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yobuddd

yobuddd

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yobuddd
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  • I still really want this! Just had a game with Appraisal and Ace in the Hole. Got myself a really nice medkit with good add-ons, but left sooooo much other gleaming loot behind. It just kills me! I want to escape with it all!

  • Maybe they’re Bubba newbies who want to get good at the killer and area little gunshot after survivors have ran their chainsaw attempts into objects in the past. So now, if the perks they have unlocked, they use one that they like on other killers.

  • @Chechia said:

    I enjoy going for a lot of different chases even if that means that I don't get any kills at the end of the game.

    But I agree that you should just play how you want to and do what you need to do in order to win. Survivors are also not saying to their teammates right before the game starts:"Let's not gen rush the killer this game so he has fun too".

    It strikes me that unless a survivor works a gen from start to finish, touching any gen they find with progress is “tunneling the gen”.

  • What if victor could grab a downed survivor and then be recalled to Charlotte, placing the survivor on her shoulder in the process?

    • Helps with the “slug fest” complaint
    • Killer has incentive to use this option since it’s faster than walking all the way to the slug.
    • After using this option, the killer will have to leave the hook before reactivating Victor, which helps with the “camp fest” complaint.
  • Has anyone tested if you can put traps near an active hook? If not, then this is related to the Twins for sure. You can switch between the Twins near door handles or near active hooks.

  • @Mandy said:

    @yobuddd I think Inji answered everything

    Oh whoops! Looks like that was posted while I was typing. Sorry for the trouble!

  • @l_selenophile_l said:

    I just got out of a game with obvious teamers and I have multiple video clips of them to prove it I reported them in game but I’m being the discussion here as I know the devs do not look at the reports at all and I want these players banned/suspended I have the video clips saved to my ps4 what should I do?

    It’s good you made the in-game report, now you can submit a ticket with your video evidence. (As I understand it, they wouldn’t accept it if you hadn’t reported in-game first.)

    As for WHERE to submit the ticket, I’m not quite sure, but I bet a Moderator could give you the link and provide further information if I left something important out.

    @MandyTalk , we appreciate any help you could offer. Thank you!

  • **cries in console**

  • Edit above. “......can’t* block one switch.....”

  • Ahhh, this explains it. I know exactly what’s going on, and I think it’s a bug.

    Your pictures show the same distance from the switch that’s required to change between Charlotte and Victor. I think it’s so you can block one switch and camp the other.

    Anyway, by creating this dead zone around the switch, it seems to affect Trapper’s traps as well.

    If anybody has the time to test it, I would assume it also affects Hag traps and Freddy puddles, and Pyramid Head gunk trails.

  • @BigBrainMegMain said:

    My SWF had 3 Objects, Midwich and I carried Victor on my back the entire time.

    Being Oblivious that entire time on Midwich was awesome.

    This remind me. I’m curious, does OoO work on Victor or just Charlotte? Or is it whichever one is being controlled at the time?

  • @Zeon_99 said:

    I tried playing them, but everyone is just jumping into lockers and avoiding interacting with the killer at all. It's impossible to play them without survivors playing in a very boring way.

    Oh, a lot of people still seem to THINK they can hide from L’il Vic in a locker. They’re sorely mistaken.

    Leap at the locker and either ride them (if they’re healthy) or watch them ooze out in the dying state.

  • @Ace_Ventura said:

    Everyone is complaining, and not talking about the gameplay for the same reason. It's literally unfinished.

    Oh I agree with the concerns about it being unfinished and buggy, and I fully understand WHY this is what everyone’s talking about. I’m just looking for a change of pace in the discussion, because even if there’s a good reason,I just get tired of all the complaining and belly-aching.

    So I decided to talk about builds.

    Currently all my bloodpoints are going into Elodie, so my level 15 Twins has a pitiful selection. I was lucky enough to get Surveillance which has some synergy with Oppression, but otherwise nothing good. (Monstrous Shrine tier 3. Yaaaaaay)

    I want to see what perks I might steer toward in the bloodweb that others have found surprisingly useful.

  • Guaranteed way to make it happen is to stand in a door of the killer shack (non pallet door, facing inward) while unbinding.

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1790109#Comment_1790109

    Ah, i see what your saying. But what would be the button assignments for console?

    I play PS4, so I can only answer for that, but I would say this:

    You!re holding a toolbox and standing over a chest that has a flashlight in it.

    • R1 to “swap”. (Like normal)
    • X to “move item from ground to BackPack”.

    I think it’s important to word the second one that way so that players aren’t confused about which item they’re storing.

  • Yes, but you don’t get to use them in the match, you only get to escape with them and add them to your character’s loadout inventory.

  • @Exerath1992 said:

    1/2/3 additional items would be very powerful. Imagine a survivor with a toolbox, medkit, flashlightb and key all at once. They would have so much situational control it would be crazy, especially if you could quick swap between them. Plus, the UI would make it difficult to cycle between them. What if instead "you may carry 1 additional item. Press the ctrl button while not moving for 9/6/3 seconds to switch the item in your hand with the item in the backpack".

