yobuddd
yobuddd
About
- Username
- yobuddd
- Joined
- Visits
- 8,374
- Last Active
Comments
-
It actually happened to me. Oni hit me while in his rage and it only hurt me. I don’t know why, but it didn’t matter since he downed me while I stood there figuring out what happened. Anyway, I think this is a glitch rather than a hack. I wouldn’t be hating on the blonde Meg in this instance.
-
I hope it’s not licensed. I’ve got loads of shards waiting for the next “original content” chapter!
-
I play PS4 so I don’t know PC controls, but I’m curious. How is it that using the mouse scroll wheel could supposedly help you get easy downs, as the OP was accused of doing?
-
She needs to have a white lab coat like Adam’s added to each of her dark outfits.
-
@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1736665#Comment_1736665
Those outside the US may not be paying attention. Hell those in the US may not be paying attention.
Those inside the US needed to take a break from it all. Not paying attention? Naw...more like willful ignorance 😎
-
@Icery said:
DBD is not supported on my phone. :(
DBD IS supported on my phone (iPhone 7). Sadly that support goes out the window on any map other auto haven, Macmillan, or cold wind. Glitch....crash.....
-
@Sergeant_Panda said:
I'm glad someone else noticed this considering this "Issue" is also on the locked Level 3 and 4 according to the leaked Challenges.
Oh really? Yikes! Hopefully this can be resolved somehow, maybe with a login bonus or something.
The grind is rough enough as it is. I hate feeling like I’m being cheated out of progress that I legitimately earned
-
I’ve been thinking the same thing, killers need social options as well! Here’s my idea on it:
-
On second thought, this rotation is too slow. The point is to be fast enough that survivors have to run around the hook to get in the proper position for an unhook. I think just a base of 6 RPM is good, so that the survivor completes a full spin once every 10 seconds. No tiers on this.
The tiers of the perk will only affect how precisely in front of the hook a survivor needs to be in order to rescue. So the new description in this:
“In your excitement to to start the next trial, you pay little attention to properly building and stabilizing your sacrificial hooks.
During the 1st stage of sacrifice, survivors on a hook slowly rotate at a rate of 6 RPM. They can only be rescued from a cone of 180/90/60 degrees in front of them, and their camera view is locked straight ahead.”
-
Considering the “struggle” animation, perhaps this perk should only apply to the 1st hook stage.
-
@danielmaster87 said:
What? I don't get this post. The title and the content of the post don't match up at all.
He’s complaining that when trying to do the ritual for cooperative action, bad luck gave him the worst possible scenario for achieving it: Legion with discordance that will always stop you when working on gens with a teammate.
-
@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1729255#Comment_1729255
Hey! Interesting idea! :D
Oh lord what have I done?! 😰
-
Silver lining: against Legion you should have plenty of opportunities to double-heal teammates for co-op action. No discordance threat either! (Omg, imagine tho..... lol)
-
As killer, I’ll do this if I already closed hatch. I’ll dribble the survivor to save them the trouble of wiggling off, and then I’ll just walk away to show my good intentions. If the killer stays there and stares at me, then yeah, I agree with the OP.
On this note, can we pleeeeeeease open the gate after shutting the hatch!? Pleeeeeeease!!
-
Again, this is why you need to sweeten the deal for killers who choose to face SWF. Bloodpoints aren’t adequate, but a more level playing field is. Let the killer choose to have a teammate (the Imp, as mentioned above) with the knowledge that this selection will pit him against SWF.
It’s more social and a powerful disruptor to coordinated teams, which makes the match more fun and less sweaty. This is a great incentive to verse SWFs!
-
I was trying to do the 6-hits Blight challenge. I’m absolutely terrible with Blight (on console btw).
Found a David who realized what I was doing and let me hit him. He’d take the time to heal up with self care each time so I could hit him again. When I missed (yeah, I know, and he was standing still too!) he’d dutifully work a gen while my power recharged. He did this for all 6 hits. I gave him some pallet stuns and rushed everyone else out the gate so he could take hatch.
What a guy!
-
I like the idea. Especially when there are rift challenges to kill the obsession.
-
I say give the killer a weak buddy who assists him. I call it The Imp. It can’t down survivors, but can harass them in other ways and has in-game comms with the killer
It’s a real player who can be invited (or be a random player) so that the killer role can finally have a social aspect. Any time the killer chooses to play with an Imp assistant, matchmaking should prioritize SWF teams to verse against. (This also means solo survivors will more often be grouped against solo killers, and therefore will benefit from having fewer SWFs on their teams.)
-
Moonlight Munchies - Pastries and Crunchies
-
I totally get it. It’s FOMO, especially in regards to the Rift. I sometimes have to psyche myself up to play, because otherwise I’ll fall behind on rift progress or daily rituals. A couple good games can make things easier, but versing a SWF hit squad or a hard tunneler or just overall toxicity can end me for the day. Especially when lobby times get long again.
-
With this being your first thread, I don’t know if maybe you’re a newer player (and if so, welcome!)
The reason I bring this up is that there may be other causes you’re unaware of. As people have said, latency is a very likely culprit here, but I’m curious which killer you were facing when this happens.
