toxik_survivor
toxik_survivor
About
- Username
- toxik_survivor
- Joined
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Comments
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@AshyBashy said:
All of them, but if I had to choose, Pig and Freddy
Also give Ash some menu music while you're at it
The music would be him thumping in the bathroom ifywim
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@AshInTheTallGrass said:
It's like the lower half of the foot has been cut off, or is sunk into the ground. Do you have that, too?
Yes.
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@Pukenplag said:
The incentives seem to really screw up matchmaking. I've been constantly getting random matches. One is with baby killers, next is with 20k hours nurse players. One is against Korean survivors, next is against locker babies.
I went against a 7k hour billy and oh boy was he God teir. I'm around the same mmr so I was happy it wasn't a baby killer, until I found out that 2 other survivors on my team had less than 100 hours.
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@supersonic853 said:
Since the remove of double bp from were gonna live forever a bp build for survivor basically has it basekit. (At least for me its always 100% survivors) so while for killer its like thrill distressing beast of prey what would you say is the survivors equivalent? Thought i might make it into a build being on that bp grind for p100?
Prove thyself, ds, deliverance, and something else idk
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@WeakestNurseMain said:
Neat, though I'd prefer if in the lore the U.S military raided the entities realm and just nuked this map along with Badham, the Game, Cowshed, and a whole bunch of other maps.
Get bullied 1 to many times on these maps lmao?
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@HelloYou said:
Yes yes i don't need to make an announcement bout leaving, but i feel like there's a tradition to make it public in this forum, so here's my GOODBYE :D
Unless there's DBD2 :3 this is my final journey with DeadByDaylight, so Bye Forever BHVR / Forum members.
I'll leave this for y'all to discuss.
Scenario #1: 5Gens, A survivor with two hook stages, was saved from hook and killer is gunning for him.
In your opinion, Killer's behaviour acceptable?
Scenario #2: 2Gens, killer have 0 kills and 1hook only. A survivor on hook and another is downed. While the killer is going to pick up the downed survivor, the one on hook is saved and he have a flashlight and with it he blinded the killer to save his teammate.
In your opinion, is the hooked survivor's behaviour acceptable?
Well see you in a month
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@FeelsBadMan said:
https://cdn.discordapp.com/attachments/432347543003725834/1023309914669600869/20220924210752_1.jpg
https://cdn.discordapp.com/attachments/432347543003725834/1023309914967384185/20220924210756_1.jpg
https://cdn.discordapp.com/attachments/432347543003725834/1023309915219054602/20220924210801_1.jpg
https://cdn.discordapp.com/attachments/432347543003725834/1023309913759420416/20220924210733_1.jpg
https://cdn.discordapp.com/attachments/432347543003725834/1023309914019483719/20220924210738_1.jpg
https://cdn.discordapp.com/attachments/432347543003725834/1023309914321453207/20220924210743_1.jpg
Time to uninstall LMAO
Um no. You have to get p100 on everyone. I have p10+ on everyone rn. And rank 1 killer. And every achievement (I have all of them,, smug face)
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@WeakestNurseMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3205965#Comment_3205965
When you miss a skill check on a gen you received 3rd degree burns to your entire upper body and die after a minute.
When you get placed on a hook and taken off your arteries are severed and you bleed out on the ground after 30 seconds unless someone gives you healy hands in time
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@KerJuice said:
Let’s play “Remember When…” We’ll pick one aspect of the game that we were able to do in previous builds of the game, but can no longer do. Shoot for the mechanics that would seem crazy to new or fairly new players for being implemented. For the vets, this will be pure nostalgia and hopefully bring some smiles.
I’ll start: I remember when survivors got to keep their add-ons when escaping! Looking back at the time, that seemed like it wasn’t a big deal, but now it’s like wow- that was really unfair to killers who lost theirs after every match.
Remeber when fog was so thicc you couldn't see 1 foot infront of you and also I rmeber when sabotaging hooks took like 45 seconds, but it never respond
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@DredgeyEdgey said:
Item name faulty flashlight
A rusty flashlight wires are sticking out of the sides looks like a amateur tried to make this out of lose wires and broken glass
8s of use when activating the flashlight there is a 1 in 10 (10%) chance of the item exploding instantly blinding anyone looking at it including the user draining all of its charges and a 20% chance of the light going out on you (just dosent activate)
And your hand gets blown off and are incapacitated for the rest of the match
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@LapisInfernalis said:
I had some ideas in how I would visually rework the last two realms left (Swamp and Red Forest) and I already fosted it in feedback here.