    Oh I fully agree, that would make a survivor waaaaaay too powerful. That’s why I put that final sentence into the perk description: “Items that you assign to the Backpack cannot be equipped, used, or dropped during the match.”

    Basically, when you find an item, you pick it up. While holding it, if you find another item, you have 2 choices. You can push one button to swap or a different button to “assign to backpack”. If you put it in the backpack, you won’t see it again until after the match in your inventory (if you survive, that is). Items in the backpack are safe from Franklin’s though! Since they can’t be dropped, that is

    This perk is intended purely to help you quickly bulk up on items for future matches, not to give you an unlimited arsenal for the current match.

  • Same, I’m having a blast! Not getting many kills, but that’s almost secondary to terrorizing them with the imp!

  • @HeckaYeah said:

    I just wish there was a way to "sell" items for points. Personally, there's never items and add-ons that I'll EVER use. They just sit there and take up space. I know you could take them and swap them for found intems (which could be an additional effect to the backpack) but you're not always guaranteed to be able to do that/ survive and then your plain out an item.

    I’m with you, a “sell” button would be incredible! In the meantime though, I think something like this would be very useful in a “supply run” build. You know, Ace in the hole, Pharmacy, and Plunderer’s Instinct. Bring BackPack and get out alive, and you get 4 items + up to 8 add-ons total! Not bad, eh? 😎

  • Just imagine all the loot you could stock up on if you paired BackPack with Appraisal and Ace in the Hole! Wooo!

  • Ahh, that makes sense. Thank you!

  • I guess technically speaking, The Entity won’t let you just disappear from the killing field because there’s a tough killer in there with you.

  • Now I’m no great killer by any stretch, but here’s what works for me.

    The clicky-clicky looper wants you to chase them to buy time for the others. Don’t let the bait you. Ignore them and look for others. They need the baiter because they’re typically weaker runners. If you chase on the baiter’s terms, you’ll never hit them. If you force them into your terms (ie protect teammate, try to body block, rescue from hook), them you’ve put them in a non-ideal situation and will likely get a hit or even a down.

    You can also chase someone else and then suddenly spin around and hit them. You’ll hear footsteps behind you as they chase after you, along with the occasional clicky.


    Now if the whole team is untouchable, then just walk around and pretend to lose them in chases. Let them enjoy their gen repair simulator. (If you stop moving, then they stop working and come to dance for you). Open the gate ASAP and move on to the next match.

  • Elodie looks like a frog.

    Not saying it’s bad, just that when that green thing runs past me, the first thing across my mind isn’t “reindeer”.

  • I tried using my rather pricy Murky Reagent and was lucky enough to get an AutoHaven map. The results were pitiful. You almost had to squint to see tiny plumes of dark. Certainly did nothing to affect visibility.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/209949/does-deception-work

    It works very consistently for me. I don't button mash, though. At most, I hold space when I go for a running vault.

    I've managed to bamboozle a bunch of killers today with it, although most just expect it for obvious reasons.

    That said, my friend ran it with Q&Q, and the first time they tried to use it in a game, for some reason they ended up fast vaulting into the locker despite the fact they were running. The rest of the game it worked fine for them.

    @OldHunterLight you're thinking of Oppression!

    Awww I was just thinking about how nicely these perks would work together, but I don’t have enough unlocked to test it yet.

    Imagine: 2 lockers side by side. Run past and use Deception on the first, then leap into the second with Q&Q and start charging up your Head On. Killer checks the first locker, and by the time they’re done, BAM!

    Hopefully the better integrate Deception with Q&Q once they attack their full plate of bug fixes.

  • Happened to me again. Ormond. This time I was trying to be strategic. Block a shack door with Charlotte and chase with Victor. Looks like unbinding in the shack door is a no-no.

  • @Dazeruk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1786156#Comment_1786156

    When it happened to me I just went back to Charlotte and waited for them to crush him but one time I tried pouncing out but got stuck on Charlotte and was stuck in the pounce animation so I couldn’t return to Charlotte and I had to leave the game

    You know, maybe Charlotte is the issue. Each time it happened to me, it seemed like Victor didn’t leap out far enough and got stuck on charlottes feet. When I went back to Charlotte, I had to back up to see Victor.

  • @Rattman said:

    Survivors can crush Victor while he stuck. Cause of the bug, I believe, when they do it in the first place. Next time when you unbind him - he will be bugged.

    https://us.v-cdn.net/6030815/uploads/1U4XFVQHHO19/20201201235816-1.jpg

    Ahhh, good to know, but if that’s a cause, it’s not the only one. When it happened to me the first time, it was at the very beginning of the match when I was trying the power for the first time. I hadn’t even seen any survivors yet. Victor hopped out and was immediately stuck.

  • I’m gonna spend my shards on em. No reason not to. They’ll be ready at some point. I’ll still have fun with them in the meantime.

