Avatar

yobuddd

yobuddd

About

Username
yobuddd
Joined
Visits
8,374
Last Active

Comments

  • So every match you can unlock a new cosmetic or charm, up to 10 times total. The cosmetic you get is random, but you’ll eventually get all 10.

    To earn one, you have to either:

    • Get hit by the killer while inside a snowman

    OR

    • Hit a snowman that has a survivor in it

    And that’s it! If either event occurs, then you get a cosmetic!


    Oh, If you escape while in a snowman, that counts too.

  • Monster Hunter

    Farming Simulator

  • Ok guys, before you start pointing out how stupid my question is via text, it’s just a joke. Have fun with it!

  • Dead hard.

    I try to play fair (not concerned with “winning”, obviously). Therefore if I get DS’d, that’s my bad. Prolly didn’t pay attention to which Mikayla was just unhooked since they all look alike.

    That said, I’m fine with Dead Hard. But given the limits of this thread’s question, that’s my answer.

  • I’m having an absolute blast playing killer - sometimes I kill dinosaurs, sometimes it’s evil robots, more recently I’ve been killing zombies!

    Ooooooh, did you mean dbd?! My wife plays survivor - fun to watch - and I visit the forums sometimes. That’s about the extent of it for me since MMR!

  • I saw a mention of this a while back. Something about how there’s a third escape and that the devs were surprised that the community hasn’t discovered it yet after all this time. No hint as to what it is though.


    my guess. Either kill the killer or submit to the entity to become a killer. (Maybe even a 2nd killer in the same match!)

  • @Clueless said:

    I would give them the Demo Portal treatment, they cannot bless another Totem until the previous one is destroyed.

    I actually really like this. I was thinking just remove the boost to healing speed. Make it equivalent to Self Care. But maybe they should combine both our ideas!

    Ok, fine, the person who blesses the totem that’s being used can get a healing speed boost.

  • @MegaGamer_01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593888#Comment_2593888

    Now that has potential to be broken but maybe something like destroying a pallet closest to the hooked survivor could work but good idea nonetheless

    It sounds rough, but if you only get one scourge hook (and for this perk you SHOULD be limited to one), then you’re gonna really have to work to get value from it. Hardest part is reaching the hook when you down someone.

    Up to 9 hooks before a dying survivor destroys the hook, but someone could also suicide on their first hook and negate further usage.

    I would expect an average of about 3 pallets destroyed from the perk.

  • @GhostMaceNotCrusty said:

    We haven't had an interesting hex in a while. Scourge hooks have a lot of potential

    Scourge Hook: Obliterate

    Each time you hook a survivor on a scourge hook, a random pallet of unsafe/safe/god quality will be destroyed by the Entity. It does not matter if the pallet has been pulled or not.

    If no pallets remain at that quality level, then a pallet of the next highest level will be destroyed instead.

  • Sledgehammer: Destroy 1/2/3 pallets that have not been pulled down.

  • @PalletsAndHooks said:

    https://forum.deadbydaylight.com/en/discussion/289902/ps4-i-think-i-found-a-workaround-to-the-infinite-loading-screen

    Gosh it's almost like nobody at bhvr had discovered this because they don't play test their game

    I mean if they had play testers in the first place, most of this probably wouldn't have happened

    I agree that it would certainly be nice to not have to deal with these bugs to begin with. However, the best we can do for the time being is find ways to minimize their effect and hope they get patched out. Hopefully this will help with that.

  • Off topic, but you mentioned Hag. For the first time ever I tried her Hand add-on (Waterlogged Hand or something like that). Anyway, it was a blast!

    You can’t teleport to traps, but they have collision. Place trap in pallet, chase survivors as an M1 killer, and when they go to the pallet, they get blocked by your trap and can’t run through! Can’t even pull the pallet down! You get a free hit, they are terribly confused, and by the time they realize they have to run the other way, you’re reset and able to hit them again!

    Ok, that’s all. Carry on with Ghostface discussion.

