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supersonic853

supersonic853

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  • Skull merchant exists

    (Working but I do have one to put here then lol)

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726178#Comment_3726178

    What I find funny is that people who claim that game X or game Y is the DBD Killer, are often those who even complain about the limited ways of fighting back Survivors have in DBD. Whether it is DS, Pallet Saves or Flashlight Saves, those get complained about and the same people then claim that a game will be DBD Killer, where Survivors actually have ways to fight back.

    I cannot really imagine that someone who has a problem with DS having fun in a game where Survivors can actually fight back.

    On the same note though. Those games also normally have to Amp the killer up to make them more threatening. The biggest example being f13th. Where jason could just walk through most obstacles if he was enraged. And if he grabbed you he could just straight up kill you. If Survivors hate tombstone because they get caught out of position and die against myers. Imagine facing a killer who can do that basekit anytime he finds you. The only difference being he can be interrupted. And if you died you just went next in that game to. Jason didn't care for putting Survivors on a thing to give them multiple chances lol. Hell tcm is the middle ground but yet if a Bubba slambs on you. You die. That's it lol.

    https://youtube.com/shorts/uKTd2GBZ_Xg?si=WMSpeoI-fAvvofFY

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725914#Comment_3725914

     Survivors who are good have adapted

    Then it's your turn bestie

    Auras: Lockers. They've been in the game VERY long.

    aight lemme go to the locker just in case killer has perk

    Tunneling: Basekit BT

    Alexa set timer to 5 seconds

    Geez you musta thought bbq was so busted on release before distortion came out.

  • @justadreampallet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725882#Comment_3725882

    if you think just bringing flashbang should allow you to get free save in somewhat entitled. The killer already had to spend time to chase and down the survivor, had to use mind games, to use the power correctly, and then you do the counter by looking at a wall and someone runs up and ruins half the time you just spent downing them. Having counter play is a key aspect of everything, some gen perks are not very counterplayable, but the same can be said for things like background player or boil over. Because one side has or had uncounterable things doesn’t make it right for the other.

    GE0HJy3W0AAfzIw.jpg

    While we're on the subject here's a funny meme for you and those that get it. Could just replace the last panel with "bring agi" lol.

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/415161/just-bring-x-perk

    For instance Is it a good balance to make a flashbang uncounterable just because the killer can bring lightborn (they removed the look at a wall counterplay)? 

    Flashbang is counterable.

    To make Flashbang you have to:

    1. Equip such perk
    2. Do gens to 50%
    3. Be nearby downed survivor and not be spotted by the killer
    4. Time out flashbang just right

    It takes skill and shouldn't be nullified by simply looking at the wall, because why?

    If killer hangs someone on PainRes I don't have skillcheck to mitigate regression or some kind of mechanic. They earned it by

    1. Finding survivor, chasing them
    2. Downing survivor,
    3. Bringing them to scourge hook
    4. Hooking them.

    But the survivor can just bring perks to bring down the tunneling value?

    There are no survivor perks that hard counter tunneling, DS / OTR just delays it.

    We've partially solved this in the past before with basekit BT and Anticamp.

    Yes, because unlike flashbang, facecamping as Bubba was uncounterable. Same as hitting someone off the hook - it relied on another survivor bringing BT and I don't have influence on what my teammates bring to the match.

    The games basically balanced by at least 1 gen defense perk.

    No, it doesn't, it only made you think that.

    Like, be for real, killers got buff to bloodlust, increased speed to kicking pallets, gens (-5% basekit regression btw), gen tapping is no more, maps got smaller, tiles got weaker and instead of strong pallets its something like this:

    https://us.v-cdn.net/6030815/uploads/F63EN12DZGZZ/image.png

    This game is easier than ever before for the killers, because what survivors have left? Windows of Opportunity, to see tiles as above?

