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  • I mostly just bring yellow medkits with bandages + a healing speed increasing addon.

    Exactly 2 heals, and a single great skillcheck lets me keep it if I escape. Nothing super fancy, but lets me heal up if I need it to do whatever I gotta do.

  • I feel like a completely blind bat that forgot how to use echolocation without Bond, so that's my answer.

  • Fix the Protection score event and it will at least be consistent.

    It's a very strong effect it offers but that does not mean it's in any way a good thing that the detection around protection hits tend to act very... strangely at times.

  • I don't see how it is.

    I usually playe Myers with M&A + Dead Rabbit so my TR is tiny, and I get a lot of "free" first hits as a result. It is quite RNG-dependent when it comes to where windows go and there are some very strong configurations where free fast vaults can be built into a pallet loop for example, but for Myers (or sneaky killers in general) it's pretty good in my opinion. Seems to have a pretty good balance between safe and unsafe pallets as well if you ask me.

    Even though you can still be taken for a solid run by someone who's injured the value of a first hit is still high. Stealth killers aren't only about gen grabs.

  • I don't have a problem with red ranks as my mindset is far more focused on individual outplays and interactions than end results. If anything going against "sweatier" players just means those interactions become more challenging and interesting to me.

    Just my personal opinion of course, guess I'm blessed with this sort of mindset.

  • The only remotely realistic way to balance SWF at all is the often mentioned buff solos -> buff killers that need it approach.

    Applying restrictions is pointless as it'll just annoy casual players and hardcore players (including the "bully squads") would just queue-snipe eachother anyway if they really wanted to. And trying to punish or restrict communication apps in any way is lightyears beyond simply unfeasible, it's an utter waste of resources.

  • Because for a killer that still has to chase survivors "normally" he has really good tools.

    Teleport is useful to cross big distances, and has great synergy with perks like BBQ, Discordance, Pop Goes The Weasel and more - all pretty good perks.

    Snares are also pretty damn good. They might not be as "instant" and have the AOE of clown bottles, but Freddy doesn't have to worry about stuff like reloading or being slowed down in any way while using that part of his power.

    Dream pallets are certainly sorta hit or miss but at least snares are his default. I've met Freddies that convincingly pretend that fake pallets are real and make them work, but I prefer snares any day.


    Obviously he's not a raw put in skill -> get results killer like Nurse, but he has a very versatile kit.

  • One game? I let my daily guide me.

  • I don't see how the wiki says anything like that.

    The "brightness of the beam" statistic simply means how "blinded" the killer feels before a full "Killer Blind" is achieved. It's how hard it is for the killer to see during the blinding process.

    Blind duration is pretty straight forwards. It's how long the killer stays fully blind.

    The only way to achieve a full blind faster is to have more than one survivor flashlight the killer at the same time, or chain blinding the killer right after they get out of a full blind and start recovering from it.

  • Leatherface has a pretty nice hammer-shake after the hit.

    But Clown takes the trophy with his kickass knife tricks ๐Ÿ˜„

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/675248#Comment_675248

    I was on a farm map playing solo que..and I spawned next to a gen..a few seconds later the killer shack gen pops and just like you I thought , surely all 3 had bnp and pts..i was wrong..it was two guys both running engineer toolboxes and bnp..no pts even..so they didnt even maximize the gen speed..two survivors can do that with 0 way to stop it...compared to that nurse barely can compete in power..and that's if your a damn veteran nurse against people who dont know how to vs nurse..

    It's a huge waste to stack two toolboxes like that on one gen at the start of the game anyway. Would be SO much more optimal if they went on seperate gens, the killer should be happy that they didn't spread out.

  • It's not a must-have, but don't listen to people acting as if you're actively sandbagging everyone by even equipping it either. It all comes down to knowing that you don't have to use it every single time you get injured, and especially not running to some obscure corner before self-caring.

    I don't really use it much but there's still times where I wish I had it or a medkit available. If you want to run it, run it.

  • Usually just tab out and browse stuff. Forums, Youtube, whatever else.

    If I feel extra spicy and want to feel my braincells die I might open the DBD Steam Forums on the Steam overlay and read some threads with controversial titles.

  • Firstly I don't really consider in-game actions that aren't straight up cheating or sandbagging to be "toxic", but I understand what people usually mean by it (tbagging, sandbagging, all of that) and will answer based on that.