  • For me it would be when:

    • Every survivor match results in camp/tunnel

    AND

    • Every killer match, after 2 infinite loading screens and 3 eternal lobby searches, finally loads in to pit me against survivors that I have no business going against.


    Thus, here I am chilling on the forums….

  • Unless the charms are glowy, you can’t see them on survivor….and even then they’re too small to really tell what they are.

  • @ChiSoxFan11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583702#Comment_2583702

    That's a good point. Internet anonymity certainly makes people interact with others in ways they might never do so if those interactions were in person.

    It’s so true! This is off-topic, but it relates:

    There is a famous psychology experiment a while back (I think in the 60’s maybe?). There would be a man in a windowed room answering math questions aloud. Behind the glass is a researcher and a random person.

    The man answering questions is an actor. Whenever he misses a question, or times out, the random guy behind the glass pushes a button that shocks the actor. (He doesn’t actually get shocked, but he ACTS like it, so the guy with the button believes he’s hurting the man in the room).

    Every time the shock button is used, they also have to dial up the voltage a notch. Eventually the actor is screaming in agony, begging, pleading for mercy. The person with the button doesn’t want to push it, but there’s added pressure. Remember, a researcher is standing there with them. He will calmly tell you to push the button and continue the experiment.

    Even when the actor pretends to be unconscious (or dead?), the button must still be pushed upon timeout of a question.


    Ok so all of this was to find out how far people are willing to go, even under the pressure of an authority figure. In most cases, people would refuse to push the button after the actor started screaming.

    But here’s the part that relates to your post. They let some of the participants wear a paper bag over their head for a feeling of anonymity. Holy moly, almost every one of these people would zap the actor to the point of unconscious….and beyond!

    So yeah, the anonymity of the internet is no different. It really has a strong effect for allowing people to unleash their dark sides!

  • I would say it’s the same reason that people bm in sports, drive like reckless maniacs on the highway, pick fights in bars, bully classmates in school, and create computer viruses — it gives their brains that little spurt of feel-good chemicals and makes them feel like they actually have control over some tiny aspect of their lives which are otherwise in shambles specifically because of their disposition toward such behaviors!

    I’d like to add to this list the people who refuse to walk 5 steps through the parking lot to put their shopping cart in the return.

  • @ChurchofPig said:

    Park Avenue wanting to maximize the amount of money they get before losing Hellraiser should not include BHVR making a terrible decision. BHVR easily could have said "no" when they saw what Park Avenue wanted but they didn't. It's still on the devs for this happening regardless of Park Avenue.

    Could they though? Easily have said “no” that is. The fact is that we don’t have all the details (and probably never will). But I could absolutely imagine some dirty lawyer tricks being worked into the wording of the contracts involved.

    Again, I don’t know what happened, but I always like to play devil’s advocate instead of jumping to conclusions. Imagine the contract has some vague wording like “participate in the profitability of the license”. BHVR thinks that means to make the Pinhead models for Park Avenue to use, so they sign the contract. Now all of a sudden the deal with Boss comes to light and BHVR is legally and contractually obligated to participate because of a cheap trick in the text. At the very least, there could be a really expensive court battle to decide what the text even means.

    Even if this isn’t the case, it’s POSSIBLE. It’s possible that they were roped in without a choice because, from a legal standpoint, they could be on the hook for losing a LOT more than just access to the Hellraiser license. Since it’s possible (and therefore likely that they couldn’t even tell us about it), I will withhold judgement until more facts come out.

  • For me it’s all about distracting my mind. I’ve always been a gamer, but not necessarily competitive. If I wanna relax, I play. BUT, and I can’t stress this enough, I play single-player games!

    Lately I’ve been into Days Gone and Mechwarrior 5.

    Though when I really want to mellow out, nothing beats Farming Simulator. Mellow music, beautiful scenery, Idyllic gameplay, and yet still challenging with many opportunities to feel accomplished! I’ve already put in my preorder for Farming Simulator 22 that comes out next month!

    All of this is for PS4 btw.

