just the whole game player base is growing. There will be a final straw that starts the decline, I fear it’s coming sooner rather than later, and again unlike some other games DBD does not have a big enough playerbase to absorb any significant decljne. The remaining player base may not be able to keep the game alive long enough to right the shop by that point.
Think I’m over dramatic if you want but I’ve seen it happen before and I havw seen these same discussions from both sides at that time. If we don’t learn from history, yada yada
All online multiple player games are doomed to fail. They are never going to be able to grow and keep the attention they had when they started out. That is just a fact of gaming.
And yes, I do agree, this game will start to decline one day. My point was I don't see that decline happening within the next 12 months. Could I be wrong? Of course, its just I feel like the game is going in the right direction. Which may shock some people because I am a killer main.
So we now we have to talk about changes they have made recently. I feel like this is less of an issue than these forums make it seem. I know my friends and all have been loving these changes. I play spirit, I play her nearly perkless because I find her power OP. I wanted them to remove collision, I wanted them to remove prayer beads, I wanted them to add a vault animation, and I even wanted them to make it so you hear her phasing sound when in her TR. They did 3 of those things.
Next I honestly didn't mind ruin, I honestly didn't mind Dying light, I honestly didn't mind Pop, I honestly didn't mind Sloppy. Do you know what I disliked, Ruin+Pop and it was even worse when people felt the need to stack more slow downs. I love that they made it so slow down perks don't stack as well. I love that they have stated if they make any new slow down perks, its going to be with the thought of all other slow down perks in mind.
We see the changes differently, We see the game differently. You see it making changes that you think are bad for its health. I see changes that I think are good for it's health. Only time will tell us which one is right.
But as I said, the game is going to fail, I even suspect that it will fail before it hits it's 10 year mark. But given the game wasn't designed to make it 4 years, ######### I don't think it was designed to make it 2 years. It's already doubled the time it should have lived.
I've put 1.5k hours into this game, even if it failed tomorrow, It's earned my money, I don't feel like its been wasted.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1042926#Comment_1042926
How many people BOUGHT dbd, and dont play it anymore. If there's 150k copies sold, and only 20k players, it says a lot.
It actually says that it's not growing, but remaining stagnat/losing people except when it's free.
That might be far the most skewed way to determines a games success I've ever heard of. I've bought this game with all of its DLC 4 or 5 times over now. I actually am sitting on 3 sets of this game with all of DLC right now. I give these keys to new friends, streamers to do giveaways, or friends of friends.
A stat like how many copies sold just tells you how many people bought the game? How many of those copies were bought as gifts that people never decided to start playing? how many of those copies were returned? Is that number based of just one system or them all? (Yes I know your 150k number is made up as I believe DBD hit 3 million copies sold a year or so back).
My point is you shouldn't judge a game on the number of copies sold, it needs to be based on how many people are playing over a time period. Yes I would be more concerned about the games state if I was seeing a decline in the number of players playing the game. But the stat's don't back that up, they actually counter it. The game actually has grown an average of 666.7 players a month.
Sure that is no Fortnite success, but its not actually a failing number either. I actually find it funny that the average player base increased by 666 players each month for the last 6 months.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1042858#Comment_1042858
https://forum.deadbydaylight.com/en/discussion/comment/1042860#Comment_1042860
Going strong is open to interpretation. That's like saying WoW is still going strong because it has 5 million players. Failing to see it had 11 million at one point.
I mean just going off steam charts which doesn't even include GRDK users but also doesn't include xbox, PS4 or switch users, The game has averaged around 20k players with peaks between 30-40k average.
Yes there have been a few months where it dropped by 6 months ago it was an average of 19k average and a peak of 28k. In December it was 23k average and 38k peak. Within the last 30 days alone its 24k average and 44.5k peak.
Now just compare this to Death Gardens Highest point being 1k average players with 6k peak.
Basically you can't compare the two. All DBD has ever done is grown, Death Garden just never caught on. And to compare it to WoW which actually has a decrease in play base is a dishonor, since DBD actually grows in numbers currently. Yes, one day this game is going to fail, but I don't foresee that within the next year.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1042800#Comment_1042800
Well then yeah none of what I was saying would apply for you then because you aren't playing to win.