https://forum.deadbydaylight.com/en/discussion/348179/the-last-map-reworks-my-visual-ideas
I just took the time to get closer to my imagination for a new Red Forest and would like to know what you think about it.
https://us.v-cdn.net/6030815/uploads/7NDCCDGA3RE8/redforest.png
The general idea (as described in the post above), was to bring the map visually closer to the origin of it's name. I did this by keeping half of the map similar to what it is now colorwise (just a bit more green than blue) and then having the other half of the map showing the dead red pine trees with some eerie glowing green mushrooms (yes, I couldn't resist) and fog in that area. The transition would not be abrupt, but like a gradient.
Thank you for your feedback.
You may know or not but many maps used to have that green tint back in 2016-18 until it was removed. The azorvs and mothers dwelling were green tinted, McMillan was blue tinted and corn maps were a dark yellow tint. I personally like your design and believe that there needs to be brought back tints and these type of aesthetics into the game. I've shared this photo a few times but this is when coldwin graphics where at its best
Actully spooky and not bright. Completly opposite of today's coldwin and so much better. As you can see there is a blur to the background and this added so much atmosphere. It's hard to tell in the photo. But with the photo you currently have it would be cool to see what this blur in the distance would look like on that photo. (I assume you are using a editor that can add blur to the image)
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@Naturally_Pink said:
"Look over there! And see, it was behind your ear the whole time!"
Whenever you Stun the Killer with a Pallet, gain a Token, max 3/4/5 Tokens.
At 1 Token, this Perk Activates.
When Sabotaging a Hook, lose all Tokens and this hook becomes a Trick Hook for 10 seconds per Token.
When a Survivor is Hooked on this Trick Hook, the next time a Survivors Aura would be revealed to the Killer, add an additional False Aura for each Token used.
Tbh it's awsome concept but very week. Stun the killer 5 times in a match gives you 50 seconds of trick hook and that's not even worth it. Have a max of 3 stacks and each stack is 25-30 seconds. The false aura reveal seems really cool though.
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@SoylentPixie said:
Just a wee bit of art I did for a friend's two characters, thought one or two might get a kick out of my first attempt at drawing a spirit. Be kind :P
https://us.v-cdn.net/6030815/uploads/XAAWIYQ1OZ28/spirit1.jpg
Link from Zelda and a Minecraft Witch? Lmao but jokes aside it's very good, great detail but surley you can make mommy spirit a little cuter right?
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@bluesqueakers said:
https://us.v-cdn.net/6030815/uploads/9WTQDVS18DUD/hexechoedfearperk.png
-Intro-
This is a very simple perk concept that I've had as a idea for a few months and I wanted to finally showcase it in someway along side some build ideas I had with it. I'm just adding the builds by themselves and not explaining them since I believe it would be more fun (and easier for me to write) that way!
-Builds-
Hex: Echoed Fear, Trail of Torment, Dragon's Grip, Overcharge < (This is probably the most dirty build)
Hex: Echoed Fear, Make Your Choice, Lethal Pursuer, Hex: Undying
Hex: Echoed Fear, Tinkerer, Pop goes the weasel, Deathbound
-Builds for Certain Killers-
(Legion) Hex: Echoed Fear, Hysteria, Deathbound, Overcharge
(Ghostface) Hex: Echoed Fear, Lethal pursuer, Save the best for last, Fearmonger
(Dredge) Hex: Echoed Fear, Sloppy Butcher, Make your choice, Nurse's calling
(Artist) Addon: Silver bell, Hex: Echoed Fear, Save the best for last, Lethal Pursuer, Oppression
Skillcheck builds (Doctor builds)
(Doctor) Hex: Echoed Fear, Oppression, Overcharge, Hex: Huntress lullaby
(Doctor) Hex: Echoed Fear, Merciless storm, Oppression, Scourge hook: Pain resonance
Honestly pretty sick. Kinda like a reverse infectious. Auras would prob change to "reveals location" instead of being able to see aura
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@ViperTheCharon said:
The cruelty of grief can go on those who deserve or not.
New Killer: The Scavenger
Name: Simon Ruthkovski
Gender: Male
Nationality: Polish
Power: Remnant of the Lost
Power Attack Type: Boomerang Throw
Weapon: Self-made Sickle
Terror Radius: 32m
Movement Speed: 4.6m/s
Height: Tall
https://us.v-cdn.net/6030815/uploads/K0QDZEGNE3MS/scavenger1.png
Power: Remnant of the Lost
https://us.v-cdn.net/6030815/uploads/IX8WNGC98PXA/remnant-of-the-lost.png
After being through Sensory Deprivation, Scavenger's presense has dimmed and also he mastered boomerang throws and expanded the efficiency of wooden weapon, by creating boomerang blade, which makes it lethal.