    If they're doing it while I'm chasing them I don't really care. At worst it changes nothing, at best it makes them actually gain less distance if they're too obsessed with whatever they're doing or pointlessly blind me at pallets without even having Iron Will. If I'm not chasing them and they're trying to make me go for them instead I just ignore it. If they're smart they'll give up and go do something useful, and if they want to follow me around all game that works for me, less work being done that way. This is why a team with 4 flashlights all trying to use them is the best gen stalling "perk" in the game ๐Ÿ˜„

    I guess I punish people farming their fellow survivors, as I usually go for the unhooker anyway. And serious sandbagging like pointing at occupied lockers or blocking others will earn them a prompt smack because I'm taking part in that #########. I also punish hard/"face"campers as I actually go to do gens for free once I realize that's what's up.

  • For sure, if a cosmetic that I really want shows up I don't mind just getting it with auric cells. Lately I've just been sitting on them to have as much BP as possible when the next chapter comes out though, it helps to be able to save up a million + dailies + shards to buy all 4 perks in the shrine ๐Ÿ˜„

  • There's a difference between not being "dead weight" in chases and being someone that knows exactly how to play every tile in the game optimally. You probably want to be able to at least hold your own for a little bit regardless of how you're playing, but even then it's an option to be good at actually breaking a chase as well.

    It's just another case of people assigning more value to a particular skill, usually a "flashy" and somewhat mechanical one. People can obsess over mechanical skills like raw aiming ability or actions per minute while sort of ignoring the mental skills that often put the player in the situation where they can use their mechanical skills effectively in the first place.

  • @Mister_xD said:

    honestly, i always wondered why it was 9% instead of 10%...

    Because 9% makes for nice and equal 3% increments on the different levels. I'd like it to cap out at 10% too because that is also a nice number.

    It's not bad though. It helps with basically every single standard action, and it's 60% of the speed bonus the Wake Up bug offered so that's certainly something.

  • It's trading some blocking for an injury when it's survivors doing it, it's fine. If they block to get someone out of the gate they simply played well.

    I wouldn't want collision disabled, I love playing windstorm wraith and blocking pallets/windows. Makes hiding in a corner against an instadown killer extremely risky as well.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/659433#Comment_659433

    Or maybe you don't go against many SWF teams yourself? I am also Rank 2, and it seems every game is with a SWF team. It gets tedious after a while.

    What most people, including myself, have a problem with is all red rank survivors abusing meta perks and really good items. Most killers cannot do anything against that.

    We don't have a problem with a group of people just trying to have fun. Heck, I have fun when that happens because it can be really funny to watch them meme around.

    But just throwing your rank around and saying that just because you don't have this problem, that it isn't, is not helping solve the issue here.

    How do you abuse something that's in the game and working as intended?

  • Because to adapt you have to realize that you actually could've played better. It's far more convenient to blame something someone else did and pretend you did nothing wrong ๐Ÿ™‚

  • Totally agree. I honestly feel incredibly "naked" without it.

  • Exactly 3, as I remember all of them.

    One was a new player that didn't know what the traps did I guess. I later found their body next to a generator, guess they stayed dedicated to the gens until the end which I can respect ๐Ÿ˜„

    Next was someone that didn't understand that running out of the exit with an active trap doesn't end well back when Pig was first released.

    And the last was when I ran into them after their trap had been ticking for a long time, so I decided to just crouch after them. ~20 seconds later they died.

  • I like Ace, don't bully him ๐Ÿ˜ฅ

    Jane, however... I don't even go out of my way to chase her, but she's so damn loud, even her breathing. It's hard not to at times.

  • Lag switching usually looks a certain way. In DBD everyone else appears to start running into walls or standing still, while on each player's end they themselves can move around. Then the game re-syncs, usually including a survivor instantly "teleporting" to the dying state and halfway through the pickup animation. I'm sure there's people that use them in more "subtle" manners, but the blatant and often "rage-fueled" lag switching is very distinct and exclusively happens when it's beneficial to the killer, consistently.

    So unless your connection problems consistently make something looking exactly like that, in ways that are beneficial to you in particular, I'd say you've got nothing to worry about. I don't know if devs can conclusively identify a lag switch on their end, but it's not really something you can punish unless someone's a repeat offender as in theory it could happen without being on purpose.