We aren't going after the same thing.
Yes and no, It really depends on what you consider "winning" Because yes, my standard of playing the game may not always count it as a "win". The way I see it there are a few different ways people define a win.
- First you have the pipping/ranking/emblem system (which is horrible). If you look at then no pip is a loss, a black pip is a tie, one white pip is a win and 2 white pips is above and beyond. Using this example, I either tie or win with either a single or double pip more games than not.
- Second Method THE ***4k or No K Okay*** Method. I actually hate people that think they need to 4k every single game and that a killer should 4k every game. You're basically saying My side is the only side that should have fun, you are supposed to die every single game. This is about the only method I disagree with.
- Lastly you have the self defined, which is my personal favorite method. It lets you set the terms of what a win and loss in the game is. The games ranking and emblem system is such a joke, why care if the game says you won or loss?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1042703#Comment_1042703
"The problem is survivor meta perks can be completely pointless 90% of the game. For example, when I play killer, even though I see these perks a lot I rarely ever see them in game."
Here lies the issue with this though. Against a good group of survivors if you play "fair" you will lose. So if you really never see any of those perks activate all game as a survivor you already won the game anyway. If you won anyway because he chose to play fair and none of them activated then it really wasn't a waste was it. If your team still loses and he didn't tunnel or camp at all, then your team just played very bad and/or there was a significant skill difference between ya'll. Whether they activate or not they are still the best perks in the game for a reason and that is why they are run so heavily at red ranks, not just for their activation but because it forces the killer to play inefficiently so they won't.
"My point is, I think survivors builds are more based of how a killer plays than a killers build is based of how a survivor plays."
I actually think the complete opposite.
Survivors are strong enough that the perks you bring don't matter as much. You decide what kind of play style you feel like having or if you wanna run some meme perks and it really won't hurt you that much.
Where as on killer there is very little variety in what options you have realistically against a good group. The majority of your perks feel forced on you, not what you feel like playing with. Most your perks are pre-decided to bandaid fix game problems that are never addressed. You don't have room to run meme or "fun" perks like you do on survivor. If you do then the survivors were just playing really bad or it's against low ranks.
I mean here is where me probably differ in the games design. I honestly consider the game a win if I had 1 fun chase, and got a kill or two. I generally prefer at least 2 but won't get annoyed or upset at a 1k.
I generally consider myself as a fair killer, I avoid tunneling and camping hooks and will usually either chase the healthy survivor and/or just down the injured one.
I would say 6 outta 10 games I get at least a 2 or 3 kills a game, 4 outta 10 I get 0-2 kills. I am in Red Rank and play Huntress/Spirit/Piggy.
- My huntress build is mostly for cool throws such as BBQ and Nurses with Iron maiden as my 3rd perk, because I want to get hatchets quicker. My fourth perk usually rotates out for my mood, its been everything from corrupt to Spies
- Spirit I literally only run BBQ and it has nothing to do with its ability, I am just a BP [BAD WORD].
- Piggy is probably the killer my build varies the most on, the only constant perk I run on her is Enduring. And that is because she is an M1 killer and pallets stuns and a lot to chase time.
None of the perks I run matter how the survivors play. Maybe Enduring if you really want to get technical but I personally consider that more of a game mechanic need than a survivor based need.
@NoMitherPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1042743#Comment_1042743
https://forum.deadbydaylight.com/en/discussion/comment/1042703#Comment_1042703
There are perks as survivor to counter killers perks but none to counter killer s power. But as a killer, you can't counter most survivor s perks using perks, because that's their power to the devs.
That is kinda my point though. Nothing I run as a killer is really based of what perks a survivor bring, I choose perks that either complement the killers power or make the game mechanics less annoying, such as Enduring.
However on the flip side, I run perks that I feel are needed to counter ther killers power or play style, not perks I think are cool. If I didn't have to worry about running BT or Kindred or Unbreakabill, I would never run those perks. But so many killers Tunnel, Camp or Slug, I feel the need to run at least 2 of those 3 perks.
Do you know how much I would love to run perks like Breakout, Flip Flop, Inner Strength, Detectives Hunch, etc? I want to be able to run those types of perks, but doing so makes games where a killer is going to tunnel or camp pointless to play. I might as well die on first hook and move to the next game.