    I also reaaaaallly enjoy solving Nonogram puzzles (aka Griddlers). Loads of websites and apps out there if you wanna try them. Seriously, don’t give up immediately. They seem hard at first, but it doesn’t take too much time to realize what to do. “Nonograms Katana” is my favorite app for this, but it’s also kinda technical, so you might wanna start with some freemium app that has a nice tutorial.

    Anyway, that’s what works for me!

  • I’ve posted quite a few ideas in the past, but I think this one is my favorite. It uses bot AI similar to Nemesis zombies.


    The Dreamcatcher

    A shaman once tasked with cleansing the minds of his tribesmen afflicted by evil spirits - he now uses his powers of mental manipulation to consume the minds of The Entity’s prey. 


    Special Power: Mindsnare

    • Hold the “power” button to cast forth a stream of web-like filaments 10 meters (at base) in front of you, toward a survivor. The goal is to expose the survivor for a cumulative 8 seconds. (Progress does NOT degrade over time). 
    • When near narrow passages, doors, or windows, TAP the “power” button to place one of 8 filament tripwires. Any survivor who passes through a tripwire will scream and incur 3 seconds worth of filament exposure (at base). 
    • When a survivor becomes fully exposed, their mind comes under attack and they must fight to regain control. Both the survivor and killer are brought to the survivor’s Mindscape - which is a random one of several micro-maps. 
      • Each Mindscape map will essentially be a main building of some type and a small bit of land around it. (Devs should get VERY creative with these!)
      • The killer hunts the survivor and can down them in one hit
      • The survivor must either survive for set amount of time (1 minute at base) or find and complete 3 (at base) map-specific interactions (like pressing a button) - whichever comes first.
    • While the killer and survivor are competing in the Mindscape, their physical bodies in the main game will be controlled by AI bots - hunting and attacking other survivors. The survivor will always be at running speed while hunting teammates. 
    • If the killer downs the survivor in the Mindscape, they will be downed in the actual game and he will emerge from their head as a vaporous cloud. Afterward, he may pick up the survivor. 
      • If the survivor escapes, both players simply regain control of their characters - very likely far apart from each other at this point. The survivor will be injured.


    Extra info 

    • The killer may leave the Mindscape at any time if he wishes to maintain momentum in the main match. The Mindsnared survivor will still attack teammates until they escape the Mindscape.
    • Survivors enter the Mindscape with the killer no matter where they are on the map when they become fully exposed (such as if they hit a tripwire while not in a chase). 
    • If more than 1 survivor becomes fully exposed to the Mindsnare at the same time, they will enter the same Mindscape but will have to survive or complete their objectives independently of each other. The killer remains in the Mindscape until all survivors there are downed or freed - though he may still leave on his own if desired. 
    • Bot-controlled survivors have a red stain - though a little smaller than the killer’s.


    Perks:

    Hex:  Visions of Chaos - Whenever a survivor sees an aura or notification bubble, 1/2/3 exact copies of the auras and bubbles simultaneously appear elsewhere on the map. This applies to ANY aura or bubble (killer, teammate, gate switch or hatch from maps, items from Ace in the Hole, etc.)

    Brain Fog: A fog bank is visible on the horizon for each survivor at an initial range of 100/90/80 meters. The fog rolls in closer to the survivor at a rate of 1 meter for each second that they remain on the same tile - limiting their view and perception. Any noise, notification, red stain, or terror radius from within the fog goes unnoticed by the survivor. Moving to a new tile will dissipate the fog back out to its initial range. 

    Unfinished Business: the progress bar for any activity will appear to be filled and disappear 1/2/3 seconds before the task is actually completed. (especially useful on totems - at least until survivors realize what’s happening.)

  • @gerbilsrcute said:

    Thanks again for comments. Legion does sound right up my alley so far as chasing. I do, however, worry that the deep wound would cause me to accidentally kill people.

    Deep wound works like this:

    As survivor you are injured, but you also have a limited time to “mend”. If you don’t, then you fall on the ground and the killer can pick you up. Teammates can still heal you up though. Also the timer is paused if you’re being chased.