    It's a subject most people (understandably!) aren't very informed about, which explains why people accuse things of lagswitching when they really aren't. The most hilarious one is when people claim survivors can lagswitch, when that's just... not how it works when the killer is the host in a P2P setup like what DBD uses. Survivors can mess their connection up and be laggy, and at some points in the history of the game straight up speedhack, but not lag switch.

    As far as I know dedicated servers will roundhouse kick lag switching into the shadow realm anyway, so yay. Looking forward to the next dumb excuse when lag happens to be "omg this guy was losing and ddosed the server!!!" ๐Ÿ˜„

  • Three options, if you ask me.

    • Start playing for a hatch escape when you see you're teamed with potatoes
    • Play SWF. Even with a duo you know you have at least one player that you know the skill of
    • If you feel you'd do better than them, try to make the killer chase you instead by any means necessary
  • @Redcum said:

    https://forum.deadbydaylight.com/en/discussion/comment/664614#Comment_664614

    No, it doesn't happen for each DC, it's once a certain number is reached that you get a temp ban. What I'm asking is a short ban for each DC that gradually grows bigger. Everytime you DC it gets longer.

    I'm pretty sure they're adding a typical deserter re-queue penalty sorta thing. So a mostly inconvenient 5 minute (or something, I don't know the numbers) "ban" at first, and if the player doesn't take the hint it'll increase in duration. It will also block the entire SWF party for the duration unless they play a game without the disconnector.

    I can't find the thread but they announced it as something they would implement at some point once dedicated servers were here.

  • I tend to not cleanse but if someone else does (ESPECIALLY if they do it before they're even fully broken...) then it's a free for all. I'll at least stop puking all the time so I might be able to hide from her while she has her chunky vomit so someone else can get destroyed instead ๐Ÿ˜‰

  • Any build that beats me.

    But serious answer, most people usually refer to using strong/meta perks or perk combos. Just ignore them, strong/meta perks get their designation for a reason, if you want to use them and people cry about it they're just scrubs.

  • You beat someone in Overwatch? You're a smurf abusing a busted hero!

    You beat someone in a fighting game? You're a spammer or something abusing a nobrain high tier character!

    You beat someone in DBD? You're just in SWF / Playing a strong killer (with strong add-ons)!

    Conclusion? My defeat doesn't count because you didn't win "properly", so you didn't really win ๐Ÿ˜Š


    Ignore scrub whining and play for yourself, it's not gonna change. Far too convenient to blame some element outside of their control than accepting the fact that they lost. If it's in the game or otherwise endorsed by the devs and working as intended don't blame players for using it, if they have to complain about it then it should be directed at the game's design and balance, not players.

  • If you really want to use it either combine it with bigger trap trigger range to basically be a really weird clown/freddy, or the phantasm collision one for maximum memes.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/664819#Comment_664819

    Well you gotta remember there are still millers whom read these posts..and the sheer volume of them is alarming..I'm not saying it's an illuminati tin foil hat kinda scenario however it lights up the selfish nature of many of these survivor players posting these threads..it shows that theres an alarming amount of survivors whom only wish the killers to be nothing more than playthings and that they are the important ones..its sad honestly

    I disagree, not like the developers simply look at the quantity of threads about stuff, especially when it comes to things that have forever been complained about like camping, tunneling, SWF and whatnot. I genuinely believe the initial Freddy nerf back when he released made them learn that very well.

    But this is off topic and I've already sort of derailed the thread, so I'll just leave it at that. Didn't mean to accuse you of tinfoil hat stuff, I guess I just overreact to seeing "strong" words used to describe situations where I feel they don't apply.

  • For big changes, give ebony moris, hatch-opening keys and instaheals some sort of roundhouse kick nerf/rework.

    For small changes/QOL changes, I'd love to see loadouts you can save so you can quickly swap between your favorite builds.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/664802#Comment_664802

    Is it percieved when the evidence is there? Honestly tell me you can read off some of these ideas posted and think they're completely fair to both sides and cannot /will not be exploited almost immediately..garuntee you cant

    Individuals having dumb ideas and suggestions isn't evidence of an agenda though.