    Ironically survivor has the most uncounterable situations when you think about it. Power struggle flip flop comes to mind. I down a survivor on a pallet (because they force it by emoting) Their teammate is right there. I obviously can't pick up. So I leave them down and chase off the teammate. Pick them up. Stunned. Survivor gets unhooked and downs themselves with plot twist and DS. I pick them up. I'm stunned. I don't. They get a free full heal. Survivor loads in with no mither. Goes to hawkins portal room and purposefully goes down on the upstairs railing. They have boil over. Slug them multiple times till they die. And we're about to get another with the new sabo. I pick up a survivor. Almost make it to a hook. Teammate runs out and 1 second sabos my hook. I have to drop and the survivor starts crawling away. I lost my pressure to a survivors 1 second tap. The only non counterable thing I've seen on the killer end from you was tunneling. Which can be majorly delayed.

  • If what matthieu cote said in his interviews is true. Now that his license is free. I assume bhvr is already in talks to get him. They always wanted him. He is the icon along side the rest.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722398#Comment_3722398

    Current map designs allow for 3 consecutive sabos and for the Killer to still get a hook, and that's ignoring the Killer being able to safely drop Survivors anytime prior to ~13s of being carried. This also can only be done once per match with a Purple, and just shy of twice per match with a Commodious/Event toolbox. That also means the Toolbox didn't shave ~20s of gen time, and the person was off of gens that time to prep the sabos. The math is still so far in favor of Killer for Survivors to sabo vs pump gens that it is hilarious.

    People mainly complain about slugging when they don't have agency. Being in the middle of the map with the choice to recover on the spot, or crawl further from a hook, gives them the agency they need to not hate it. Its mostly sweating for the 4k when the Killer has 0 idea where the 4th is at when people complain about slugging.

    there-are-no-hook-on-this-entire-hall-congraturation-we-did-v0-3hk7n0r0679a1.png

    Uhuh…. (BTW there's none beside me either. Apparently most of the hooks spawned upstairs) also you try to go to a hook. Almost get there. Then have a survivor run out infront of you, insta sabo the hook, And run away. See what happens. If you drop they wiggle out. If you don't. There's probably no hook within a few meters for you to get to. The speeds so fast a survivor can literally take the hit. Sabo mid weapon clean. And run away before the killers even finished. Also even if you do insta drop them. You probably can't pick them back up so might as well just slug them. Because unless you chase the survivor away and down them they'll just keep trying to come back to sabo the hook again.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723296#Comment_3723296

    But this is not the problem of Distortion, this is the problem of one teammate being overly stealthy. If Distortion would be removed tomorrow, the same person would just be in lockers more often.

    You would have a easier way to find them though through aura reveal of course if they didn't have a way to hide themselves. And I think distortion removes scratch marks. Not to say they can't avoid the aura reveal other ways of course. Or stealth anyway. But in the case of like bbq or something you have someone else to possibly go after or something of that nature. Obviously rat play is annoying and perks just help it happen.

  • Yeah this definitely could work. You could have a mixture freddy. Everyone gets something out of it and it makes him a lot more fun.

  • Your guys moved? I had 2 mill already and it's still at 2 Mill.

  • Source on the claim they are beating out SM?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717509#Comment_3717509

    Wesker's Hug is a lot harder to do and is extremely situational. Maybe rebound?

    Doesnt billy even have a slide tech to? I've gotten it only to work like once on accident. (I rushed at a car and slid along it for some reason before hitting a survivor)

  • Legion feral frenzy pretty much maxes 3 out of the 4 quickly. It's a power so deviousness. It's a hit so brutality. And it's probably a quick hit which goes for hunter. Wraith is another good one since his uncloak swings give all 3 categories. Survivor there's no real bonus I can see. Just do everything you can. Unhooking. Doing gens. Surviving. Cleansing (or booning) totems. Boons are fairly good because they give a lot each reset. It's fairly difficult.

  • 81x2p84XkGL._AC_UF894,1000_QL80_.jpg

    Isn't this coming out later this month?

  • @GolbezGarlandGabrant said:

    Sabo'ing is pointless unless two survivors use a hook offering.

    Midwich lerys and gideon: "let us introduce ourselves" also with this now the survivor can wait till the killer gets closer to the hook to pop out to do the sabo. So the killer probably won't have the time to get to another hook.

  • @Junylar said:

    It's just a minor update, it won't save you from the pallet land of new maps, it will just soothe the pain a little.