    If you’re Legion, you can just leave them on the ground if you don’t want kills. I should point out though, that normal gameplay is hooking and killing. People aren’t gonna be upset at you for doing what’s expected, as long as you don’t do it in a scummy way.

    If you don’t want kills, you can still try to get 2 hooks per survivor. This gives them a chance to earn lots of bloodpoints for rescues and heals.

  • I see a lot of people griping about boring events, blaming BHVR, and reminiscing about the great events of the early years. But stop and think for a minute, during those really fun events, what actually happened in the matches?

    • Survivors pick up lanterns, and killers tunnel them out of the game.
    • Killers have an event hook they need to use, so every survivor runs a sabo build to make sure the hook is always out of play.
    • Players need to collect blight serum, so they do exactly that and then intentionally die to suicide on hook and move on.

    All this and more! And as a result, the resounding response that the devs heard was that the event sucks and they suck. Complain and gripe.

    So why are events so bland now? Us. The community. We did it to ourselves. Too busy being toxic to each and unable to enjoy a good event while we had one. Now the devs are more concerned about avoiding complaints about unbalanced mechanics.

    File this under the category of “This is why we can’t have nice things.”

  • @gerbilsrcute said:

    Thanks again for all tips.

    so tar seems people are saying Doctor or Legion for chases.

    or Plague, Oni or Blight for fun abilities.

    I was reading a little about Oni...it seems that the power relies on scoring hits? Is that true? So if you don't get many hits you can't do much with him?

    Also, question about the Doctor....someone said he has abilities for finding survivors...or was that Legion that has abilities for finding & chasing? Anyhow was wondering if that was as an innate ability or a perk as that might help me decide...seeing as many times I can't find survivors or lose them due to issues with FPP.

    Legion and Doctor, they can both help with detection of survivor locations.


    Legion:

    You’re on your own at first, but once you find a survivor, you can use your ability called a Feral Frenzy. It makes you run extremely fast, and if you hit the survivor, then you’ll hear a heartbeat sound and see a red flashing icon on all other nearby survivors (it’s a pretty sizable detection range too!)

    At this point, you have a choice. End your power and keep chasing the one you just hit (hitting him again ends your power anyway) or track down one of the newly detected survivors and injure them too. You can ping-pong between different victims for quite a while!

    Each time you hit someone, you injure them AND give them a Deep Wound. This forces them to mend before they can even heal. As long as you keep hitting people who have finished mending, you keep recharging your power. It ends if you ever miss though. Even if your power times out while tracking a new lead, you still have a good idea of where they are.

    All of this is Legion’s innate ability. As for perks, Discordance is best for detection. It tells you any time 2 or more survivors touch the same generator. It highlights the gen in yellow and gives you a noise bubble as though they missed a skill check.

    Iron Maiden is somewhat useful for detection. When someone gets out of a locker they scream.


    Doctor:

    Very good at detection. He has 2 powers. Static Blast zaps a wide area around you. Any survivor in the area will scream unless they’re in a locker. Each scream shows you as our d bubble for a couple seconds. Pick one and chase! Long recharge though

    Shock Therapy is more useful in one-on-one chases. It gives the survivors or the madness status so that they can’t do much until they hit a series of difficult skill checks. When they miss, they scream which helps you find them. Also, when you zap them, they’re stunned for a moment which prevents them from vaulting or dropping a pallet

    As for perks, Overcharge is best for tracking. You kick a gen and the put a very hard skill check on it. When they miss it, it blows and you know they’re there. Once you start going against better survivors, they’ll rarely miss it.


    Hope this helps you decide!

  • @BrotherLove said:

    Ill tell you what they never expect, agitation, iron grasp, mad grit & Hoarder. You get information from Hoarder and try your best to hook fast so they wont notice your perks, then snowball at the best opportunity.

    Doing this with Nemmy is hilarious btw. Fists of Fury!

  • Might I recommend the Boom Build?

    • Surge
    • Eruption
    • Oppression
    • (your choice) Overcharge or Brutal Strength


    It’s honestly a lot of fun! You’ll really have……a blast!

