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whereismykebab

whereismykebab

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  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/283731/boon-totems-vs-hex-totems

    Boon totems also take time to set up, way less time to destroy, innately help the opponent find them, and only affect their immediate vicinity.

    They're both totem based perks, but people really need to stop clamouring that boons should get all the Hex drawbacks without recognising the benefits Hexes have over boons.

    If by immediate vicinity you mean half of the map, then yes.

    Giving all survivors four additional and infinite stronger versions of perks is really way too strong. (infinite off the record, stronger botany knowledge, self care, infinite lucky break) At what exact drawback? The killer being able to temporarily disable it and survivors being able to rebless it infinitely before the killer can catch up to different survivor?

    Ever tried to run up to a gen as Legion in frenzy and then be unable to find where anyone went without being able to see the scratch marks, especially on an indoor map? Seeing no scratch marks on half (or all) of Lery's is gonna be miserable and frustrating.

    You do realize that the "counterplay" to not being able to find survivors/survivors being extremely stealthy is tunneling and camping, right?

    It's just likely to cause a bad and boring experience on both sides. They need to be limited by a token system or require totems to be cleansed in order to bless some of the remaining ones and/or not overwrite hexes. Like hexes needing to be cleansed or it would take 28 seconds to bless at the risk of being interrupted.

    5nf4lz5depq71.jpg


  • Not quite as extreme as no mither and not quite like WGLF as no further requirements would need to be fulfilled other than running it

  • @IrishRedCap said:

    This isn't meant to be a humble brag but when it comes to adept Bubba the biggest problem is restricting myself. Even with add-on that removes the insta-down I've played to much Bubba so loops that the chainsaw can hit will hit when i play. It always results in 3 iri emblems and a gold chaser. It's gotten to the point where when I try to go for adept Bubba I actually have to let the survivors get to strong loops and finish gens otherwise game ends to quickly.

    Similar problem with Ghostface. But I think that's rather a problem with how they are scored, not how the achievement works.

  • I think the adepts are fine, it does imply that you're experienced with that killer and you're not supposed to just knock them out with killers you've never played. That said, after MMR (I was rank 1 before and am grade 1 corrently for all that's worth) I knocked out all the adept M1 killers with Ghostface giving me the most trouble, not because I had trouble with him, but because I used the stalk too much and didn't get enough Hunting points because of it.But once you are in a dominant position, you can sort of farm the points you're missing.

    I also adepted Nurse and thanks to MMR did get easier survivors, at least it felt like that. Huntress actually grew on me and the skilled huntress is a lot harder than adept huntress.

    I think the adept achievements are fine as they are, it's the scoring events that need to be adapted for some killers so that playing a nice 15 minutes 12 hook game with any killer would result in merciless and 32K, currently it's guaranteed wih Doctor and Wraith, and Nurse, but Pig would have a lot of trouble with Deviousness for example.

    Otz has a little guide with advice for adepting each killer.

    @IrishRedCap said:

    https://forum.deadbydaylight.com/en/discussion/283879/killer-adept-achievements-should-be-reworked-along-with-two-others

    Im curious here as someone trying to finish up adepts. Currently only have Bubba, Plague and Oni left to adept. Its been an awful grind and Bubba (in all honesty my main killer because I've loved his kit since release) is frustrating. Being P3 with all perks and having to adjust myself to try and get merciless is becoming an annoyance.

    With Nurse and Myers achievements (2 of the last that I have that are killer specific) Nurse has become impossible without spending the add-on which screws you because then you cant go through terrain and no competent survivor is going to see you charging blink in LoS and don't move while you go for 3 blinks to grab them.

    Im curious if they are going to fix/remove/update the Evil Within achievement with the removal of Burgerking Myers. Its impossible to be perma T3 with a kill add-on (takes to much stalk from 4 survivors). This is one of the nichest of niche achievements and honestly needs to be addressed like Left for Dead achievement on survivor side. The EGC basically doesn't allow you to be solo survivor left and finish gen b4 killer slams hatch closed unless you purposefully set it up and screw a teammate out of a win.