    Makes him less addon dependant. Better collision is always nice. Before I would bump on stuff I couldn't even see. And less tantrum is greatly appreciated. I'll probably start playin him a lot more.

  • @Aven_Fallen said:

    I have to say, the Killer changes all read really good. Lots of good Buffs and Nerfs without being too strong in one direction.

    For the Perks, I dont think DS needs to be touched again, I dont think it was too impactful to actually be nerfed again, but given that the initial plan was to give it an animation which would be longer than currently and therefore reducing the amount of distance overall, they seem to adapted to this by reducing the stun by 1 second. Not needed for a Perk which is an Anti-Tunnel Perk.

    Also I think that the Deadlock-Nerf is too mild. For a Perk which requires 0 input from the Killer 25 seconds of blocked Gens is still too much.

    I dont know about the Toolbox-changes. Sabotage is difficult to balance, it should be on the weak side because hooking is one of the most important things in the game. However, I cannot say that I really got bothered by Sabotage at all in the past years, even full Sabo-Squads might be somewhat annoying, but they usually dont escape anyway. And attempts to sabotage end up with simply going to a different hook. Will need to see those in action.

    I absolutely love the Borgo-change. It was one of the most ugly maps. I still think it is really bad gameplay-wise, but at least I might not need to claw out my eyes when I get on this map.

    I feel insta Sabo is basically coming back if you have both speed addons it'll be very infuriating to face since you can already be forced to only go for one hook. So if they Sabo it in a instant your basically doomed.

  • @Blueberry said:

    I think it’s probably Vecna. However I’d really prefer an original spider killer for the “8” legs. More indoor maps please, we’ve got a disproportionate amount of outdoors now.

    As a billy player. I hate you. As a wraith and myers player. Agreed.

  • @Coffeecrashing said:

    Is the forced short M1 attack mechanic, that can steal hits from the killer, an intended feature or a bug? I opened the below bug report literally 12 months ago, and it’s still “under review”. Will BHVR ever tell us if this is a bug or not?

    Forced short M1 attacks can steal hits from any killer, and it could happen in any game. This is a huge claim I’m making, but it’s still “under review” 12 months later.


    https://forums.bhvr.com/dead-by-daylight/discussion/375033/killers-are-forbidden-to-lunge-if-they-are-too-close-to-a-survivor-which-can-steal-hits

    I forget where I saw it but peanits did reference it as a bug at one point. It's a very dumb thing to happen and is just a result of how bad the Aim dressing is.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714200#Comment_3714200

    I guess you replied to my post without even reading it.

    Nah I did. Just still think it's applicable.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714164#Comment_3714164

    DbD is semi-competitive? If you say so…

    But the main difference between the discussed kinds of games, and the reason why quitting is generally more acceptable and tolerated in DbD community than in actual competitive games, is because DbD gives greatly more reasons to want to leave in the first place. In CS, you won't want to quit in order to avoid a 45-minute long 3gen SM standoff, you won't want to leave from never-missing nurse who booted up a single-player game, from lagging killer, from teammates hiding in bushes, from Legion's mending simulator, from og iri head huntress, etc. DbD mathematically can't ever be balanced, but it's also half broken most of the time, and a lot of things in it are unfair and frustrating by design. In CS and other actually competitive games, no matter how bad your match can be, at least you get to actually play it every time all the same, without just wasting your time into the void. In DbD, it's not the case, asymmetry only adds to the imbalance and to the "your opponent will decide what you get to play" factor. These are only some of the reasons why comparing DbD to competitive shooters is as ridiculous as comparing it to hockey.

    The fact that so many people in the community actually want the ability to leave without punishment (and leave anyway) should tell you something. You can't explain and justify everything with just "well, the community is just entitled and toxic in itself", because the community was formed by the game. Telling "it's the community to blame, not the game" is just a tautology, it's literally saying "dbd players are bad because they are bad", without trying to look for the actual reason why this game brought up such a mindset in the playerbase.