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@Blueberry said:
Literally the best perks on survivor for the "meta" are also the best perks for countering "tunneling/camping" they aren't any different. There also isn't any new meta.
The problem is survivor meta perks can be completely pointless 90% of the game. For example, when I play killer, even though I see these perks a lot I rarely ever see them in game.
- Borrowed Time - I started with this one first, as its one of the few meta perks people complain about that I run and Its the only one I ever really see in my games. As I prefer to not chase the injured survivor off hook I will go for the rescuer. The only reason I see BT is because the injured person tried body blocking or I stayed to close after I downed the rescuer, s I hit them and then pick up the downed survivor.
- DS - Though I see this perk fairly often, its probably 90% of the time within an exit gate as I had not tunneled all game, so they didn't get to use it til than. Or I see it by them forcing me to use it by just running at me. Other than that, even though I see 2-3 survivors running it every game, I might only see it used 1 outta 5 games
- Unbreakabill - To be honest, unless I can down another survivor within 30 seconds, I don't leave someone slugged long enough to use the perk.
Basically most survivors perks are literally pointless it 4 outta 5 of my games. Borrowed time being the only weird exception, because yes I see it, however, I usually get a hook and you are off mending, so it works both ways.
EDIT: Forgot to clarify my point, My point is, I think survivors builds are more based of how a killer plays than a killers build is based of how a survivor plays. I can't think of a single perk I run that is because of something survivors do. Maybe Franklins if I see 4 flashlights? However, even though I used to run less meta perks when playing survivor, due to the increased camping and tunneling, I am running this perks more often.
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To be fair, My friends and I actually seem to have a better Survival rate with the increased tunneling. We are upset that we feel like we are forced to run meta based perks now as we used to like playing odd perks like Break out and Flip Flop.
But our pretty standard build and stratergy is as follows:
- Borrowed Time - We actually ran this before the ruin change, as killers already heavily favored tunneling people off hook.)
- DS - 2 or 3 of us run this now.
- Unbreakabill - At least 2 of us run this perk
- Kindred - Yes even though we are SWF, its still a great perk to run, however, only one of us generally run it at a time.
- Dead Hard - 2 or 3 people run this.
- Iron Will - Most of us run this, it has nothing to do with the game, we just hate hearing ourselves moan and run it to gag the characters.
So how do we play. While it slightly changes based on if the Killer is camping or Tunneling or both.
- Lets start off as camping, generally we just let that person die allowing us to complete 3 gens at once. This is actually just a great strategy for camping in general. More Solo people should run Kindred for this reason.
- Next is tunneling - We actually started basically doing the same thing. If the killer is proxy camping one of us will try to bait him away, if he doesn't take the bait, we just go and complete 0.65% of 3 gens or pop 1 to 2 gens. We generally wont go for the save until the last second of stage two. At this point we rely on the killer tunneling the Borrowed Time DS user instead of going after the rescuer and can generally pop 1 to 2 gens again before that person dies.
Basically unless we start ######### around or playing stupid, we have on average gotten a 2-3 Survivors our against camping or tunneling survivors. Surprisingly we have had less success against killers who do not tunnel or camp.
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@Waffleyumboy said:
Too many people are calling for DS to deactivate when another survivor is hooked. This would enable tunneling and make the perk useless.
Survivor gets unhooked, killer downs them, killer downs unhooker, unhooker gets hooked, unhooked gets hooked aka tunneled.
My solution to this dilemma is this, make it so that it takes twice as long for it to tick down while slugged.
So if you did get slugged right after being unhooked it means two things
- DS will not deactivate when another survivor is hooked if you are in the dying state.
- DS ticks down at a half the rate while slugged.
These two changes encourages the killer to hook someone else before hooking you, but also doesn't punish them by stopping the DS timer while you are slugged.
To some extent it actually benefits the survivor because if you get slugged right off of hook, it will actually take 2 minutes for DS to fade. However, if the killer downs another survivor and hooks them in less than 60 seconds, you DS deactivates.
I would also personally like to add the rule that DS doesn't work within the Exit Gates. I get it might be tunneling, but if you made it though the entire game and the killer didn't tunnel you at all and you are all he can down in time, its kinda ######### to get Exit Gate DS'ed because you didn't eat it earlier in the game. I can live without this change, but I do think the first two are a good compromise.