Special Attack: Boomerang Throw
Press and hold the power button to charge up (takes 1 second to charge up), once it's ready, press the attack button to throw the boomerang blade forward that starts homing to nearby survivors after time for limited distance.
If Boomerang Blade hits Survivor, it returns to Scavenger with the path that blade has traveled.
If Boomerang Blade doesn't hit Survivor or hits an obstacle while homing, it returns to Scavenger with the path that blade has traveled as well.
Homing Detection: 16 metre range
Travel Distance: 32 metre range
Boomerang Speeds:
"Throw State" : 18.4 m/s (persists only for 1 second and cannot start homing.)
"Post-Throw State": 6.9 m/s (after "Throw State" blade can only travel 32 metres and can start homing.)
Special Ability: Calm Before Storm
Every Survivor that is within your Terror Radius will have their Vision Distorted and The sky will Darken.
When the Power Gauge is full, everyone will get global Audio cue and The sky will darken for a split second. (takes 90 seconds to charge it up.)
Once it's ready, press and hold the secondary power button for 3 second to unleash the lightning, which destroys all dropped pallets and damages 3 most progressed generators by 10%, if survivors were working on those generators, the healthy ones will get injured and the injured ones will be inflicted with deep wound.
After the lightning strike, The Storm will begin, causing the sky to completely darken and breaking each dropped pallet after 3 seconds that was dropped for 60 seconds.
Killer Add-ons:
Common Add-ons:
1.Dry Rubble: The handful of Rubble which made Simon never return to his destroyed home.
- While in Storm, Survivors suffer from Blindness Status Effect.
2.Prototype Boomerang: A prototype of the first boomerang blade, it almost didn't failed the test.
- Increases the "Post-Throw State" Boomerang Speed by 0.3 m/s.
3.Strong Rope: The Rope covered in Dust, it's made from good quality Fiber.
- Increases the Homing Detection range by 8 metres.
4.Wooden Ruler: Ruler of the owner's son found on his desk, it was made from oak wood.
- Increases the Travel Distance Range by 8 metres.
Uncommon Add-ons:
1. 54mm Bullet: A bullet that belonged to Simon's gun during first World War.
- Increases the "Throw State" Boomerang Speed by 0.6 m/s.
2. Farmer Gloves: A Standard Gloves made from simple leather, may it be suprising, but it benefits stronger grip.
- Decreases the time to charge up Boomerang throw by 30%.
3. Piece of Bread: An old piece of bread that Simon used to eat in the Youth during the Occupation.
- While in Storm, Crows starled by survivors within 32 meters alert you with a Loud Noise Notification.
4. Solid Tar: Pebbles of the tar which were found infront of the mansion, it almost sticks to the hand.
- Boomerang Blade inflicts Hindered Status Effect for 15 seconds.
5. Ushanka: The Ushanka that provided to Simon heat during first World War.
- Decreases the time to unleash the lightning by 0.5 seconds.
Rare Add-ons:
1. Bottle of "Alcohol": A glass bottle which contains a exhausting substance.
- Boomerang Blade inflicts Exhausted Status Effect for 5 seconds.
2. Freshly Sharpened Blade: The first prototype blade that was used for research on making Boomerang Blade.
- Boomerang Blade inflicts Hemmorhage and Mangled Status Effect.
3. Ripped Trachea: The Trachea that was ripped from owner's neck, a message of incoming danger.
- Increases the speed of the Boomerang Blade which travels while homing to survivors by 0.4 m/s.
4. Santa Music Box: A music box that helped Simon calm down, when he was a child.
- While in Storm, you are granted with Undetectable Status Effect.
"My Beloved..."- Simon Ruthkovski
5. Severed Hand: A left hand that belonged to Simon, it was found during wedding catastrophe.
- Increases the speed of the Boomerang Blade which travels while not homing to survivors by 1 m/s.
Very Rare Add-ons:
1.Broken Jaw: The Jaw that once belonged to a Bride, it didn't ended well.
- Increases the Regression rate to 15%.
- Decreases the Number of generators being damaged by 1.
2.Fresh Rose: A rose that Groom was supposed to give it to Bride when everything has ended.