    Those games have punishments even In the casual modes. Overwatch for instance just updated theirs recently to make it even more punishing. (And they said it dropped the throw/rqing rate to less than 10% of matches) Rainbow Six is just as harsh. Because surprise surprise. When there's no way to eliminate yourself early you have to just throw or DC. Which one gets you reported up to the point of a perma ban. And the other has insane punishment scaling on how long until you can play the game again. So I feel some of it is the punishment not being harsh enough and having a mechanic in game that let's you eliminate yourself early screwing your team for the rest of the game.

    Screenshot_20240410_151126_YouTube-1.jpg
  • @Xernoton said:

    Another item to the list @radiantHero23.

    To the List! @radiantHero23

  • @Marioneo said:

    Don't bring hug tech back but still make him 110

    people realizing that blight never actually needed hug tech? He nerfed himself with it to have some clips. Now that his bump logic has advanced. Just deal with him as he was designed.

  • You can just report them. That's not a map offering issue. I agree they need to be removed. Just because people find the most annoying maps to spam for a whole day. They fill the bloodweb unnecessarily. And they can be used to spam bugged maps.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712094#Comment_3712094

    Why are you eating DS? You do not have to pick up a survivor you know has been recently unhooked.

    Slug them, and go keep chasing that injured survivor. They get a protection hit's worth of distance, and in exchange, you're occupying two survivors at once. That's to your benefit.

    Yes, denying hooks is very strong. DS cannot be used to deny hooks unless the killer is tunnelling, because it can't be weaponised in the way that people are talking about it being weaponised. You never have to take the bait, you never have to eat DS.

    I mean they could easily just solve this in general since the point of anti tunnel endurance as well isn't you can just run around with a shield on protecting your teammates. For the length of the endurance. Make em lose collision. That way the killer can run into them if they have OTR or bt endurance. And if DS is in the mix. Maybe after like 10 seconds or something make protection hits disable DS. Then they just go back to being exclusive to protecting you. Like they are kinda supposed to. No need to keep arguing the point when they could easily fix the miniscule abuse they do have. (Despite how minor it can be)

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711988#Comment_3711988

    A slugged Survivor is also Map Pressure. Less with Unbreakable, but without Unbreakable you still have 2 Survivors not on Gens.

    I mean more than likely a survivors doing this with those perks because it gives them more value. And multiple of them can run this to do it over and over. And it's not like if you don't force the perks out they can't just do it on their next unhook. So your best bet is slug them. Make them pick themselves up with unbreakable. Or eat the DS. So you remove a perk from being threatened again. How's that fun for the survivor. Or why would the killer want to do that if they are trying to play fair. Their options are slug someone. (Survivors hate that) or tunnel them forcefully (hate that to)

  • @Azulra said:

    So, as many of us know, Onryo is supposed to be a stealth killer, but her stealth gets completely destroyed by her lullaby. Now many players have requested BHVR to remove her lullaby already like they have been since her release and BHVR doesn't want to remove her lullaby at all. So why not a compromise? I've came up with a compromise that reworks how her lullaby system works that I think would be both interesting and fair while appeasing both the players wanting her stealth to be better and BHVR wanting her lullaby to stay.

    The rework:

    So my idea is to actually have her lullaby system behave similarly to that of Freddy's in a sort of way where it's dependent on individual survivors instead of just all of the survivors at the same time. Each survivor, individually, will hear her lullaby, but at a differing volume based on how progressed along their Condemn is. Essentially the survivors are able to hear her more as they get closer to entering the Otherworld(Onryo's sub-realm).

    How the volume control works:

    • Condemn stacks 0-2 will have her lullaby completely gone for the individual survivor where you cannot hear it and the visual terror radius setting will not show anything at all. This is essentially when a survivor is furthest from entering the Otherworld and, therefore, not able to hear her coming.
    • Condemn stacks 3-5 will have her lullaby now be audible to the individual survivor playing at 50% of its total volume and the visual terror radius will now be detecting it. This is the point when the survivor is halfway there to being pulled into the Otherworld and, therefore, able to hear her, but just faintly.
    • Condemn stacks 6-7 will have her lullaby now be audible to the individual survivor at 100% of its total volume. This is the point when the survivor is either about to enter the Otherworld or they are already in the Otherworld and, therefore, able to hear her coming clearly.

