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yobuddd

yobuddd

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yobuddd
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  • 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!

  • yeah it’s pretty bad. For me if I look down before trying again, it’ll usually work. I do t know if it’s because I look down or because this gives the animation a moment before my next try, but either way it helps most of the time.

  • The Nightwatchman.

    He installs up to 10 eyeballs around the map that act as cameras. When he activates his power, he wraps himself in a dark shadow shroud (imagine the black curtains that old-time cameramen would drape over their heads and backs.)

    To a survivor, he looks like a dark un-moving curtained lump. From the killer’s perspective, the play field goes dark and he sees 10 black and white cctv monitors, one for each eyeball in play. (If there are less than 10 eyeballs installed, then the excess screens will show static.)

    The killer can use these screens to surveil various areas on the map. If he sees something of interest, he walks toward a screen until it fills the whole view. At this point it transitions from black and white to color and the view is a normal game again. He essentially crawls out through the eyeball camera, The dark shroud from the other area of the map is sucked into oblivion.

    • Eyeball cameras can be destroyed by survivors.
    • The killer can exit the shroud without teleporting.
    • There is a cooldown between uses
    • Add-ons affects color, clarity, and aura-reading from the cctv screens, as well as cooldown and teleport times.
    • Choosing a static screen will take him to a random location and installs an eyeball when he emerges.
  • Sadly, this forum only pertains to the non-mobile versions of the game. Mobile doesn’t have a forum. You’ll have to submit a bug report through the app or website.

  • Sadly, death by DC isn’t death.

  • Be sure to differentiate between gross and net earnings. A company may make 100 million gross, but only net a profit of 5 mil. (Random numbers, but you get the point.)

  • @xerav said:

    Check your windows sound settings and make sure it is set on stereo. (i had something similar when it was set to surround).

    I appreciate the tip, but I’m on PS4.

  • @Toastyy said:

    Do you think that hunterss and other killers like her should have like a dot or something to distinguish where you are aiming just a thought don’t flame me please ?

    Since it’s unlikely to be added, just stick a piece of masking tape to your screen. When you load in as killer, don’t touch the controller. The circular cursor will be automatically positioned in the exact center of the screen. This is where you want to stick your tape. Happy hunting!

  • It’s not always about making the game easier. “Removing” the killer’s power by denying it is easy mode. Playing against it the way it was intended and knowing you actually beat it, now that’s fun mode!

  • Discourage camping you mean? Anyway, I see where you’re coming from, but if you pull off in front of a camper, he’ll just immediately down you again.

    Maybe if it became base-kit to always get Endurance when you pull off, along with your idea of increased chance near killer.......

  • Actually, I always go with Empathy.

    • Exceptional range, even at tier 1.
    • If you see an aura, you know it’s important (unlike Bond where it’s usually just nearby people working gens).
    • —- You’ll usually see the aura running, looping, pulling pallets, etc, so you know exactly where the killer is and which way he’s headed. Sort of like a built-in Spine Chill AND Preminition!
    • —-If it’s not running, then you know where to go score some safe altruism points by healing.
    • If you’re hurt, there are usually other injured people around. Once you reach one, you work together to quickly remove 2 injuries from the team.
    • If you want to prepare for a flashlight save or Head-On stun, you know where to go to set up.
    • If everyone is getting hurt (ie Legion) then you practically get map-wide awareness.
  • I think there should be a scoring event for “unsafe rescue” that starts at zero. As the unhooked survivor increases distance from the killer, the scoring event ticks higher per meter of distance gained within, say, a 7 second period. There would be a maximum of course 750? 1000?

    If the poor guy gets tunneled, then the scoring event will be abysmal since distance never increases much. Conversely, if gates are open and the team is swapping hits to rescue from a camper, this score could end up being pretty rewarding!

  • Reminds me of a terrible game I had tonight. Still learning Blight. Got 0k and they were all teabagging at the gate. I walk in, turn toward a brick pillar, and then smash my face into it 5 times rapid-fire!

    They got the message and left, lol.

  • @SCP_FOR_DBD said:

    I laughed at this so much despite the fact I don't get the joke.