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I bought the game with a group of friends, however, those friends started to drop off. I don't mind solo, but it started to become annoying.
So I switched over to killer, I actually love playing killer more than I did with my friends, however, I still play survivor, just rarely every solo.
It's probably why I am a killer main that doesn't complain about SWF.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1020708#Comment_1020708
odd, no discription I ever read of the DC punishment system spoke of instant punishment on a first offense.
The idea was always (logically) to punish frequent offenders.
Yeah, they need to fix some of the issues with the system counting you as DC'ing when it was a system fault.
I also personally believe they should increase the DC's beforing being punished to 3, kinda a three strike rule. After the 3rd DC you get a timeout for 5 minutes with it increasing with each future DC.
I also think the DC timer should reduce your count by 1 for every 24 hours you don't DC. Meaning if you DC'ed twice and then Don't DC for 24 hours you would be marked as having 1 DC instead of 2, and another 24 hours without DC'ing you would be back down to 0.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1020686#Comment_1020686
while I know you are just sharing info and not starting an argument, I do want to respond to such a statement with:
If your game crashes that often that the DC violation system triggers....then maybe you should fix that instead of attempting to playing the game at all right?
Crashing that much. that often, something is up with their PC at that point.
The problem is the game was handing out DC punishments for people who didn't even load into the game. For example, I was playing killer and a survivor got disconnected before the match even started... I received a 5 minute timeout...
I was playing a game with a group of friends, His game crashed during the loading screen, he ended the task and we all recieved a 10 minute timeout.
You can't punish people for the game crashing, its not our fault their game is not greatly optimized, no game is. The punishment should only exist, if the player specifically hits the "Leave Game" option.
The problem then is all people are going to do is, "End Task" or "Pull their Ethernet Cord". It's not an easy problem to solve.
But they can't punish players when their game legit crashes, its unfair to the player, they also can't punish all players in a lobby when one person's game crashes. As I said before, I got a timeout because a survivor got disconnected while loading into the game. How is that fair to me?
EDIT: you do know that the DC punishment triggers after one crash and we have little to no information how long you have to not crash again for that strike to not count against you anymore. For example, I ended up getting disconnected 4 times during that period. 1st I was killer and a survivor Disconnected, 2nd was my friends game crashed. 3rd Was my game crashed, and the 4th was a DC on my part because the killer just trapped me in a corner and wouldn't go anywhere.
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I mean you should... I only play the game for 15-25 hours a week and made it to tier 70 before the fourth Tomb even completed.
Though I play killer, it was easier to level up as killer than it was as survivor. But if you do most of the challenges in the rift, which are all pretty basic challenges, then you stand a pretty good chance of reaching tier 70
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It had a lot of bugs and was banning people who didn't even DC.
They can't implement a system like that without resolving those bugs.
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The rift is like 10$ right? Then you make all of your cells back, meaning they should only make money from the rift once.
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@Realx128 said:
If you don't own a dlc character you won't be able to complete one challenge that is required to use that character. Beside you can buy Jane, Doc and spirit with shards ( you need to grind a bit) and David is free, on top of that you can complete those challenges even if the next tome comes, so i don't much of an issue
I own all the DLC this question isn't for me.
It is specifically because I saw a "leaked" version of Tomb 2 which was the only tomb that had a killer challenge behind a Doc Challenge with no other way to access that challenge. It was the only Challenge like this out of all four of the "leaked" tombs I saw.
Every single other Tomb you could get to the generic survivor or killer challenges without owning those DLC characters, expect for one killer challenge on Tomb 2 within appears to require you to own the DLC Character Doc.
As it appears now, the leaked tomb, already seems to favor survivor challenges, like 70% Survivor 30% Killer, it would be annoying to not be able to do a generic killer challenge because it's locked behind a DLC character. Yes you can buy the killer sure, but that isn't the point when not a single survivor challenge appears to be the same way.
My question really is, If I didn't own the DLC Killers, will I be unable to do all the generic killer Challenges because they are locked behind a DLC killer Challenge?