    Bonus notes:

    This system, with the way it works, would also align with her new Condemn-locking mechanic introduced into her recent rework since, as you may notice, her lullaby volume control is based on every 3 stacks of Condemn a survivor gains and her Condemn-locking mechanic allows her to potentially lock up to a maximum of 3 stacks of Condemn from being removed.

    Overall I think that this would be both a fun and fair change for her that doesn't make any major changes to her gameplay, but improves upon her currently bad stealth. It'd also bring in an interesting dynamic that encourages decision-making for both sides where, for the killer, they have to decide if they want to heavily lean into using Condemn or try spreading out their Condemn a bit to try keeping their stealth as strong as they can and, for the survivors, they would have to make decisions with balancing out their Condemn to how they prefer with questions like "do I want to stay as far from full Condemn as possible with the cost of her stealth being stronger, do I want to make her stealth weak by staying close to full Condemn, or do I want to keep it in the middle so it's balanced out?" That kind of dynamic is what I think would be a fun thing to have with her.

    Let me know what you all think about this concept.

    Ironically I don't mind the lullaby. Because I just run stealth perks and stay manifested. She's almost completly silent and the amount of times the survivors thought I'm demanifested just to get m1d is great.

  • Honestly probably ruin. It dies so often still. And it's fairly fun since it removes the need to kick all the time. (Which makes it anti synergy with some stuff). But if people think it's fine at 100% still. Tinkerer. There's a limit to how much you can kick now. And ruin undying isn't what it used to be. Nor the killers that could abuse it. So it'd be helpful for some stealth builds.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711446#Comment_3711446

    This. You can only treat symptoms to a point. At some point they have to address the various mechanics that cause massive differences in the fun factor from trial to trial. That's ultimately why players give up so often. Players are (understandably) not willing to gamble with their time when they load into a match against a commonly unfun thing.

    Tbf you will never satisfy everyone. I've seen people go next on perkless trapper because they stepped in a trap. So down to a point there's just people that give up on anything.

  • @BlightedDolphin said:

    They are bugged right now. Victor isn’t meant to be able to be recalled after 10 seconds of latching on to someone, only when he is idle. Also the glow effect that tells you when you can kick him is bugged and doesn’t work all the time, making it look like you can’t kick him when actually you can.

    Once that bug is fixed Twins will pretty much play the same as they did before but be less clunky. None of the counter play to them was removed, it’s just some bugs making them stronger then they actually are.

    Wonder if they'll fix the 80 other bugs that nerf them alongside the 3 that help them. Or if they'll leave most of them. Fix the ones making them stronger. And call it a day. Because victor still dies on stairs or in the air. And when he latches your camera goes into the air.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711582#Comment_3711582

    Iirc, they only have bans for comp.

    So far as I know, DBD doesn't have a competitive mode. Maybe if they let us see our MMR...

    Used to. They put them into the quick matches and casual ones to lower the amount of RQs.

    Screenshot_20240410_151126_YouTube.jpg
  • I mean I know they aren't the best themselves. But at least they have something in the fact like I said. They don't have base mechanics that let you bail out of the match early with no consequence to force your team to play the rest of the match without you (this should go for any decent team game) . The options are dc. Which gets you a ban. Or play out the match throwing. But they are also more aggressive on banning for throw play. So all you get is probably people that are annoyed but they still actually play out the match. Self-unhook attempts and giving up on hook especially with how often it happens now for even the weirdest reasons just gives a tool for way more toxicity.

  • Dang imagine if overwatch or siege let you eliminate yourself from your team early and for the rest of the match. The chaos that would ensue. Glad other games don't let a rager get out early with no consequence. They dc. They get a ban. They hard throw. They get reported and get a ban. There's no way out with no consequence in the long run. Actually sounds healthier right when you think about it that either you have to get a penalty or possibly banned for unsportsmanlike conduct? Because then maybe they feel they have to tough it out.

  • It's kinda funny that these bugs go into under review but aren't switched when they are pretty obviously a bug. Like being able to go outside garden of joy. Or a toolbox not being drained. Ect.

  • Idk why they haven't already. Hawkins and rpd also still need one. Garden just needs to go.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710909#Comment_3710909

    I double checked it this morning in a custom game before I posted it.