    ”walked into a bar”, but not the kind you drink at. As in, they hit a solid bar. And there goes Blight immediately after! Lol

  • @Auron471 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1613928#Comment_1613928

    LOL what? did she have some sort of undetectable? BC otherwise you would seen a bright AF red light.

    if she didnt have an undetectable perk, are you color blind? i dont mean to be rude/mean, just a genuine question.

    I’m guessing she was using Beast if Prey and had bloodlust.

  • Flashlights seems kinda strange since the update. All the more reason that we need this feature!

  • Once you get your 5 stacks, you can heal people fully in the snap of a finger! Well, assuming you actually get a skill check that is. Sadly this doesn’t work while healing yourself, but that’d be too strong anyway

  • Hag, though most of my Myers games go pretty well also!

  • Wow, I just can’t express enough how much this is needed! You wanna unhook me under the killer’s nose without BT a second time?! You want me to lie around as a slug while you get chased (invariably right around me where nobody dares to heal me) ?

    No, how about I bloody your nose with my boot tread and hang here a while longer. Enjoy your chase. If I get down, Imma let you hang......

  • Salt is fun......but bad for your arteries

  • @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595257#Comment_1595257

    Wait, what change? Did I miss a patch? As far as I know, it's been this way since Tome 1.

    I think the change being referred to is the tome rewards. Fewer “master challenges” that award 5 fragments than in the past.

  • I think when there’s one survivor left and gens remain, the Entity should drag both the killer and survivor to a small, closed-off section of the map to face off. There are strong loops and pallets, and 1 central hook. The survivor must survive for a certain length of time, after which the Entity cages the killer in tentacles and allows the survivor through a gate (or hatch).

  • Got kill-rushed last night. Everyone was chainsawed before the first hook. 😏

  • It can be a real blast at times Lately it’s felt more like a chore because the rift seems to take forever to fill up. I’m coming up on time for another extended break.

  • @ble3kaudio said:

    Came back to BUMP.

    This is a great idea.

    Lol I’m glad you like it! Thanks for the support.

  • Farming Simulator 19. The title sounds boring, but I’m addicted!

  • @SadCyclops said:

    https://forum.deadbydaylight.com/en/discussion/comment/1569449#Comment_1569449

    its not a bad conversation but i really think this is how things are. the only reason to create such a op anti blind perk would be that survivors absolutely destroy you with flashlights.

    i mean (as a real helpful advice) if you get triggered by being blinded, equip lightborn. you see that this will be enough as it has been buffed recently

    It’s alright. This is the downfall to speaking through text. By voice, you’d have been able to tell that I’m calm about all of it. I’m a pretty mellow player in-game as well. 😏 On top of that, I’m on PS4 where flashlights aren’t such a big deal because they’re so hard to control (ohhh but it still happens, to be sure.)

    No, my defense of the Big Mistake perk is because:

    • 1) It’s my original idea, so I’d love to see it get some traction!
    • 2) I wanted it to affect a smaller segment of gameplay, rather that just changing gen times and downing survivors - which so many other perk ideas focus on.

    I edited the original post to include some nerf ideas suggested by others earlier. Cooldowns in particular. Feel free to reread it. I don’t think it’s overpowered since it’s fairly situational to get use from it

    • you must play against survivors with the skill to pull off a flashlight save.
    • you must be carrying a survivor.
    • you must be fully blinded (and suffer the consequences of blindness).
    • for full effect, you must be cooled-down.
    • for repeated use, you must play against survivors who are either brazen or not paying attention.

    I don’t think this is strong enough to be a hex. But I’m also certainly open to discussion if you have other ideas for modifying it.

  • @SadCyclops said:

    https://forum.deadbydaylight.com/en/discussion/comment/1569339#Comment_1569339

    still too op. maybe it would be a little more balanced if it was a once per trial perk. imagine having lightborn on, nobody would be so dumb and try to blind you two times.

    i bet you are one of these baby killers who get toxic swf groups who blind you 24/7 and you want some revenge. my tip: let it go ...

    And here I thought we were having a good conversation....... just more name-calling. Oh well 🙁

  • @SadCyclops said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568647#Comment_1568647

    i know, what i meant was that this perk is just lightborn but 10 times better.

    Lmao, whoops! 😅. Okay, now I’m with ya!