  • @Maliken said:

    I see absolutely no reason to run this over Unbreakable, even with the ability to do it more than once, how often do you come across a medkit on the ground as a slug?

    As the game is right now, without this perk, you’re absolutely right! If the perk entered the game though, things would change.

    1) People would start dropping their empty brown medkits in high traffic areas (like near the shack window where downs commonly occur.) This would be in the hope that a teammate has the perk equipped. SWFs would already know for sure, of course.

    2) This could be a great way to play ‘medic’ for your team. Someone goes down, so you set your medkit near them and try to take chase before the killer picks them up. Maybe another teammate is nearby with a flashlight and the killer can’t safely pick up. Either way, this buys the slug the time they need to get up and get away! It is especially useful if the slug is in a pallet and the killer is paranoid about your presence. (Remember, the 2nd, and probably more useful part of the perk description allows you to bestow this healing ability upon teammates if they reach your medkit within 15 seconds.)

    As one final note, this is meant to be more of a teamwork-based alternative to Unbreakable. Handy in those situations where you can’t actually heal the slug yourself. The multiple uses and medkit speeds make it quite strong too, in my opinion.

  • The perk has the added benefit of seeing hook auras, so you can use a toolbox for the next nearest hook that the killer would want.

    However, as was mentioned earlier in this thread, sabo can’t be too easy. You pretty much need to base your whole build around it.

    • Bring Breakout so you can run fast enough to get ahead of the killer as he goes to the next hook. Helps your buddy wiggle faster too.
    • Bring Mettle of Man to tank a hit if you’re injured when sabotaging the 2nd hook.
    • Bring WGLF to benefit from all the protection hits you’ll end up taking AND to more quickly heal slugs for when the killer inevitably gets sick of you and drops your teammate in order to chase you.
  • Zerg Queen Kerrigan from StarCraft!

    With the introduction of Nemesis we now see bots in the game. Imagine raising a couple zerglings from their underground burrows to run amok damaging generators, breaking pallets and walls, and occasionally injuring an overly brazen survivor that tries to interrupt them.

    And then for Kerrigan herself, there are just so many possibilities for weaponry, cosmetics, and additional power abilities!


    The survivor, of course, is Raynor.

  • Seems to me that your play style is “chase”. Hits are nice. Downs and hooks are a bonus. But really, you’re in it for the chase. The most important thing a power or perk could do for you is guide you to a survivor so you can chase them!

    To me, all of this screams Legion!

    Don’t expect a lot wins, but that’s okay because that’s not your goal. His power leads you to survivors with Killer Instinct - that’s a new chase! He can run really fast for a while, that’s definitely chase. He comes with the perk Discordance, which tells you where you can find 2 or more survivors - by golly that’s chase-with-a-choice!


    All that being said, I think Legion is the one for you.

    As a side note, I’ve always found it to be far more cost effective to spend shards on killers rather than perks. 6,000 shards can get you 3 perks, but 9,000 gets you 3 perks AND a killer with an entirely unique power and play style that can add a new level of depth to your enjoyment of the game - I’d say the 3k premium is worth it!

    Killers only though. Survivors are just re-skins of the same general play model and add nothing unique to the play style, so feel free to buy survivor perks individually if looks aren’t important to you.


    Please post again later to let us all know who you went with!

  • My guess is that they had trouble getting the noise notification to work right in regards to “cleansing” a hex vs “blessing” a hex.

    Easy fix: remove the noise.

  • Every time she squeals, so do the nearby survivors! Ya know, Doctor style!

  • Hear hear!

  • @jesterkind said:

    I like the idea, but I have a question- would there be any visual indication for the Killer that a pallet has been trapped, or would they have to just walk through it and get stunned to find out?

    Great question! To answer I’d say “yes and no - mostly no”. By that I mean that this would be like Blast Mine where the killer can’t see the grenade on top of the gen. However, I believe that there should be a brief animation for the survivor when they set the tripwire. If the killer sees this, then he’ll know.