    Unforeseen’s icon will still be lit up if it’s the one that gets deactivated early, because it will immediately switch to the cooldown timer, maybe that’s what you were thinking of?

    I guess another question. They removed the "only one drone can be affected by this at a time". And the undetectable seems to refresh if multiple drones are disabled. So what if 2 survivors do drones while a gens kicked with unforseen. Would you have 3 then?

  • @GoodBoyKaru said:

    The Nightmare is a nightmarish Killer, able to pull Survivors into his Dream World where he has complete control over their fates. His personal Perks, Fire Up, Remember Me, and Blood Warden enable him to bide his time and become the ultimate hunter when the Trial reaches its crux.

    • Terror Radius: 32m
    • Movement Speed: 4.6m/s
    • Height: Short

    POWER UPDATE | DREAM DEMON: REBORN

    • Survivors who are awake do not see or hear The Nightmare.
      • Survivors who are awake hear a 32m non-directional lullaby.
    • Survivors who are awake cannot be hurt by The Nightmare.
      • Hitting a Survivor who is awake will cause them to instantly fall asleep and suffer from 20% Hindered for 1.5 seconds. During this time, they can commence no actions except for dropping a pallet, vaulting a window, or entering and exiting a locker.
      • This will be considered a Missed Attack.
    • Survivors who are awake suffer a 30% action speed penalty to repairing, healing, sabotaging, cleansing or blessing a totem, and unlocking or searching a chest.
      • Survivors who are awake also suffer a 100% bonus penalty to missing skill-checks.
      • These effects apply only after they have fallen asleep at least once.
    • Survivors can be targeted by The Nightmare within 15m to be pulled into the Dream Transition for 5 seconds.
    • During the Dream Transition, Survivors are to be treated as awake.
    • Survivors will automatically enter the Dream Transition after 45 seconds has passed.
      • This Microsleep timer is reset upon missing a skill-check or having another Survivor who is awake performing the Refresh action.
        • Refresh causes the Microsleep timer to reset by 30 seconds.
        • This action progressively increases in the time it takes to complete, up to a maximum of 16 seconds.
        • The Nightmare cannot see individual Microsleep timers.

    SPECIAL ABILITY: DREAM WORLD

    • Survivors who are asleep are pulled into the Dream World.
    • Sleeping Survivors see and hear The Nightmare.
      • Sleeping Survivors can be hurt by The Nightmare.
      • Sleeping Survivors hear The Nightmare's Terror Radius as usual.
    • Sleeping Survivors' Auras are revealed to The Nightmare when within his Terror Radius for more than 10 seconds.
    • Sleeping Survivors can wake up through:
      • A Survivor who is awake performing the Wake-Up action.
        • This action progressively increases in the time it takes to complete, up to a maximum of 16 seconds.
      • Being hooked.
      • Performing the Steel Nerves action, which takes 8 seconds to complete. Progress swiftly depletes when not being channeled.
        • This action progressively increases in the time it takes to complete, up to a maximum of 32 seconds.
        • Survivors can only perform Steel Nerves three times per Trial.
    • Once a Survivor has woken up, they gain a 30 second grace period before their individual Microsleep timer begins again.
      • During this time, they can enter the Dream Transition through any other means.

    SPECIAL ABILITY: DREAM PROJECTION

    • The Nightmare is able to press and hold the Secondary Power Button to charge Dream Projection.
      • Releasing the Secondary Power Button early cancels Dream Projection.
      • This will consume a portion of Dream Projection's charge and will require it to go on cool-down.
    • When fully charged, The Nightmare will teleport to any Generator he was charging Dream Projection on.
    • Charging Dream Projection causes all Generators to spew blood.
      • Sleeping Survivors will instead see only the relevant Generator spew blood.
    • Dream Projection has a cool-down of 45 seconds.
      • This cool-down is reduced by 10% for every sleeping Survivor, up to a maximum of 40%.

    PERK UPDATES | FIRE UP THE BLOOD WARDEN

    FIRE UP

    Each time a Generator is completed, Fire Up gains 1 Token, up to a maximum of 5 Tokens.