    In response to that, hmmmmm. What if I said it’s like Hauneted Grounds - a trap. Survivors don’t realize until after a flashlight save....until they’ve made a Big Mistake! After that they won’t try, but they can still blind you at pallets all they want without penalty. You’ll typically be lucky to see it proc twice in a match.


    I see it more light this:

    Lightborn - Use for a more efficient game since blinds don’t occur to slow you down.

    Big Mistake - Use for a more devious game by trading a quick hook for 2 slugs.

  • @SadCyclops said:

    why would you think in a world where lightborn exists that this sounds any balanced?

    give it a 120 cd or make it a hex and we can talk about it again

    Well, I wouldn’t recommend running this with Lightborn. Lightborn is intended to prevent you from being blinded in the first place. Big Mistake would only proc AFTER being blinded. Therefore these 2 perks are counter-productive with each other.

    Besides, staring down a flashlight for an extended period is a dead give away that the killer is trying to combine the 2 perks, so you’ll know something’s up. On top of that, this perk has huge counter-play: once you know about it, don’t do flashlight saves. Remember, it only works if a survivor is being carried.

  • Ha! Thank you, I appreciate the sentiment, but I can’t take credit. Saw the idea elsewhere, experienced a 🤯, and knew I had to spread the message. Every post I’ve seen on it (2 others I think), the idea has been very positively embraced. Hoping the devs catch wind of this soon.

  • @PigMainClaudette said:

    Clearly you're an entitled [side I'm not playing] and [side I'm not playing] is stronger! They have [perks, SWF, gen-rushing, camping, tunnelling, slugging] and that is WAY stronger than anything [side I play as] has!

    There we go. I win the most unoriginal comment award.

    Wow, nailed it!

    This right here was quite literally my inspiration for starting this thread!

  • 1 player stuck = Silent Hill

    Multiple players Stuck = The Hills Have Eyes

  • Gave f13 an honest try. Deleted. Tried again a few months later. Deleted.


    Why you ask? Simple, 30 minutes to find a match. Janky controls and animations. Jason’s getting clos—ohhh I’m murdered. Game over. 30 more minutes....


    I’m sure it’s fun after a while, but I couldn’t get enough game time to even get basic strategies down. Dbd’s always been there for me though. By the time lobby waits got bad, I was well seasoned which made the wait more worth it. This is better now with crossplay! Ps4 btw.

  • Was walking through the woods behind the house. Heard her lullaby clear as day!

  • @Undoxidised said:

    Ever think you'll be able to use keyboard and mouse on consoles? That would be pretty noice

    In the past it wouldn’t have been fair. But now that we’ve got crossplay between console and pc, well........ let’s hope they add support!

  • Badham? I feel like that one’s pretty fair all around. (Unless you meant Lampkin Lane, which could be confused with Badham)

  • @Onyx_Blue said:

    Tbh, tips should be appropriated to your 'rank'. And the current ones should be relooked at. The tip going on about dropping a pallet to divert or distract the killer is the worst tip to give a learning player lol

    Honestly not a bad idea!

  • When they try to 360 juke killers at half the speed of a mouse and keyboard....

  • @ Antares2332 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1535028#Comment_1535028

    But I don't see it necessary for it to be activated when they blind you completely, iIsn't it better that it activates when the flashlight is pointed at you? this makes it a crutch perk

    I get what you’re saying, but I think that would make it too powerful. The main point of this is to not lose your carried survivor when blinded. On top of that, if frees you up to chase Mr. Clicky and punishes his boldness.

    The slug on the ground is safe to be left for at least a little while since he has to completely restart his recovery from scratch. Thus you can fully commit to chasing the flashlight.

    If someone else comes to heal up the slug, then that’s 3 survivors at the moment who are NOT working gens.

    As @TATAHARAMBE mentioned, many survivors will stop trying to blind you once they realize it would be a “Big Mistake”. Yay! Now you can pick up your victims without fear!

  • @ Antares2332 said:

    Imagine using this with Lightborn..

    Yes and no. Getting the aura of a now-exposed is mighty nice, but you still have to be fully blinded for this perk to take effect. Survivors are gonna know something’s up when you’re gazing into their beamer for an extended period TRYING to get your retinas toasted! Would be hilarious though!!