    For adept Bubba I just used the meme addon which removes his instadown.

    You don't always need to sweat for an achievement ;) There are other ways (I'm an idiot who forgot that that addon only lets you blink in the line of sight) Equip pumpkin head for added bonus of survivors thinking that you're baby.

    https://clips.twitch.tv/DiligentMoistArmadilloCurseLit-QzG19e8e0lLt5GZ4


    Evil Incarnate took a while, but you basically need to find a 3 gen and defend it while you juice up. If you slug for hatch, make sure you let them wiggle free over a drop, so they don't get as far (if they don't have balanced landing). I don't think the Burger King affects the achievement. The stalk does take long and I did have a few games where the survivors left before I got to T3, but it's very much possible.

    https://www.twitch.tv/videos/1152367457


  • @destroyer20016 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2532022#Comment_2532022

    To get better at Nurse means I have to do hundreds of games with a killer I don't enjoy playing as, I just want to complete the achievements... I believe it's only fair to lower the requirements of Adept to 4 kills since survivors only need to escape, not get 3-4 red emblems. I'll try playing on those maps in the meantime, thanks!

    Wait until after the rank reset. The requirements will be a lot lower. She also has an addon, where she moves at regular killer speed after a successful hit. Midwitch, Game, and Dead Dawg are beneficial to Nurse since the walls and floors mean nothing to her.

  • Well adept Nurse suggests that you're actually good at playing Nurse, so you get it by getting better ;)

    It's actually fairly easy with Nurse, chose Midwitch or Dead Dawg which might help.

    Some other killers however have it harder due to their scoring event. For example Pig has a hard time getting Deviousness. You get 2000 for the traps, but then you need 12 dahs attacks which is not realistic against decent survivors.

    Ghostface has the opposite problem, if you use his power well, you end up with barely any Hunting points.

    If it helps, go for adept after the reset. Your survivors won't be easier now, but the requirements for Merciless Killer at grade 20 are a lot lower than grade 1, so you could even get it if one escapes through the hatch.

  • The Boon seems too strong to be reset infinetely. Imagine a 3gen with one or two totems closeby. Killer is able to defend the gens normally, But the Boon makes the running survivors invisible. An indoor map without scratchmarks seems way too strong.

    Now the killer destroys the totem and starts a chase and before the killer can even catch up, another survivor reblesses the totem and the chased one becomes invisible.

    It kinda feels like if the killer had infinite Pop the Weasels without needing hooks.

    So maybe either

    -Add a requirements for blessing, like you need to clease on totem in order to be able to bless, then you need to strategize which to boon and which to cleasen and which to leave for later. Or at least gen progress, etc. or

    -Get rid of the dull totem completely if the killer destroys it for a second time.

    -Or killers need stronger gen regression as base kit if they're going to have a massive secondary task, like a build in weaker pop, and survivors should not be able to stop the regression by tapping the gen for a fraction of a second. Let's say a survivor repairing a regressing generator will give it regular progress, however regression will only stop if the survivor continuesly repair it for 3 seconds.

  • @kaeru said:

    Surge is a perk from a killer with special attack, so it should have same treatment long ago.

    But it also have it's own active radius, so if Huntress down someone with distant hatchet, should it work from killer radius or hatchet radius?

    Currently it says "all Generators within 32 metres of you instantly explode and start regressing." so it would be the killer radius if they change only the activation requirements.

  • This might invite abuse. It'd be about the same amount of "work" to press CTRL+SHIFT+ESC and terminate the process as it is to quit through the menu and I don't know if it is possible to distinguish between a crash, terminating the game in the task manager, cutting the internet, etc. from the server side.

    When the game crashes to the menu, it should be able to detect that and not give a penalty.