    Each Token applies a 6% buff to all action speeds.

    Using the Active Ability Button while in a Chase will consume 1 Token and allow one of the following effects:

    • If at 3 or more Tokens, all Survivors in a Chase will become affected by the Exposed Status Effect for 30/35/40 seconds.
    • If at 2 or fewer Tokens, all Survivors in a Chase have their Aura revealed for 10/12/14 seconds.

    REMEMBER ME

    Whenever the Obsession loses a Health State by any means, Remember Me gains 1 Token, up to a maximum of 4/5/6 Tokens.

    For each Token, increase the opening time of the Exit Gates by 5 seconds, up to a maximum of 20/25/30 seconds.

    The Obsession receives this penalty at a 50% reduced rate.

    BLOOD WARDEN

    Each time a Survivor is Hooked, Blood Warden gains 1 Token, up to a maximum of 6/7/8 Tokens. Tokens cannot be gained once the Exit Gates are powered.

    When the Exit Gates are opened, Blood Warden consumes all Tokens. For each Token, call upon The Entity to block the exits for 11 seconds, up to a maximum of 66/77/88 seconds.

    The Auras of all Survivors standing within the Exit-Gate Area are revealed to you.

    That sounds pretty cool

  • Dw they hate fomo. We'll get them back eventually…right?

  • @sizzlingmario4 said:

    You can have 2. You can't get 3 because the game doesn't let you have Dark Devotion and Unforeseen be active at the same time. If Dark Devotion is active and you kick a gen to activate Unforeseen, Dark Devotion deactivates. If Unforeseen is active and you hit the obsession to activate Dark Devotion, Unforeseen deactivates and goes on cooldown.

    On Unknown's PTB you were able to use these perks together but after the PTB they changed it for some reason.

    You can have the terror radius from the addon + one of the perks active at the same time though.

    Huh, really? Guess the wiki hasn't been updated yet.

    https://deadbydaylight.fandom.com/wiki/Unforeseen

  • ...respectfully disagree. All I'll say.

  • Most headsets I use just have them base. Same with monitors. So it'd be difficult I feel for them to ban it.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710009#Comment_3710009

    What happens if it's a Bubba and they took down both the hooked and the rescuing survivor? All the Bubba needs to do is hook the recent unhooked survivor last.

    A more interesting idea I've seen before was if you took a protection hit over 10 seconds after you were unhooked. Since you should have gotten out of protection hit range at that point. So you have to have been really following or rushing to your ally to take the hit. Itd remove the bubba part at least. And if the same rule applied to OTR and BT ignoring their endurances if they take a protection hit. It makes the time so narrow it's hard for the survivor to abuse it.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710120#Comment_3710120

    That's three perks now! That's just about an entire build going up to two bodyblocks.

    I literally said this in the first post and rieterated it twice to prove how strong this stuff can be stacked. Did you not read it? True forums fashion I guess lol. Anyways, Later.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710117#Comment_3710117

    You could count to ten to avoid the BT. Or switch to target the unhooker.

    That is, if this scenario ever occurs, considering the conditions you've heaped on it.

    How if they have OTR and they are bodyblocking you? I said this in the post as well. And you'd be surprised how many people do this because it's effective. If you have endurance and ds and unbreakable. Why not just stall the killer with them? There's literally nothing the killer can do because they have to hit the unhooked twice. Leave them on the floor which they'll get back up. Or eat the DS. I'm starting to feel we don't play the same game strength. And conditions? The survivor has 3 fairly strong at high mmr perks. They try to force them on the killer in the ways that are easiest. Conditions met. Unless I missed a patch where you can go through enduranced survivors so they can't bodyblock you with otr. Wouldn't that be something?

  • How so? I literally said. One survivors on gens already. One survivor was on hook and is now unhooked. The survivor who unhooked them goes back to doing a gen. The survivor does all that, blocking the killer who's in chase with the only survivor not doing gens. The killer has to let the chased survivor go because the unhooked survivor has taken all their attention so they can do gens now as well. That's still all 4 accounted for. Now are you gonna tell me what the killer should do against this? Because I'm also doing my job while trying to explain this to you.

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