    Like for the camping threads most of the posts in them are against the suggestions or neutral to them at best, surely if there was anything resembling an agenda there'd be more people agreeing with suggestions in the threads in question.

  • You know I completely agree with you but can you make a single post without ending it on a note about some sort of percieved survivor agenda?

  • @Tzeentchling9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/664485#Comment_664485

    Agreed, even having the option to immediately drop them after pulling from a locker would be preferable.

    Good idea. All other grabs can be avoided by simply lunging, even a short lunge. If a survivor manages to bait a killer into grabbing them off a gen or vault or something that's fair play, but with a locker there is no options besides "put them on your shoulder" or "leave them there non-downed".

    Should be possible to just insta-drop someone, and the devs could see if there's any way to fix the old "invalidate flashlight saves by insta-dropping" thing that made them change it in the first place as that was pretty silly.

  • There's opportunistic tunneling (many of the situations in the "not tunneling" list up there), and there's "hardcore tunneling".

    One is being presented a choice and choosing to go for the softer target (even though with Borrowed Time + Decisive Strike they might actually be the more resilient target at times if it happens around unhooks!), and if the killer isn't tunneling as a primary strategy from the start of the match this can be mitigated by not healing under the hook, making sure the killer gets busy with someone else before you risk revealing yourself, that sort of thing.

    The other is getting legitimate tunnelvision and proxy camping, immediately abandoning chases the moment an unhook happens, that sort of thing. This shares weaknesses with camping as the killer makes it blatantly clear the other survivors are at lowered risk whenever the target isn't on the hook (and while they are, if proxy camping is involved), so they can either just fully focus gens or rush the hook right before stage transitions to buy extra time more or less for free. This simply seems like a pretty bad idea to do considering how common Borrowed Time and Decisive Strike is, unless combined with a Mori, in which case it can be pretty lethal.

    I guess there's also emotion-fueled "rage tunneling" against people that do something percieved as annoying/toxic, but considering my "all that is working as intended is fair play" attitude I simply don't understand the point at all. Not sure how many people agree with me when I say I think it's a petty scrub move to make, just as confusing to me as survivors starting to tbag a killer for some percieved rules-of-conduct violation.

  • It's a solid perk that can do anything from completely shutting down survivors to doing absolutely nothing at all depending on the skill level of the survivors and if it gets found right away or not.

    If you don't feel like you need it or want to use it, then don't. It could be because you simply have an unusual build that works for you, it could be that your attitude towards the game and what you consider a good game is different to that of other people, a combination of them or something entirely different.

    Personally I use it, but not all the time. I recognize that even if it only lasts 30 seconds that might be the time I need to get someone down before 3 gens pop, but I have a pretty "casual" outlook on my performance so I prefer perks that can't be deleted from the match because it decided it wanted to chill next to a gen 1 wall away from a survivor spawn.

  • The best "nerf to camping" would be flashing red letters that say "IF THE KILLER CAMPS, DO GENERATORS" on the screens of the survivors. And killer for that matter, just to drive the point home.

  • Honestly whoever blames someone for running DS is just silly.

    It's not just tunneling killers it protects you from. It protects you from point-tunneling survivors as well ๐Ÿ˜„

  • There's not really any way to detect legitimate "mindless" camping any better than the emblem penalty already does. Obviously just standing in front of someone with 5 gens up is pointless, a bad play and 90% of the time either a new player or someone fishing for reactions, but once you throw in stuff like survivors being nearby, what part of the match it happens in and more it becomes too complicated for a simple algorithm to deal with it in a way that can't be abused and worked around by EITHER side.

    Educate survivors on the fact they should just do gens if someone gets camped, educate killers on how hard camping at the wrong time can be heavily punished as well, and incentivize aggressive actions towards other survivors with BP modifiers, emblem points or whatever else. It's not a thing that can just be forced away with automated systems.

  • @Wuhelm said:

    https://forum.deadbydaylight.com/en/discussion/comment/663882#Comment_663882

    As a killer they should choose the prey they are hunting. Not some toxic swf teabaggers looking to make a Youtube channel. Stop trying to hide yourself and be less toxic instead of imitating Ochido. Experience has shown killers what is fun. Most survivors only have fun tegbagging at pallet being toxic to both killer and survivors. Like a said allow players to blacklist those they do not want to play with and no more lobby dodging.