    Losing internet connection is unfortunate, but it would be abused if there was no penalty.

    Ideally, the body would remain in the trail as if AFK, except for a bot hitting struggle skill checks if on hook. The disconnected survivor (or killer) could reconnect upon establishing the connection again. They would not be allowed to start a new match and only to connect back to the previous game for a set timer. But it would also allow to collect the BP and archives or maybe even survive if not sacrificed before being reconnected

  • @blankfaced said:

    I can attest that it still works as well.

    To the above: The word 'can' is specifically used for a reason in the description. Can is not will.

    It says "YOU can drop the pallet" as in you are able to drop the pallet. Not that you have an arbitrary random chance to drop it.

    And it says "drop TO stun" not "drop and perhaps it CAN stun".

  • Is this the majority of games?

    I get challenging and skilled survivors against my Pig, and inexperienced survivors against my potatoe Huntress and Nurse, except some of the survivors I thought were inexperienced, you know, the ones that seem like paid actors, turned out to be red ranks, including rank 1 (since this month grade is the rank they had before SBMM), so I'd say the system works as a rank 1 doesn't necessarily mean they're god loopers.

    I get mostly great teammates in solo q and mostly fair and competent killers to go against. Sure, there'll be the odd camper or teammates that don't do any gens while you're on a 2min chase and then urban evade around the map while you die on first hook, but that's the exception, not the rule, so overall I'm quite happy with how it works so far.

  • I'm not sure about an actual count for each survivor, as that would make tunneling easier, or at least easier to target a survivor that's closest to death. But it would be nice to have the info on how many actual hooks you got in contrast to the total lost hook stages.

    It would also be great to have it or the hook stages per survivor visible in the endgame screen along with the character names (I know they're in the match details, but it would be nice to see them on the same screen as the chat along with the pings and killer ping

  • @violetcherries said:

    https://forum.deadbydaylight.com/en/discussion/comment/2483798#Comment_2483798

    No, sorry, I don't know what games you are playing but gens do not pop that fast. This seems more a case of you going against really good survivors that are beyond your skill level. Hopefully SBMM fixes this up for you.

    I got to Rank 1 with pig with with a meme build including whispers, which means I can find them fairly easily, I walk to the farthest gen and look if whispers lights up.

    Spawn in a big map where several survivors spawn together on a farthest gen with toolboxes and Prove Thyself, Streetwise, possibly BNP, and the gen will be done before you reach it. This has absolutely nothing to do with any kind of skilled survivors or me lacking skills as a killer, when there is literally nothing I could do to prevent it other than playing instadown Blight.

    On a big map, a normal killer will need ~25s to cross it, more since it won't be a straight line, but with obsticles. A gen can be done way faster than that which does not involve any kind of skill. 4 BNP with a little bit of skill hitting the skillchecks and one gen is done in 5 seconds. Or two gens in 30 seconds if they split up in pairs.

    It's obviously not every game, it's rare, but it happens and the sweatiest most skilled tournament Nurse won't be able to prevent it, let alone have time to look for totems.

  • @violetcherries said:

    If survivors have time to do hex totems, then killers have time to do boon totems.

    Killer mains have gotten off too easily with "jUsT dO tOtEmS" every time someone complained about OP hex perks, and now that they have to do totems themselves, we are witnessing meltdown after meltdown.

    Yes, a killer can immedately go towards a gen on some maps and it'll pop before the killer can get there, unless they're Wraith/Blight. That's almost 20% of the survivor objectives done. Then let's say the killer goes on a well played chase that lasts 40 seconds, with 10 seconds to pick up and hook, and two more gens are done.

    That's 60% of survivor objectives done and 8% of the killer objective. When exactly is the killer supposed to wander off to find a totem? Even if the killer knows where the totem is, the time lost to reach it can mean a lost game.

    Survivors can just hide, be immersed while they're hunting for bones and there will be no progress for the killer, the killer cannot undo a gen once it's done.