- While in Storm, the time to break a pallet after it was dropped is decreased by 1.5 seconds.
"You've Ruined my life and future..."- Simon Ruthkovski
3.Opium Leftovers: An Opium leftovers found on Plymouth coast, once inhaled, there's a chance of becoming addicted to it.
- Boomerang Blade inflicts Blindness and Oblivious Status Effect for 60 seconds.
4.Step Runner: A plant that is blown by the wind, the omen of upcoming storm.
- Decreases the time to charge up Calm Before Storm by 30 seconds.
Ultra Rare Add-ons:
1.Family Painting: A painting that presents five family members which are happy together.
- While in Storm, the Action speeds for breaking Breakable Walls and Pallets, damaging Generators, and vaulting Windows are Increased by +50%.
- Decreases the Duration of the Storm by 20 seconds.
"Look at you, you killed yourself and your family..."- Simon Ruthkovski
2.Iridescent Boomerang: A reflective replica of perfect boomerang molded from The Fog itself. When you focus enough, it shows the faces of the dead that were killed by it. Fills the user with Determination.
- When the Boomerang Blade stops traveling, you instantly get the Boomerang Blade back.
"I feel no regrets on what you lost, I felt the same what you are feeling right now."- Simon Ruthkovski
Killer Perks:
HIDE N' SEEK
https://us.v-cdn.net/6030815/uploads/SOJAWZJAZJQN/hide-n-27-seek.png
Screams, Cries, Fear, that's what you experienced. Now it's your foe's turn.
When Survivors stay within your Terror Radius for more than 10 seconds, Hide N' Seek will reveal the Survivor's aura for 10 seconds, also you get an Audio Cue.
Hide N' Seek cannot work on multiple Survivors at once.
Hide N' Seek goes on cooldown for 40/35/30 seconds.
"What's the matter, are you scared?..."- Simon Ruthkovski
ABNORMAL FLIP
https://us.v-cdn.net/6030815/uploads/60PPPMPB4OFT/abnormal-flip.png
After hooking a Survivor, Abnormal Flip activates for the next 35/40/45 seconds.
The next Generator you damage will be affected by Abnormal Flip.
Any Survivor that repairs affected Generator is repairing it with 300 % penalty.
Abnormal Flip can only affect one Generator at the time.
"My Place, My Game... My Rules."- Simon Ruthkovski
HEX: SECRETS UNLEASHED
https://us.v-cdn.net/6030815/uploads/O2GP9OIOLTUN/hex-secrets-unleashed.png
A Hex that expose Survivor's fears.
When the Survivor loses a health state, other Survivors that were 24 metres away from that Survivor have their aura revealed for 10 seconds and they are inflicted with Exposed Status Effect for 20/25/30 seconds.
The Hex effects persist as long as the related Hex Totem is standing.
"You don't deserve to live..."- Simon Ruthkovski
New Survivor: Matthew Yoshida
Gender: Male
Role: Urban Explorer
Nationality: American with Japanese roots
https://us.v-cdn.net/6030815/uploads/GHCBDQ1XLX1J/matthew-yoshida.png
Survivor Perks:
LIGHT STEPS
https://us.v-cdn.net/6030815/uploads/QB9VNRBZ8KOH/light-steps.png
Your urban knowledge allows you to get out, even in sticky situations.
Your footstep sounds are 60/70/80 % silent.
Your Stagger duration is Decreased by 15 %.
"I know this place, do the same thing as me, okay?"- Matthew Yoshida
ANOTHER HAND FOR HELP
https://us.v-cdn.net/6030815/uploads/8SCSXJBE5GM6/another-hand-for-help.png
You don't imagine yourself leaving someone behind.
Each time you or other Survivor is hooked, you gain 1 Token:
Each Token Increases Healing and Unhooking speeds by 3/4/5 %, up to a maximum of 36/48/60 %.
For Each Survivor that is on hook, gain a 5 % Haste Status Effect.
"I'm too sensitive to leave you."- Matthew Yoshida
TIME TO SHINE
https://us.v-cdn.net/6030815/uploads/S8M78VWADJCT/time-to-shine.png
You don't give up till your last breath.
While getting chased for 40/35/30 seconds, Time To Shine activates.
When fast vaulting the window, the window gets blocked for the killer for 5 seconds.
"Maybe I lost everyone I loved, but I won't let you stand a chance, even for a bit."- Matthew Yoshida
The Lore will be added soon (maybe), if I'll have time.