If it was Doctor, for example, he can zap you before you get to a pallet. This stuns you from being able to pull it for a short while. Also there is a new perk out that killers can use which prevents pallets from being pulled if you just took a hit.
Now if this happens across all your matches, then yeah, prolly latency.
-
Or just make all offerings secret all the time. Don’t even show them burning. Equip them like a perk and be done. After the trial, you get bonus from somebody else’s offering and think “oh, that’s nice” and then move on.
This would also reduce DC from map offerings,mories, shrouds, and anything else really.
-
Maybe inject dead-on-hook survivors so they explode when hooked and infect a wide area around that hook for the rest of the match. Running through the affected area hinders survivors. Furthermore, if the Blight starts his rush from the affected zone, he can attack on his first rush without bouncing off anything.
it’s a small enough impact to not have a huge effect because action does not typically occur around used death hooks, but it also has the ability to change the dynamic in clutch situations.
-
Spies from the Shadows!
From what I’ve read on the forums, Whispers seems to be far more popular than Spies, which I why I posted about it on this thread. I’ve tried Whispers a few times, but could never get much value from it. Prolly just my play style, but Spies works so much better for me!
I like Spies because:
- It helps you pinpoint where survivors are (as opposed to Whispers which just gives you an area to search in.)
- If they mindgame you and run off in a different direction from where you’re looking, the birds can redirect you.
- If they run through a bunch of birds, it’s almost as good as seeing auras as you can literally watch the progression of their movements.
- Survivors don’t seem to even realize or care that they’re scaring crows most of the time. Even if not being chased, they’ll walk right past multiple crows which can alert you to a lurker.
- If you’re lucky enough to get Hawkins while you have Spies equipped, well...... 😈 Let’s just say it gives scratched mirror Myers a run for his money!
- Its highly versatile in seeking, chasing, mind-gaming, and maintaining an overall higher situational awareness (Like if another is nearby to try a flashlight save, for example.) To this point, I see Whispers as only helping with seeking.
Anyway, that’s it off the top of my head, though there have been a great many situations that it’s been vital for me!
-
@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1674846#Comment_1674846
Sorry to break it for you, but Spine Chill doesn't have a cooldown.
Not sure, but maybe he was thinking of Premonition
-
Empathy
Spies from the Shadows
-
Hag throws mud, bugs, and egg shells together - calls it chocolate pie. Delicious after a feast of survivor organs. Oh, and Hag only eats her food raw.
-
@Xyvielia said:
Rather play as this behemoth.
Need more “creature” chapters...
So many human formed Killers
Balrog>
https://us.v-cdn.net/6030815/uploads/Y7QY33DBBB2C/3d230dcf-5975-4cd4-8d31-b842ab8ec416.jpeg
Not that your idea is bad, but I disagree about “creatures”. I think the relatively human cast is one of the things that makes the game interesting. Otherwise we just end up with dragons, giant spiders, and every other overused creature.
-
@ringwinning said:
https://forum.deadbydaylight.com/en/discussion/comment/1672371#Comment_1672371
Wait... Sauron and Frodo Baggins chapter 👀
Frodo..... a hobbit. He’s so small people might switch over from their Blendettes to better hide with this little guy!
-
I like it. There’s that Hag add-on that deafens you for a moment when you trigger a trap, so we already have experience of how disorienting this could be!
However, all the silence might help survivors to better focus on skill checks and visual movements, so there’s a chance this might be detrimental to killer since survivors adapt to it!🙃
-
@BassTram said:
I think it would be a lot of fun. I would just want to know what you would do as an Imp for earning bloodpoints.
That’s a great through! My first impulse is to say that The Imp earns whatever the killer earns, since they’re working toward the same goal. That may be too simplistic, but it’s a starting point.
Otherwise we could make 4 dedicated categories. Off the top of my head there’s Harassment (interrupting survivor actions), Terror (making survivors screamer run away), Assistance (helping the killer with map objects like gens and pallets), and Hellhound (helping killer end chases).
Again, just spit-balling here, but these could be fun!
-
@Jill10230 said:
2 killers vs 4 survivors !
Except that in this case one of them can’t kill.
I think it’d be so fun to BE the Imp where my sole purpose is annoy the survivors! I also think we could have a real blast with all the new Perk opportunities this opens up!
-
@ToxicMyers said:
Could just make it just info because it would be unbalanced to have it attack people
Right. I think it should be weak since the info is so strong. Scratch at survivors to make them scream (loud noise bubble) and interrupt their actions, but not actually injure them. Maybe help in other ways like breaking a limited number of pallets, damage gens, grab onto running survivors to slow them down.
Maybe some of these abilities will come from the whole new array of Imp-related perks!
-
ok So I’m not the only one who feels like this rift was grindier than the previous ones. Previously, I would finish the rift about the same time I finished the tome 4 challenges. This time, i still had several levels left and each match seems to provide so little progress compared to before....
-
Great question! I like to close the hatch for points and “effect”, but that doesn’t necessarily mean I don’t want to let someone out!