    This means survovors can easily do totems without giving the killer any chance for progressing the objective. The killer cannot do bones without losing generators.

  • I'm not sure the addons need a buff, some might unironically need a nerf like tempered timer.

    However a faster/better crouch and ambush would be great. It's really tricky to build up Deviousness with pig as there are few loops that can be dashed, and the good survivors often leave the loop once you roar, so you end up just faking.

    It would be great to have the power be more useful in chases and an adjustment to Pig's scoring system to compensate that you barely have any chances to use her power apart from putting on helmets.

    Perhaps add Deviousness points for the duration that helmets are on (similar to bleeding) and a survivor searches the wrong box (sure, it's RNG, but still) and maybe have grabs or regular M1 hits give Deviousness points if they occur within 3 seconds after uncrouching, since you used her power for stealth to get the hit/grab

  • I'm dreading this as well, gens get done too fast sometimes with nothing most killers can do about. When killers are reluctant to waste time to break walls, having them clense totems is a bit much

    So, be a non top tier killer without the sweatiest meta build, spawn into a big map.

    Walk straight for the farthest generator as fast as you can. See the gen pop when you're halfway across the map.

    Now you need to chase and hook individual survivors, generate map pressure against all four survivors, defend the remaining six generators.

    You absolutely do not have time to start wandering around in the red forest to try and find a boon totem to snuff out. Heck, even if you see the aura from any distance, simply walking to it on the other side of the map and back would mean another one or two generators lost.

    What if all four survivors place a boon totem.

    And I really do hope the boon won't be a bonus to repair speed, or anything to speed up chase or exhaustion.

    It just seems like a very bad idea unless it's done very very right. Like setting up boon totems would require all survivor perk slots. Or snuffing it out would block all gens and expose and reveal the auras of all survivors for 3 minutes. Or have gen repair speed be significantly slower without the boon totem.

    It could of course passively generate BPs, so the killer wouldn't have a downside when the totem is not snuffed out.

    The killers definitely do not need a side objective, they can't afford to lose any time as is.

  • So, be a non top tier killer without the sweatiest meta build, spawn into a big map.

    Walk straight for the farthest generator as fast as you can

    See the gen pop when you're halfway across the map.

    Now you need to chase and hook individual survivors, generate map pressure against all four survivors, defend the remaining six generators.

    You absolutely do not have time to start wandering around in the red forest to try and find a boon totem to snuff out. Heck, even if you see the aura from any distance, simply walking to it on the other side of the map and back would mean another one or two generators lost.

    And what would the boon be? Faster gen repair speeds, because gens should pop before the killer has time to spawn in?

    It just seems like a very bad idea unless it's done very very right. Like setting up boon totems would require all survivor perk slots. Or snuffing it out would block all gens and expose and reveal the auras of all survivors for 3 minutes. Or have gen repair speed be significantly slower without the boon totem.

    The killers definitely do not need a side objective, they can't afford to lose any time as is.

  • @LapisInfernalis said:

    Grades will only show what a dbd addict you are and how well you know the emblem system.

    At least you can't depip down to a lower grade anymore.

    I will wait how it works out.

    Yes, you can't lose a grade, but you can depip within the grade. I'm aware that it serves no matchmaking purpose, but I still think that getting the top reward should be possible with a more reasonable monthly playtime.

    As it is now, the players who will get the 250k BP won't really need it with the BPs they'll get from the time they'd have to sink into the grind.

  • @TripleSteal said:

    The sound that you sometimes hear at the very beginning of the match indicates that you are obsession, sound cue appears earlier than its sign on the hood.

    Not sure about red obseasion marks. It used to appear this way when the obsession was dead, either it's changed or broken right now.

    Regarding that sound, here is the latest https://www.twitch.tv/videos/1128414394 (it starts about 2min in) where there is that sound and I'm not the obsession. (don't jusge me, I wanted the extra 500BP from any means necessary in the end)

    It happened again, but I forgot to capture it, here it's not me, but still red when the obsession is still alive.