Are the stains brown by any chance cause that def causes me grief
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@狼型实验体0014 said:
No progress(Killer skill, you can add it to a new killer or just set it to a random skill lol)
Before 5 generators was fully repaired, you can sabotage a generator that was fully repaired to 95%/90%/85% progress left , then the progress will roll back normally. The surv need to repair it again. If 5 generators was fully repaired, this skill would not active anymore.
·This skill can only use once in a single match.
·The sabotaged generator will give an aura to the survivors.
"Sacrifice, remains progress. "
Cool idea but will def break the game
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Steve needs to watch where they put there hands.
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@Thusly_Boned said:
So it sounds like max game time is going to be reduced to an hour or less. My question is what people think the max game time should be.
My opinion is that there is no reason a game of DBD should go beyond 30 minutes. I am not sure what the global average is, but the overwhelming majority of my matches are less then 15 minutes, most are 8-12 minutes.
So I would set the max game time at 30 minutes. I could even see a case for 20-25 minutes.
They used to be 30 min to 45 min back in 2018 and less. It was crazy but so nostalgic. 15 min is the ideal time and that's what's its gonna be
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@Yamaoka said:
Since we're posting personal stats to boost the credibility of our statements :
Around 7000 hours in DBD at this point - I want all the "strategies" to be dealt with so the game can finally get balanced around interactive gameplay (aka legit chases).
If the devs finally got rid of slugging, tunneling and camping they could finally get data on "fair" gameplay.
Soon they would realize "high level survivors" will typically allow a good killer on average to get 5-ish hooks before they escape if said killer plays completely fair and relatively good.
As a result they could finally balance around fair gameplay and possibly even add a little additional objective.
I mean ya I think the more hours the more you understand the development of this game.
Anyway so I see you are against all these strats in the game even slugging. Would you say slugging is unfair? This game is already kinda stale. Getting rid of even more strats? Many killers rely on specific strats, many perks, and many people's prefered style of gameplay rely on this too and getting rid of this would just be like getting rid of an objective. You say getting rid of it would open up space for new objectives but wouldn't it cancel out because these strats are an objective in the game.
Overall I like your take and respect your opinion I just don't agree with it
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/3202852#Comment_3202852
But it's not a last resort your pretty much saying if 3 survivors are in the same spot and you have Myers at tier 3 that slugging those 3 before you hook someone is a last resort and somehow the killer failed, not that the survivors made any mistakes that allowed the Myers to do that, why should a killer be punished for outplaying the survivors or them making a mistake and be forced now to hook someone and giving 2 people a free chance to get away.
There is a lot of ways that slugging can be used as a good strategy and yes some are bad slugging everyone with 5 gens left, slugging just to get the 4k. in your own words not to be a ######### but if a survivor is in the dying state then they failed at things they were meant to do in the trial , if a killer slugs 2 people within 10-20 sec then once again the survivors failed.
This change to add UB to basekit will punish killers when they slugged at the right time of the match, if they only made it that you can use it when down to 2 people that's fair and will help survivors when a killer is slugging to get the 4k. but it also now going to punish killers that slug at the right time or to make a great amount of pressure because the survivors made a big mistake.
Honestly this sums it up imo
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@Carth said:
4 man slugging on the ground to be toxic and force people to wait for 4 minutes and slugging for hatch should go. The solution to that should not be to obliterate slugging as a whole and give massive, massive buffs to SWF and sabo squads.
4 minutes. I'm sure you can spare 4 min of your life. Worse case you go afk and go to your job cause the game took 4 more minutes than it should of
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@Crowman said:
The thing is I doubt BHVR actually were intending on getting slugging as a strategy. They just don't really understand the game at a level where they would realize the full impact of the changes.
Bhvr never intended 360'ing as a strat, nor did they intend pretty much every tech in the game nor did they intend for people figuring out how to loop 3 tiles for 10 min. This game was intended to be about stealth and it was at first but it changed around 2018 I would say. Overall my point is that all there non-intended mechanics are actually great for this game and keep gamers involved.
Just like how a creeper in minecraft was coded to be something completly differnt but turned how it it is today. (Creepers in MC were not intended as they are now)
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@Crowman said:
I think it's fine that people are giving feedback on what was revealed. People just need to keep in mind these changes aren't going live in 6.3.0 so there's time for BHVR to make adjustments.
Let me tell you something sir. "Adjustments" isn't I bhvrs dictionary
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@Kuinzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3187129#Comment_3187129
That is a downside, but they're making it so you can purchase more with non-premium currency, right?