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@28_stabs said:
Perks: Stridor (100% must have) to be able consistently hurt survivors; Bamboozle (50%, you can endure loops, but you better have it) for Killers shack, double walls and situations when both can be combined and used as infinite, in general it will save you time, time is precious; something to slow down the game, imo PoP is the best perk for Spirit, but you can pick anything you like; the last, I guess, you just rtake BBQ for bp, or do anything you like with it. Spirit really need only Stridor and Bamboozle. For maximum lethality you add Rancor. :D
Add-ons: the best addons are those that help you quicker get to survivors and hurt them before they get behind another pallet or window. Your default power activation is almost as long as pallet stun. To decrease it use "Activation" addons. The 2nd best addon type is movement speed addon. If you cant combine both, then the 3rd best addon type is "recovery" addon. They will increase your power recharge speed. The recharge speed wont buff your power, but at least you will be allowed to use it more often.
Strategy: its about predicting what survivors do. You need experience. The only hint I can give is- try to injure survivors without using your power first, and then land the 2nd hit using your power, because Stridor will help to track injured survivor. playing with scratch marks can be painful.
My problem with this is two fold, one Pop is a slow down perk and its unfun to play against, So personally I wouldn't run it, but he isn't Wrong, Pop is a strong perk on basically any killer.
My main problem with this is Stridor, once again not because its a bad perk, its actually the perfect perk for spirit removes her one outplay. HOWEVER I feel like once you start running spirit with Stridor you're unable to play her without it, your going to train yourself to listen to all the wrong things as her.
You should focus on learning to play her by listening to grass moving and predicting where the survivors are going. But that is my suggestion. I always suggest to get used to a killers power without using perks that change how those powers work.
For example, my huntress can't play without Iron Maiden because I learned to play her with that perk, now I basically lose every game in which I don't run it.
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I mean if you got a half way decent headset you don't need a build. I am a red rank killer and I 4k with her more often than not and I only run one perk BBQ and that's more for BP than it is the map awareness
My biggest suggestion would be don't waste time fake phasing. She's fast use it to get a down and move on. Also you don't need to break pallets unless the loop is a really strong one.
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I mean, I'll just do gens, at worst you get a 1k... At best you get a 2k.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1016814#Comment_1016814
Good question, I assume because I'm fired.
(Not but for real, just a bug. Let me fix it real quick.)
Did not_Queen finally find out you play DBD?
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@Peanits why is your post not all fancy and marked as a community manager?
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I think they are saying the jigbox, shouldn't be random and that you should have to search all 4 boxes to be able to get a key.
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I don't understand why sabo doesn't work at normal speed... It's not a great perk given that hooks respawn and It would rarely be enough to get you to sabo a full hook during a carry.
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If its the last survivor you can trap them in a corner and not hit them...
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@PapiQuentin_ said:
Many many people do not give it enough credit where it is due.
We all know that Diversion isn't meta right? That's why it works so well at red ranks, because it isn't expected!!!
Sure as the trial goes on the killer will start to realise that you're running the perk but this perk is slept on a lot.
During the early to mid game it has saved me many many times.
Please, I URGE you guys to try this perk out for a few games
Um the perk is called Pebble, don't title bait me by making up a fake perk name.
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@Aztreonam78 said:
Dead Hard - a perk Survivors use to prolong loops around a pallet or to reach a safe spot when they had to die without DH. Awful.
Decisive Strike - Survivors DS’ed my ass even if I don’t tunnel, I was just overperforming and downing them for their mistakes too quickly..
Borrowed Time - why this perk got buffed so much? And it used not as for camping Killers, but for being able to be cocky at hooks.
@Peanits , why do you ignore feedback about at least Decisive? Just why? Survivors are so nasty bcs of tons of second chances.
Alright, starting off... That is literally the point of Dead Hard... So its doing its job as intended.
DS, yeah it probably should deactivate if you hook someone else, but for balance reasons you are going to have to solve the slug, hook someone else then re-hook the DS user.
Borrowed Time is fine, literally just down the rescuer... At best in the scenario your are talking about you got two hooks very quickly unless you are terrible at the game. If they are hook rushing for the quick save, hit them before the save and during it, and bam two hooks with little to no chasing, why complain about this?
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Getting mad when some "t-bagged" me... It literally does nothing and was stupid of me to get annoyed by it.