    20210821195458_1.jpg


  • @Power_Guy said:

    Honestly, 'actions' (vaulting, unhooking, healing someone else, etc) should have a separate button from 'powers' (Self care)

    Yes, self care could just be the action button like dead heard which is active while running injured, pebble when you crouch. I'm not sure if it's used for anything while standing, if not, then E to selfcare would be ideal.

  • @BenihimeWrath said:

    She dead harded the hit coming out of the vault, and it appears you over compensated and forced yourself to lunge when you can actually just swing in place if you tap M1.

    No, I did a quick swing. This is not what pig's lunge looks like. It looked like the ambush dash, which might be a different bug that was mentioned in today's patch notes "Fixed an issue that may cause killers to use their power instead of grabbing survivors."

  • @SonicOffline said:

    That straight up looked like a whiff to me, like he ran through you as you tried to M1, thus missing.

    This looks like a dash for some reason, but I just clicked M1. The lunge doesn't have the speedlines and it takes a while to draw back the arm. At around 8:03 you can see what a pig lunge looks like.

    You can see a dash at 13:29, which is what it looked like, so maybe this is a whole sort of different bug, since a lunge in that situation was impossible, but it felt the same as the grab bug, or rather the grab "fix".


    Edit: just saw the patch notes.

    "Fixed an issue that may cause killers to use their power instead of grabbing survivors." - this might have been it.

  • @Mandy said:

    Thank you for the log file! That's really helpful in cases like this.

    I'm glad it helps. Here is the recording, though I didn't stream or record the game, so I only started capturing after the bug occured to document it.

    https://youtu.be/8BtGSw7r2ys


  • Yes, the feedback needs to be held back until the hit is validated. I had several hits retracted, and my ping is usually 15-25ms, which probably means that the hits were invalidated because the survivors ping was worse.

    I think one of the developers commented on it that they cannot stop the feedback, because then it would have breaks in the game.

    I strongly disagree. It doesn't need to lag on purpose. It just needs to delay the scream and injured/dying animation a maximum of 0.2seconds or whatever the worst ping is. And if the survivor ping is too high, the survivor needs to take the hit. You can't punish the killer for someone else's bad internet, as this would be highly abusable with people making themselves have bad ping on purpose

    This would be much prefered to seeing someone drop, starting to break un ansafe pallet only to see them running off in the distance as you wouldn't ever break that pallet in chase without the down. Something like this can lose a chase and the whole match.

  • Yellow glyphs were fun. Sure, it threw me off guard because I didn't expect the skill check the first time. And then I didn't expect multiple. But the skillchecks were fairly easy, it's basically a rythm.

    You don't even need to survive, which makes it the easiest survivor glyph to get.

  • Yes, I agree, survivors should maybe get some survival and altruism points since they're less likely to survive and won't be able to unhook.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397710#Comment_2397710

    Trapper and Hag can use them to their advantage. Nurse doesn’t care. Ranged killers can deal with them a little. Everyone else nothing

    Providing it's not a team where someone is following the killer and disabling all the traps. So other than nurse there is usually no other way than to wait until the entity blocks the window and you can't keep abandoning chases against an efficient team

  • @malatruse said:

    Did any of your teammates have a map? If they did, they might have had the addon to share map auras with everyone in the match.

    Actually yes, so sorry, not a bug, I'm just dumb

  • This might be difficult. It would require an elo rating like in chess, where someone with an elo 400 points higher than the opponent is expected to win 99% of the games. So if a club player draws a grandmaster, the club player will gain quite a lot of points and the grandmaster will lose points. If the grandmaster wins, they'll barely gain any rating points while the club player will lose very little.

    I'm not sure something like that would work in DBD. There might be a little multiplier to reward players who go against much higher rainks. I don't think it'd be fair to punish e.g. a red rank killer for going against pruple ranks.