    Also, I’m on the fence as to whether arming a tripwire should be nearly instant or if it should take a couple seconds. I’m more on the side of it being nearly instant because I think the primary use of this perk is for unsafe pallet saves. If it takes too long in these dangerous situations, it’ll never be of use.

    It’s essentially a Power Struggle effect that one survivor can give to another!

  • Ok so I read it wrong and can’t change my vote. “Mostly fine” would be a better answer for me.

    He’s “a little strong” but not in the sense that he’s overly strong. He’s powerful in the right hands, but certainly not OP..

    His main draw is that he’s FUN! No matter which role you play, a Nemesis match is always interesting! He’s strong enough to keep the killers engaged and the survivors on alert. Maybe he’s not S-tier, but I think he and Billy are the gold standard for good killer design. They’re fun. They’re strong enough, but not OP. Everyone seems to respect them!

  • Meyers:

    Spare Key. A small house key found hidden under the doormat. It belongs to the one you want - you want this one, and no other.

    Stalking the obsession fills the meter at twice the normal speed. The obsession can be stalked indefinitely. Stalking other survivors fills the meter at 75% of normal speed. Other survivors reach maximum stalk 25% earlier than normal.

  • Unpopular opinion, but for me it’s Spies!

    It’s so specific - gives me far more reliable information than Whispers (for me anyway). Many times it leads me straight to survivors that I would never have noticed otherwise. And if we get and indoor map….. 😈 Let’s just say survivors gonna have problems navigating through the poultry infestation!

  • Some of my hopefuls:

    • Cave system - partially flooded with tidal highs and lows that open/block certain areas
    • Entity’s Warehouse - building of chaos loaded with fake props (gens, jigsaw boxes, hooks, plague fountains, etc.) Animatronics (spiraling survivors, jumpscare killers swiping at you (no injury though.)). Sounds coming over loudspeakers (terror radius, lullabies, locker doors, gens chugging/popping, survivors crying, etc). Obviously, balancing to prevent unfair advantages would need to be achieved.
    • Abandoned, rusted out battleship or submarine.
    • Creepy theme park (just saw a thread about this idea earlier tonight. Sounds fun!)
    • No Mither
    • nothing
    • nothing
    • nothing

    No item

    No offering

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515829#Comment_2515829

    NGL, this actually sounds good, but could be really strong in the hands of SWF.

    I agree! Might be OP, but then again, all the killer has to do is break the totem (I assume). But yeah prolly OP.

    Still, imagine this scenario: you suddenly become exposed - devour hope - and your buddy is going up on the hook. On your way over to the save, you stop and bless a totem. You may still be exposed, but now you can rescue without feeding those crucial last stacks to Devour! You pull off the rescue and surprisingly hear your Mettle of Man earn its final stack. Sweet!

  • @Brokenbones said:

    This thread just gave me an idea

    So you know how killers have trap hex totems? Introducing:

    Boon totem: Bone mine

    If a killer tries to snuff this perk out, it explodes like a flashbang and stuns them for 3 seconds. Then it's permanently deactivated

    I like it! Very useful for protecting the good boons that the killer will be in a hurry to destroy.

    For example:

    Boon Totem: Misdirect - Bless a totem. As long as it is lit, any stack that the killer earns for a perk is instead applied to a random applicable perk on a random survivor. If there are no survivor perks that take stacks, the killer is still denied all stacks until the boon is destroyed.

  • Ooooh! I was reading this a totally different way. As in, actually BAD ideas!

    Boon Totem: Be Better! You’re new at this. You try blessing the totem but fail. The totem explodes and injures you. The now ignited totem grants the killer a random hex.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2512865#Comment_2512865

    It is against forum rules to tag mods or devs.

    Wasn't always like this, but they changed it recently. I guess they got tired of people tagging them for bs.

    I’m glad you posted this! I was unaware of this rule change.

  • You need to take a match and use it to just reset you frame of mind. Don’t worry about pips or points. Just have fun. Bring a meme build! For example:

    Grab Nemmy and equip Mad Grit, Agitation, Iron Grip, and Infectious Fright. Now load in, down someone, and go on a face-smashing punching spree!