    You just call people ochido fanboys or whatever while you yourself say stuff like "most survivors are toxic" and have some sort of hate boner for youtubers/streamers?

    You either have an extremely loose definition of the term toxic, or fell for the negativity bias trap hook, line and sinker. Either work on your persecution complex or quit the game for your own good.

    There's little point in showing names and profiles. Anyone that's any smart at all will just avoid matching names/cosmetics and make their friends list/profile private if they genuinely want to grief. And that's without bringing up cringy garbage like killers putting people on their "mori list" or survivors putting other survivors on their "sandbag/do not save list" based on their names.

  • If you do it in the order Abdominal Dressing + Bandages you get (24 *0.75) + 8 = 28 charges

    And if you do Bandages + Abdominal Dressing you get (24 + 8) * 0.75 = 24 charges

    So as said above, the order of the add-ons matter. And it's not a dumb question, I didn't know of it for the longest time as it's not explained and doesn't seem like the sort of thing you would have to worry about.

    So put -X% addons FIRST, and +X% addons LAST in the add-on slots to have it apply to the number most beneficial to you.

    EDIT: Not that the extra charges always really matter beyond making it so you don't have to hit a great skillcheck to avoid burning the medkit out after a certain amount of heals, but it can add up a fair bit if you combine it with something like Botany Knowledge

  • I mean I'd be up for giving it a shot but I'd imagine it'd mostly be general glhf stuff (which isn't bad), organizing farm sessions in advance easier than ever before and survivors dodging a killer when they see their name and it's someone they don't like for whatever reason.

    All in all it'd probably be pretty neutral. The vast majority of postgame toxicity is because of stuff that happened or was percieved to happen in game, I honestly doubt many people would talk mad trash in pregame chat.

  • Nah, we'll make it is a perk for healing others in particular. If you want to be healed quicker you could run Leader or bring a medkit with Botany Knowledge, which can be really fast and still last a good while.

    This did remind me of way back though, when We'll Make It + Self Care let you heal yourself to full in the time it took a killer to vault a window. That was... something ๐Ÿ˜„

  • Hatch is fine, whoever finds it first gets it and then gate spawn RNG decides which side has the upper hand. If the killer really wants to they can just wait by the hatch instead of closing it as well, and wait until they see the survivor to close it. It's not concerned with being "fair", its only purpose is to add the mechanics needed to put a hard time limit on the match.

    A survivor isn't entitled to an escape until they've actually escaped, a killer isn't entitled to a kill until the survivor in question is sacrificed, mori'd, bled out or taken by the entity.

  • Primarily new perks, bloodweb changes, party changes and the new map.

  • @thesuicidefox said:

    It should show you the character and the item. It shouldn't show names or profiles.

    This right here.

    Private/friends only profiles are common anyway among all sorts of players, and partially private profiles that hide certain elements like playtime and/or friends list makes it even more common if we include that. After the improvement to Steam's privacy options that's a while ago now it's so common that anyone that dodge any degree of private profile will spend the vast majority of their time in the lobby anyway.

    No matter what "benefits" profile-checking allows for it also makes it possible to have cringy grudges with people which shouldn't be a thing.

  • When you get grabbed you technically immediately enter the dying state at the very start of the animation, and then get picked up. By the time you're on the killer's shoulder it's functionally identical to being knocked down and then picked up. Follows the logic of the game perfectly.

    It's just how the game works.

    in Logic Comment by oxygen
  • I just hate how it clashes HORRIBLY with the other two perks Myers brings to the table. Two of them wants you to keep the obsession around for stacks, and then there's Dying Light which is the polar opposite. Always bothered me way more than it probably should.

    The Trapper in your story had far bigger issues than equipping a perk though, if they send messages like that they're just another angry brain rot player. Report and move on.

  • Disconnecting will be a whole lot more inconvenient to do once the escalating matchmaking cooldown system is implemented. People that DC for absurd reasons can enjoy waiting longer and longer between each time they get to re-queue, perhaps even do everyone else a favor and ragequit for the day once it gets too high for their liking ๐Ÿ˜‰

    Not sure if it'll count pre-match "dcs" or in other words force-closing the game in the offering/loading screen, but I hope it does.

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