  • Any kind of change like that would need to have an exception when other survivors are close to the killer, because a killer shouldn't be forced to not punish if someone tries to unhook in their face or if someone starts looping around a hooked survivor.

  • I think the best solution would be to keep the body interactable in the trial. If in struggle stage on the hook, a bot would hit the skill checks.

    That way the DCed character will idle, bleed out or be sacrificed regularly and give the killer the option to hook or leave the body slugged and the hatch opening will not be instant.

    It has two more advantages:

    -the killer will not be robbed of hook related stacks like BBQ (we all know those survivors that DC on first down)

    -the DCed survivor could still reconnect to the match if the DC was due to an actual connection interruption and even if their body died by the time of reconnection at least get the points and not waste the offering.

  • Yes, I also ran into this, some hooks emmit constant entity noises.

  • I guess it's the "hit validation" that has been announced.

    It is really broken. I had multiple instances where I got the hit scream and saw the survivor fall, broke the pallet only to realize that the survivor is happily running away.

    If the hit is going to be cancled, don't show it hit on the killer's side, since in many cases the killer wouldn't break the pallet if the survivor kept running. This is something that could lose the chase and possibly the whole match.

    Delay the hit on the killer's side until it's validated by the server. I'd much rather have lag on the hit than to start an action thinking the survivor got knocked down only to realize that they're still running. I usually have a ping of around 20ms by the way.

  • And it's not so much about finding gens or exits, it's about finding where you can move between the floors.

    Even if you learn the layout, it has infinite windows and an insane amount of god pallets.

    There just shouldn't be long straight hallways where you can drop a pallet with no way around it, no gameplay, no mindgame, no going around it, no anything other than breaking it.

    The problem is that the killer would easily catch up in those long hallways, which is why long hallways are a bad structure to begin with, especially when zombies are involved.

  • Yeah, I believe it's the word order. I wanted to write "...but much appreciated" and "but much" was censored. You can however write "much but".

    I didn't even think that "but much" might be similar to "butt munch" until someone pointed it out in the forum. Also stuff like youtube and some names are censored for some reason. So I'm guessing "hardbutt" is some kind of insult I'm not snowflaky enough to understand?

    I mean, you need a huge deal of creativity to figure out what kind of insult the censored words and ocmbinations might be similar to and calling them similar is bein very liberal with the term.

    Sure censor obvious insults/curse words, but not normal words that might be slightly similar to what a toddler might believe what an insult might be.

    I think it's very unhealthy if you write something normal, especially if a match might have gone poorly for you or poorly for the other side and it looks like you're insulting them in the chat or they're insulting you when they might be just typing normal words or giving advice.

    A few insults falling through the cracks would be a lot better than thousands of false positives. At least there should be an option to toggle the filter off.

  • Happens on Steam as well. Also sometimes the rank on the scoreboard is sometimes wrong.

    pips.jpg rank bug.jpg


  • It's just a typical trapper game. Maybe the gen speed could scale up with the map size, e.g. on bigger maps, the gens take longer to finish.

    awu90u05cr271.jpg


  • This might be a stupid question, but are you sure you haven't unlocked all perks you have available for Legion or that the one you want is unlocked as teachable?

  • If there were additional slots, they need to be limited to the kinds of perks that can be equipped in those slots. Those would have to be information perks.

    For example a fifth slot that can only have information perks without any secondary effects. So equipping spine chill to that fifth slot would only provide the info, but not the speed boost. For the speed boost, it would have to be equipped to one of the four regular slots.

  • I have a video of something like this from the killer's point of view. I thought it was cheating when it happened so I started recording mid match, but it might have been this sort of bug. I can link to the video if it helps.

  • Maybe the generator speed could be dependant on map size and take longer on huge maps. I had a gen pop before I was even able to reach the furthest one from my starting point and there are killers with even worse mobility.