  • @Dabihwow said:

    As godly as this perk is there has to be a balance lets say it can only happens every 60 seconds ( At max tier), before it could be used again, idk man that is a great perk though

    Agree. Let’s meet in the middle though. Only the progress reset and Exposed status cooldown every 60 seconds. Whether on cooldown or not, you’ll still always drop your survivor in the dying state.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1533032#Comment_1533032

    LOL thanks for making me laugh first thing this morning!!! Looks my puppy is going to be playing for me a bit today.

    Always happy to help! 😁

  • Start the match*. Typo above. Can’t edit

  • You know how you always start the. At home and look for clues as to who the killer might be? Puzzle boxes, fountains, etc.

    For Chucky, all the hooks should be at half height so he can reach them! Lmao! Once hooked, it’ll grow tall with the survivor so they’re not just sitting on the ground.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/181666/if-xenomorph-ever-joined-dbd-this-should-be-its-power

    Ok. I love this, but arent facehuggers supposed to die after detaching from a victim?

    Would the Alien spawn fully formed or would there be like a cooldown while the Xeno matures?

    Could Chestbursting down a survivor if they were already injured?

    Yes, the Facehugger dies shortly after detaching. I wanted to give it 60 seconds before dying, where it can patrol a relatively small area. This keeps the danger for groups high.

    @Rex_Honeycut said:

    https://forum.deadbydaylight.com/en/discussion/181666/if-xenomorph-ever-joined-dbd-this-should-be-its-power

    How about instead of the broken and endurance combo cancelling each other out you have an attack cooldown (15s) while the chestburster matures into a xenomorph?

    You could speed up the cooldown by "eating" the old eggs then every time you teleport and transform, your new eggs have increased trigger range.

    Also, would the facehugger attack you instantly or can you try to outrun it? What would be the counter play to eggs? Cleansing? Crouching?

    Great question and suggestion! I think there should be some ability to dodge a Facehugger leaping from the egg if you have lightning reflexes, but for the most part it’s gonna get you if you’re not expecting it.

    The immature chest burst is perfect for this! It could be small enough to make survival believable - maybe coming from the right side where it doesn’t hurt your heart. And then we don’t need the endurance effect. Let’s give the baby alien some time (15 seconds?) to grow up before it can hurt people. It can still chase in that timeframe though. (Another option is that it can injure anyone right away, but can’t down survivors until matured.)

  • Definitely creative! I think I would call this guy the Puppetmaster rather than Marionette since he uses puppets for his power.

    I got a real kick out of your locker idea! Imagine yanking the door open and seeing a life-size puppet in there! This’ll cause survivors to jump-scare themselves! Imagine if the puppet grabs them and they have to run around with it on them until they can remove it somehow.

  • I’ve come to the conclusion that many people, when they reach red ranks, just hand the game over to their kid siblings for a few hours to help them de-rank.

    It’s a win-win. Kid has fun and you’re seen as the cool guy for sharing your game. And then when you play again, you’re below the threshold of the every-match-sweat-fest!

  • @Primalux135 said:

    Mmmh not rrally convinced of being viable despite is good on lore wuse area.

    I would copy paste Shred ability of demo.

    holding M2 make an egg to spawn and make that if survivor pass by get inmovilized and enter on parasited status. While Parasited status you can see killer instinct notification (alien doesnt attack if you were parasited becuz he knew you have it) you got 1 min to remove the parasite on a surgery chamber. If you dont you get killed.

    Would be a demorgorgon + The pig.

    If not it would be a nice M1 killer and we dont like em huh?

    Oh yes, lore was the inspiration for sure. It’s actually really hard to stay true to the lore without making this a waaaaay OP killer. As has been mentioned already, surviving a chest-burst is difficult to wrap your head around, but then so is getting a meat hook through your heart—twice. So I think we could swing this.

    I definitely see the merit to your Demo-Pig idea, But I just think it’d be better to have something more unique than a re-tool of existing powers. I think recreating the Alien life-cycle would be so much fun!

  • @TAG said:

    Would be weird for someone to not die by having a Xenomorph explode out of them.

    Agree, but we have take sooooome creative license for the sake game mechanics. 😉

    If it makes you feel any better, his mori could involve the little interior jaw going for a head bite!

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