Yeah. Everything not licensed will be able to be purchased with shards
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@brokedownpalace said:
My PS4 is getting old at this point but no other game I'm currently playing makes my PS4 as loud as DBD does. It's lying flat and has plenty of room on all sides to vent. Does anyone have any success with lessening the noise or should I resign to my fate until I can get a PS5?
A ps5 would come in handy right about now
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@Kuinzu said:
Is how cosmetics work. You get a set, and then you can mix 'n' match different outfits. I don't know why, but this is just so appealing. It's especially cool on licensed survivors with outfits from their original source, where you can mix and match those as you please.
It's just a really nice feature, and I like how it allows players to customise their characters more, and add more diversity to the game. Suddenly you go from three outfits to having... potentially a lot more! I can't do the math, it's very simple but dyscalculia, yk--
Except that it's 15 dollars for some. Almost every cosmetic is more than the actuall chapter itself lmao but yeah the devs have bamboozled us all with one of the greatest stores in video game history making us spend our life savings on it. Cosmetics>college
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@ASurvkillivorer said:
We really need a new way. Especially with the new system where BP goes much further than it used to. One where you can just hold down the button and it buys EVERYTHING in the tree unless you stop it.
Obviously, this could only work on the ones where the entity doesn't take stuff. Maybe even on those it could work up until the point where it will take stuff.
I didn't even have the full RR rewards. I was Iri 2 and Iri 4. Seriously spending all that BP I think took me damn near 20 minutes to do and to think I could've had what like another 400k to spend had I been Iri 1 on both sides? It got o the point where I quit even looking at what I was selecting because it was taking so long to finish.
Do you not love spending 30 min in the bloodweb buying brown toolboxes constantly
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@lagosta said:
Make Solidarity store a charge for every 2 charges healed of other survivors. When active (healed the equivalent of 2 other survivors) the perk will cause the user to be broken and attempt to heal them over 16 seconds while not in a chase. Starting a chase will reset the timer.
Literaly all solidarity has to do is boost the percentages to 50, 75, 100
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@scawyxd said:
continued, doesn't work half of the time, whether it be just simply not activating when you clearly press it before killer swing, or whether it activates perfectly, you see the endurance and it just goes through it and you die anyway, fix it. its already worse when your screen goes black if it does work in like 4 seconds. at least make it work. if lag ping it this much and you are constantly matched with people with sometimes double your ping or yours is double theirs, it needs to be fixed
For me I've been exhausted on the ground like 5 times out of 100+ times ive used it after update, so not bad but like you said it can still not work and no activate exhaustion. I believe this is because of auto lock when killers swing. For the most part it dosnt work half the time when the killer short swings. This is because when the weapon is auto locked on to you your dead hard just dosnt comply. For the most part it does work though
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@Viciusaurus said:
Damn near every match has been a Starstruck Wesker running Distressing, and it's getting really tiresome literally being on the otherside of the map and still getting exposed. Why is his so damn huge?
It relates to the size of his package
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@RatbasterdJr said:
RPD makes trapper feel decently strong. I popped an RPD badge with double disarm time addons and trapper felt pretty unstoppable for once. 🥹
But what about the crapper?
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@Johann84 said:
I was banned for 24 hours because of internet connection is that fair??
Sounds fair to me.
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@malibu_barbie_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/3180885#Comment_3180885
How did y’all avoid chain hunt and him teleporting to you while doing it? I know it’s possible but for a whole hour? Gosh
Tall grass is just op. We got the box and did I inside of some tall grass. When he teleported we just crouched in the tall grass
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@jamally093 said:
I disliked Dead hard before but now it's top notch because with old killers like Deathslinger or Huntress if they used their ability Dead hard canceled it and as far as I know Deathslinger would have to reload while Huntress lost a hatchet. Now new Dead hard still falls under the one use and the killer will just know you have it but it's better because you have a better chance using it more as it lasts a bit longer.
Yep I agree.
https://youtu.be/X0VbJ6Y-yKktotallynot promoting 😉😉
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@MTK said:
basically title. Am I supposed to stand still and be able to do the box when I'm getting harrassed by hooks every 0.7 seconds? It just boils down to pure luck and I have to pray to RNG gods that the hooks don't spawn and its so unbelievably aggravating
If you dodge his chains 3 times they stop spawning for like 20 seconds
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@jamally093 said:
What was your longest match ever and not by people farming or new players I mean long because teammates didn't do much or just very little and so on.