  • @Kyxlect said:

    Would be nice if farming was actually bannable rather than being in a "gray area". I've despised the act of it since the days of Modern Warfare 2 when I first experienced the act of Farming/Boosting headshots for gun skins and because of that I never willingly participate. Though it is annoying that my time is wasted because these kids want to have tea parties with the Killer.

    Mandy talks about it only being against the rules if they're "forcibly" farming you but I mean, am I not forced to participate in this ludicrous gameplay when I'm almost always the only one playing the game normally? When the Killer notices that I'm the only one doing gens they start going after me while my teammates sit there and watch or in some cases, they farm me.

    I'm being punished for playing the game normally. Because of friendlies. I may de-pip. Because of friendlies. I get less BP. Because of friendlies. I have zero enjoyment during that trial. Because of friendlies. Why is this even a discussion? Ban the friendlies.

    So, how are you dying if the killer is friendly? How is the killer farming, if they won't let you do gens?

    Again, where do you draw the line? If there are five cakes or bloody party streamers in the game and I run across someone who's on death hook and chose to down and not hang them, not for the 4K, but to not get them out of the game too early, is that bannable?

    If a match is going very much in my favour, one dead, everyone else on deathhook, 3 gens left, and the survivors offer me their items for a teammate I'm about to hang on deathhook and I let them finish gens, is that bannable?

    If someone who was unhooked a few moments ago and I chose not to chase them or slug them without hanging, is that not participating in the proper gameplay?

    If a survivor boops my snoot and recieves mercy in return, is that a lifetime ban? Or just one month or week? I mean, it's even in the loading screen.

    I don't quite see how either of those is punishing for the survivors.

    snoot.jpg


  • So where do you draw the line? Obviously not at the very start of a match but I didn't get the Pig to not get my snoot booped if the survivor knows the counterplay to pig.

    As some others have suggested before, unsafe unhooks maybe should award much less points, with the safe unhook bonus adding it back up to 1500, so as an extreme, 200 for an unhook, 1300 for safe rescue. Even more extreme: deduct WGLF stacks for unsafe rescues, although that could backfire making people unwilling to safe in risky situations.

  • I haven't played as clown much but from what I know you should consider dropping pallets earlier similar to the doctor. His purple smoke slows you down, the yellow smoke speeds him up, but also you as well, but he has an addon that can switch that.

    Avoid getting hit by bottles directly as it can expose you or have additional debuffs.

    Make as much distance as possible and try to break line of sight, similar to nurse. Split up.

    Get to a new loop after getting hit. Try to be hard to read where you are running to so he can't prethrow his bottle in front of where you're going or confuse him like pretending to go behind a wall, and if you see him go behind the wall to cut you off you turn around and run or even walk to another tile

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2334923#Comment_2334923

    They can't allow killers to switch, because of MMR.

    But I think items and survivors should be locked in looby already, so killer can prepare for it. Flashlights/keys/cosmetics/maps. I mean, when I see map, I definetly don't want to use hexes.

    Yeah, I know, but if three survivors switch items last second/to same character+cosmetic, they know exactly what they're doing and it would be only fair to get them nursed. Or at least to switch to your comfort killer. Also they're likely on coms, which means the MMR should be way higher anyways as they "gain" several additional perks

  • @Vandir said:

    https://forum.deadbydaylight.com/en/discussion/comment/1304351#Comment_1304351

    They have to implement that when you disconnect you will just stand there and can be interactet with by the killer. Just like when youre afk and you can also be highlightet by ravens to make it easier for the killer to find them.

    That's actually a good solution. The killer could get hook points for DCs or someone who's connection is lost for a few seconds still has a chance to get back into the game and not lose out on all the points and offerings. Like maybe the DC'd character could automatically hit skill checks.

    Even if it takes too long and you rejoin when the game is over, you still at least get bloodpoints and perhaps an archive challenge.

    And it would prevent the cheating DC for hatch.

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