    That’s it! There is no “win” or “lose”. Don’t bother using your power - carrying a survivor IS your power!

    • It’s hilarious for all players involved
    • It’s deeply satisfying to be at the helm of the fists of fury
  • Personal opinion, but my hands-down favorite is Nemesis. You get a little bit of everything with him!

    • M1 killer experience much of the time - with very satisfying face-crunching attacks.
    • Ranged attack - to some extent. But not so much that you rely on it for everything (lookin at you huntress and slinger!)
    • Zombies! They make a difference often enough, keep the chases fresh, give you info, and can shut down otherwise very strong loops. I find this final part very useful in keeping my own engagement up when I get a lobby of super-loopers - what would otherwise have been a very dull game for me.
    • And finally, playing Nemmy doesn’t earn you loads of salt from survivors, since typically everyone has a good time in a Nemesis match (especially if you don’t camp or tunnel). Makes Spirit and Freddy a bit jealous…
  • I play console as well, and here’s my best advice: play what’s fun!

    I would LIKE to be good with Blight, Nurse, or Pinhead - but I simply don’t have the time or patience to master them on console. So I accept this fact, remind myself that I play as a hobby - not a job, and that my ultimate goal, therefore, is to have fun. Hobbies should be enjoyable after all.

    With this in mind, I put away these killers and pull out my faves: Nemesis, Billy, Legion, and Hag!

  • @UncleStabby said:

    They could also work a bit harder on Killer skins, instead of coming out with cartoony /seasonal stuff. Gimme something actually creepy! Its not that hard...

    https://us.v-cdn.net/6030815/uploads/99H2SD5ASONL/20210127-180725.jpg

    *cough*

    I must say, the length of those claws is quite consistent with my actual in-game experience! Lol

    Seriously though, nice artwork!

  • @LumiRain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501581#Comment_2501581

    That makes sense, but I still feel like ive been robbed - why did the game let me get the teachable from the bloodweb if I already had it? especially since i'm effectively down the drain either 2k shards or 150000 bp

    Believe me I absolutely understand the feeling of buyer’s remorse. As for WHY it could happen, my best guess is that the store has no interaction with your character pool or bloodweb progress. They are probably two programs that are separate and apart from each other. I suppose you could make the analogy of “why did it let me buy DBD on playstation when I already own it on PC?” And the answer is that there simply isn’t a check to prevent such things. I’ll admit, your situation is rare (first time I’ve heard of it in fact) so this probably isn’t seen as a programming need

    As for a remedy, it wouldn’t hurt to reach out to customer service. No promises, but if you explain the situation then they might be willing to refund your shards or give you the 150k bloodpoints. Prepare yourself for a “no” so you’re not disappointed, And if that’s what you’re expecting then a “yes” will really make your day!

  • If you look at each killer’s profile/lore, you can see what their 3 teachable are. Territorial Imperative belongs to Huntress which is why you unlocked it when you leveled her up.

    Unfortunately, because you bought it from the shrine first, there’s really no effect from unlocking it on Huntress.

    However, for future reference, IF you had unlocked it on Huntress first, then you could still have bought it in the Shrine and received bloodpoints instead of the perk since you already own it. This is essentially a way of converting shards to bloodpoints.

    Before buying anything else from the Shrine, double check and assess whether you own the character that the perk comes from. If you do, there’s no point in buying the perk since you’ll eventually unlock it anyway. Save up those shards for buying characters or buying perks from characters that require real money to get.

  • @Jarol said:

    An event would be more terrifying if terror radius was removed from all killers.

    @AssassinZodiac said:

    I would rather they make all killers undetectable for Halloween. That way we would have jump scares galore. Sounds like a good time to me. Not very balanced, but fun.

    Ok I think you guys are really onto something here! Imagine the fear-fest this would induce!

    Hey BHVR, you could play it off as an event-related bug that unfortunately can’t be fixed until the event ends!

    Also, all grabs need to come with a blaring, sharp sound effect on the survivor’s side. 😈

1 2 3 4 5 6 … 35