    I like having a complete collection of characters. Cosmetics, not so much. That said, I’ve got plenty of shards waiting for a moment just like this! 😁

  • @RamblinRango said:

    I think it would be a solid perk that hurts late game when one of the last gens gets blocked. I like Checkmate or Intervention for the name

    Ooooh I like those names! I’m a chess fan, so you had me at Checkmate, but Intervention is prolly more applicable.

    I was also thinking something like Hex: Roulette

  • @ARatherStrangeKiller said:

    An interesting concept, although I feel it should have an effect similar to Thrilling Tremors, in that it cannot block a gen currently being worked on.

    I see where you’re coming from, but that’s actually what makes this powerful enough to be a hex perk.

    1) It can halt progress on a gen for 45 seconds

    2) Since higher tiers of the perk prioritize gens with progress AND the killer sees this highlight, he has a good indicator of where survivors are probably working a gen.

    3) The killer can go investigate a far-away gen without fear of it popping as he travels there (unlike Discordance), shoo off or hit survivors, and then kick it after it unblocks.

  • I play console. Every attempt to play as Blight has been a pitiful disaster.

  • Different World - Alan Walker

  • Well, in that line on thinking, quickly sliding across one can’t be all that pleasant either - splinters and all. Especially in the outfits some of these folks wear!

  • It gets me fired up, but I’ve only acted on it once. I ran a good distance to get to them. Killer was clearly chasing someone else far from the hook. Right as I arrive, they try pulling.

    I just stopped, stared at them for a bit, and then slowly walked away (half speed) in the direction I came. Sadly, they were rescued by someone else before sacrifice.


    Wife has asked me not to do this anymore for fear of malicious hackers. Sigh......

  • Ab-use: the use of abs - it’s a great belly exercise! 😁

    (but to answer the question, I call it “ab-ewz” on the perk)

  • I bounce around, but when I feel the need to “do them some concerns”, Hag is my go-to. (The phrase is the creation of another Hag player on the forums here.)

  • I’d love to be able to select 5 perks to keep so that my prestiged character isn’t entirely useless for the next 75 bloodwebs while trying to get what I’m looking for.

  • @dezzmont said:

    While I have said many times that anti-camping punishments can't get much stronger without completely breaking the game (The killer needs freedom to punish sloppy saves or else the survivors just get 12 hook states and the game becomes a nightmare, full Deathgarden unplayable mode) this isn't... too bad.

    I think its a bit weak actually as you can generally hear survivors and presumably if your really close you can still see. Only being on the second state is rough too because that makes it a once per-game effect on a hook state that you might not get camped on anyway. It also does some weridness where it sorta... encourages camping because being blocked from aura reading during BBQ means the killer can't use the hook to instantly enter a new chase, which discourages them from leaving.

    Also, speaking of Deathgarden, we learned from Deathgarden that too many visibility penalties for the solo player is an awful nightmare and absolutely shouldn't be a mechanic that we explore, especially if the solo player is in first person. Its really nauseating, disorientating, and makes the game physically unpleasant on an OOC level.

    Still, its 'lets make a perk to help increase the window of rescues' rather than 'lets punish the killer for camping despite camping sometimes being the right choice' so its on the right track.

    Oh I’m glad you said that about BBQ auras. I may have worded it weirdly, so this gives me a chance to clarify.

    It is only objects and people WITHIN the smoke that have their auras shielded from the killer, so BBQ still works normally (but a camping scratched mirror Myers would struggle, for example). This mainly affects the killer because he won’t be able to see the aura of the hook. If he’s standing there scanning for rescuers, it’ll be hard to tell if he’s even looking at the hook when he rotates back.

    The only indication that anything has changed is the unhooking “boom”. After this, 8 more seconds of smoke interferes with tracking blood and scratch marks.

  • @TAG said:

    Pretty cool perk, actually. :o

    Thank you! I’d love to see something like this that gently suggests to newer players that camping isn’t ideal. They don’t get full-on punished for doing it, but they learn that there are more effective uses of their time.

    Now I’m starting to wonder if this perk should apply to 1st hook stage as well. Is that OP?

  • Badham Preschool. Not that it’s a bad map by any means, I’m just sick of aaaallllllwaaaayyys going there.

  • Indifferent cuz I don’t use it and I never see it on others. This question could’ve been about Slippery Meat and get the same answer.

  • I believe the distance is 1 tile(and I could be wrong on this). Maybe you just need to touch a different tile. So go from a T & L over to a rock (while is a different tile a spawn) and back. I wonder if anybody has tested the specifics of this.

  • Well dang! Now I wanna know!

  • I imagine this would synergize nicely with Kindred. Either way, this would greatly discourage camping since it’s impossible to see anybody sneaking in for the rescue.

  • I think a better fix is to let the killer have a weak helper with comms. If the killer has a friend, then matchmaking prioritizes SWF matches. Solo killers are prioritized with solo survivors.

    Quite honestly, this helps to balance the game for every single player, SWF, solo, and killer!

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