Longest match for me happened a couple months ago I was facing a Legion on Ormond what happened was simple 1 gen left and Two survivors now everything would be fine until the Legion began slugging and not in the tactical way he saw another survivor so injured them to scare them off I mean the slugging people do for a 4k he would drop me and find the Kate.
So I would crawl usually to a corner or edge behind something to hide and bleed out(I still think bleeding out has killer lose bp) but he would come back and just make me wiggle off and down me again this went on for maybe four minutes now I usually let myself bleed out just so the other survivor has a chance of escaping but I couldn't because of the Legion.
This went on way longer then should have maybe five minutes I was getting bored but didn't want to dc so I did the next best thing I went afk so I could go to the store to get myself something to drink instead the store is three minutes away so I come back sic minutes later to see I'm still in the same match(wish I recorded the entire thing to show) but this Legion was hunting down Kate the entire time I was gone(she would hide in lockers) so I sit down to just heal and the Kate goes down and dies because this Legion still thinks I'm afk since I wasn't fully healed.
The Kate dies and I hear the hatch go to it and jump in.
From the start of the match to the end of the match it must have take almost 20 minutes just finish it(it was a Legion so a lot of mending).
Me and my friend hid the whole game on the swamp map. Prob and 1 hour and 30 minutes. One of the funnest games of our lives cause we ran a stealth build and it was a pin head so we had to be extra sneaky. He walked by us so many times and we slowly got 5 gens done just the 2 of us. We ended up escaping and it was one of the craziest matches ever.
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@Shininglight said:
I been here on this game for 5 years now.The problem with this game is its survior favor. In horror games like this it should always be killer favor. The new killer weaker is a good killer. But his power is useless due to looping.you loop he can't use his power.forces you to fine some one else are make the person waste your time for a down...I honestly don't know what the devs are thinking,but surviors should not rule the game and tbag killers because all there doingnis looping and pallet to pallet...17+pallets a map is a little to much. You can only play op killers like the spirit or the nurse.....that's not fun for us.
Plz change it to were killers can at least get 2 to 3 kills a game devs stop listening to the surviors who enjoy this type of game play.
We need all killers to be 4.4 movement speed then.
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@manu1950 said:
I have a complaint about this: The trophy asks to escape through the exit door 20 times on the specific RPD map.
Okay trophies sometimes have to be demanding.
But this is horrible.
I have played for hours and I only skip the map once, sadly I died. I spent all my blood points and only got a couple of offerings that I spent. A solution is needed for this. I do not ask that only the map be released because I know that many people do not like it or do not have their goal of getting these trophies or achievements.
But you could increase the randomness of the offering, or increase the chances of said map coming out at certain times of the day.
There must be some solution
It's fine just put 1000 more hours into the game and ull get it. (I have all the trophies and it took me 4.2k hours without trophies hunting
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@EvieSimpsForCrowLady said:
https://forum.deadbydaylight.com/en/discussion/comment/3171684#Comment_3171684
wake up is pretty mid
Don't you love seeing your homies working on an exit gate from across the map
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@EvieSimpsForCrowLady said:
For me its certainly tenacity and fearmonger.
Fearmonger's exhaustion effect is really strong and blindness stops them from knowing where the survivor got downed.
Tenacity is the second best anti-slugging perk. Don't know why it's so slept on
Fear monger sucks ass imo. I think it's opposite of slept on but overrated. I think for survivor plunders and balanced landing, and for killer I would say dying light
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it needs to be nerfed. Make it 15%
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@scawyxd said:
quit shafting the people that play the game the right way and give us the only fun to play with/ interesting perks back (deadhard, ironwill, self care) i dont give a damn about swf or how the killer has 1 out of 20 hard games.
if ur gonna turn every loop into a 2x2 table with a pallet then give me my perks back
At least be polite and say please
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@RisingTron said:
Reassurance, Kindred, and Borrowed Time. I usually go with either Desperate Measures or Guardian for the 4th slot. That increased unhook speed with DM comes in clutch when the killer is face camping hard. Though I think WGLF would fit into this build as well!
But I genuinely think this is going to be my main build from now on. It feels SO satisfying to pop Reassurance and allow your team to coordinate a rescue. Especially in solo queue! That extra minute is so so helpful.
I like no mither and nothing else
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@FriendlyKiller said:
And once again I find myself in Iridescent ranks, where it's impossible to pip unless I literally play like a stupid #########. Kill the survivors too quick?
Depip.
Let even one get out?
######### depip.