I mean, no killer can resist the sound of the hatch. Must.....close.....
-
So far this has made the Devour Hope rift challenge very difficult for me. As soon as they’re exposed, they panic. Sone might DC right there. If you get to mori level, good luck actually completing it,
Maybe increase timeouts, starting with 1 hour minimum, but give the option to pay increasingly expensive bloodpoint costs to unlock their next match. If they go broke, then they have to wait out the timer.
-
If I stop a beat and look down, that usually helps me.
When I play survivor, I stop struggling once I’m in hook range.
-
@Boosted_Dwight said:
I paid money for this rift so I'll finish it no matter what. So when things look rough I am not afraid to play a little dirty.
Bravo for the honesty, I respect that!
-
Hmmm, what sort of headache do you prefer.
- Sound-induced? Doctor is very noisy. Zap laugh zap laugh scream scream scream.
- Sight-induced? Smashing into walls causes about as much eye strain as Nurse’s blink fatigue, so Blight is your guy.
- Not sure? Then pick one for his perks.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1638474#Comment_1638474
Am I? When I do find myself camping (never face, always patrol or proxy) it's not to do with the pleasure of killing that survivor (unless it's some dumb daily or quest) - the idea is either to remove something like a souped up toolbox, an Object or simply someone who I consider a high priority kill.
However, the main purpose isn't usually to kill them. It's to draw multiple players to an area of the map where hopefully I have more favorable terrain, or can easily patrol generators. Especially in games where the survivors are sneaking around in bushes all game.
Woah, sorry there. This wasn’t meant as an insult in any way. (Message lost in text and all that...)
What I meant was that killer’s are self-serving — from a lore perspective. OP used that angle to frame his question, so that’s how I meant the answer.
Strategically, there may be reasons to camp, tunnel, etc. Lore-wise, a killer’s mindset is to spread around pain and anguish to the greatest extent possible.
-
@ringwinning said:
https://forum.deadbydaylight.com/en/discussion/comment/1638439#Comment_1638439
Yes but now I don't know what to do with the hundreds that I have 🤣
Attach things to them to read auras. Either use em up, or just don’t allow yourself to open the hatch with them. But yeah, there’s still some potential use there!
-
Call out potential. OoO is almost certainly feeding info to friends.
-
Killers are self serving and want to inflict pain. If they sit in front of a hook watching someone hang all match, they’re denying themselves that pleasure to any real extent. Furthermore, if they only target the rescued survivor, then they’re limiting their spread of agony and terror. No killer wants to see 75% of their potential victims escape unscathed!
Moris are a sweet treat, but wasted if the survivor doesn’t get to develop a sense of true dread first. They should go through the agony of 2 hooks and at least 4 attacks first!
NOED is fine.
-
This is why I get more use from lithe/dance it’s me/quick n quiet. Killer chases and you fast vault and immediately turn a corner — you know that you’re not leaving any scratch marks until your lithe burst expires.
I’ll often look back and see the killer still sniffing around loops and searching lockers.
-
Okay, wow! Glad to see this. I thought I just lost my ability to effectively track. I’ll follow the scratchmark trail and then it just flat out ends. Sometimes that’s the end of the chase. Sometimes it reappears on a rock in the distance.
-
Cuz they’re just that good!
/s
-
One word: Herman
-
@yobuddd said:
I’ve said it before, I’ll say it again. We need a 6th player: The Imp!
It’s a relatively weak assistant to the killer with built-in comms. He is meant to harass survivors and feed info to the killer. The killer chooses if he wants an Imp helper or not, and can invite a friend.
In matchmaking, SWFs always prioritize matches with an Imp. Solos prioritize non-Imp games. This should level the playing field quite a bit between SWF and killer. It also helps with SWF vs Solo since they’ll be separated most of the time! (Sometimes a solo will get an Imp game to fill the open spot from a 3-man SWF.)
No reason playing Killer has to be so lonely. Now this role can be social as well!
I just wish there was a sensible idea to fairly level the playing field for killer, SWF, and solo - while also increasing the social aspect of the game and making it more fun by adding a whole new level of depth and strategy.
Oh wait, there is! I just made the mistake of making the idea longer than one sentence. Whoops 😁
-
@Zender said:
@PB_TORCHer welcome to the forums where you will be tar and feathered for saying stuff like this.
I think most humans feel the good of the few (crashes, internet outages) should outweigh the good of the many. So essentially I agree with you.
antecdotally I’m guessing less than 5% of DC are due to third party reasons, most are people pulling the plug or flat quitting.
It would be the best of both worlds if BHVR could detect the difference and assign time outs accordingly. I lean more toward heavy handed, 1 minute, 15 minutes, 1 hour, 8 hours, 24 hours in a rolling 72 hour period.
You would think they could program it it in pretty easily: Menu was opened -> Disconnect button was selected.
Some people pull this plug, but lots use the in-game option. At least this should be easily traceable.....
-
maybe the penalty shouldn’t be a timeout.
1st DC? Next match will cost you 10k bloodpoints
then 20k. Then 30k and so on. Sure, some people have all characters maxed out,but the majority of players want their points!