I'll get Iri one(again) but honest question to my fellow killers and survivors as well? Do you enjoy the Iridescent pip system? Because I think it's garbage. Just had a Mikaela carry the whole game for her team she would have got hatch but oops I'm in Iri so I have to play like a merciless sweatlord.
Can People who get iri be rewarded instead of punished? Not even the sweat but just the rankings?
🍻 cheers
I think for killer it is pretty ridiculous, but imo it's very easy to get to iri. Iri should be as hard as getting to grand champ on rocket league. So many people that are iri r trash at the game. But yes I do agree the point system and rank system for killer is wack, for survivor it's pretty good if not too easy
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@FriendlyKiller said:
And once again I find myself in Iridescent ranks, where it's impossible to pip unless I literally play like a stupid #########. Kill the survivors too quick?
Depip.
Let even one get out?
######### depip.
I'll get Iri one(again) but honest question to my fellow killers and survivors as well? Do you enjoy the Iridescent pip system? Because I think it's garbage. Just had a Mikaela carry the whole game for her team she would have got hatch but oops I'm in Iri so I have to play like a merciless sweatlord.
Can People who get iri be rewarded instead of punished? Not even the sweat but just the rankings?
🍻 cheers
I actually disagree. Iri rank is the least of tryhard ranks. Most people feel safe in iri ranks with guaranteed big amounts of bp and no depiping. People try ridiculous stuff in iri ranks they usually wouldn't in lesser ranks.
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@ibuprofen said:
Blast mine was a fun harmless perk that already took way too long to activate. Most of the time you can't/don't get value out of it cuz the killer is far, counting on a pain res hook, etc. And when you try to trap another gen u find that 3 gens already got completed and ur random teammate refuses to keep the gen 99'd for the killer to kick. To put it another way, it is already a pain to get value out of, why did it have to be nerfed to the ground??? For what reason??
Yeah idk what happened with that
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@MikaelaWantsYourBoon said:
I don't remember achievement's name but it was survivor one.
You have to finish last generator alone (all survivors should be dead except you), open gate and escape. Probably it is the hardest one atm.
My friend just got that one. I have all Achievments in the game and I got that one before endgame was a thing and left behind made it where you repair gens faster when you last person alive
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@Jivetalkin13 said:
What Achievement was very difficult for you to get or are you still struggling to get or have resigned yourself to never be able to get?
For me, the nurse Achievement to blink and grab I've resigned myself to not getting. I play on console and that just seems too difficult.
Just farm it
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@JoaoVanBlizzard said:
Since always, the Killers when hooking a survivor, the hook appears with a yellow aura and icon of the hook on the Hud, when the survivor is unhooked the Killer receives an alert that this has happened, and that isan alert that this happened, and that's exactly what I wanted to talk about, the killers really need these alerts today. need these alerts nowadays.
These alerts existed for the purpose of the killer having a control of what the survivors are doing,if there were not these alerts, the survivor would be released and they would start repairing generators and the killer would not even know anything about it
The problem today, is that because the game has lost much of the stealth factor and the arrival of killers of auta mobility These alerts encourage a lot of tunneling and camping at a distance, killers like Nurse, Blight, Hag, among others can chase and capture a surv as soon as they receive the alert after leaving the hook, and repeat this until the surv is eliminated from the game, which ends up being something boring and unnecessary.
Then you ask: "-but should these features be removed, in your opinion? my answer is: "Not necessarily!", this feature sometimes prevents the surv from healing itself or even to be fixing generator without healing and the killer not even know it, the feature has its reasons to exist, but even when I'm playing Killer I do not like this mechanic, sometimes I find it boring to tunnel unnecessarily, but if I hear a signal that the surv was I can not just ignore a surv that was saved near me and I did not even start another hunt, although the survs may have resources to help me.the survs may have resources to inhibit a chase.
So my idea would be the following: when a surv is saved from the hook, the alert would exist, but it would not be instantaneous it would take a while (about 10 seconds or less) nowadays the killers have many tools to find survs, but they are obsessed with anti-gen mechanics, but this I would like to know from you, what do you think of this mechanic? do you like it, do you think it should be changed? I think it is useful, but it is too immediate, it should have a longer interval, perks like "guardian" couldcould have this function to delay this alert, but that was it, leave your opinion there and vote if you like the idea. =)
It won't really make a difference. Killers will just now look at the HUD to see if there status changed
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/3154074#Comment_3154074
It's because I am sexy :)
You were more sexy with your old p3 outfit before they changed it
