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stufoot99

stufoot99

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stufoot99
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  • Very interesting idea! Definitely more unique than the standard “Do something and get exposed” red add-ons BHVR loves.

    Unfortunately, I imagine as of right now this add-on might be kind of useless, not because of the addon itself, but because Zombies are so glitchy. They would probably all be stuck on a tree or something. Zombie AI needs a huge improvement before this addon can come out.

    Also you talk about the Depleted Ink Ribbon addon which spawns Zombies in the gate having conflict with yours. I’m pretty sure when two addons conflict each other in this game, whatever addon on the first slot (left slot) takes priority, but I could be wrong.

    Very cool idea!

  • @AnchorTea said:

    Yes, the great skill ones (the whitest part). Though if you hit them, even perfectly throughout, it'll shave off hardly a second.

    interesting thanks.

  • @DetailedDetriment said:

    You are correct with the caps of 8K points and 32K points. However, BPS double what you earn, not fill the cap at an accelerated rate.

    An easy way to tell the difference is to look whether the description says more or bonus bloodpoints. Prove Thyself, for example, earns you more bloodpoints for coop gen repairs, meaning you fill the cap faster, but fragrant bog laurels (objective flowers) earn you bonus bloodpoints, or double what you have in the objective category by the end of the match.

    With that explained, cakes/BPS and BBQ/WGLF take your total bp earned (all 4 categories) and double it. The cakes and perks stack too, which is why you earned so many points. 25K + 2 BPS + BBQ will net you 100K as you have 25,000 times 4.

    Ah, I knew that perks like Deviousness helped you reach the cap of 8k in a certain category, so I assumed that those offerings did the same. Thanks for the explanation!

  • I had an idea of a 4v4 (1 killer and 3 survivors on a team) mode that is similar to domination on COD.

    So here is how it would work. There are seven generators, 3 red team gens, 3 blue team gens, and 1 neutral gen. The red and blue teams would have to try and repair the other team’s generators. Once a generator is repaired by a certain team, it becomes that teams color. The team that has more generators that are their color would begin to gain points. Additionally, survivors could “sabotage” the opposing team’s generators. Essentially, the generator would regress as the survivors are on it.

    During this time, each team’s killer would be able to kick opposing gens and also down and hook the opposing team. I’m not sure if survivors would actually die in this mode, but if they did then whatever team’s survivors die first, that team loses. In the end, whatever team reaches the score limit first wins.

    I don’t think there would be any perks in this mode, or maybe only select ones due to balancing.

    Sorry if this was confusing to understand, but I think this could be somewhat competitive because it is not asymmetrical.

  • @gendoss said:

    what do you mean? It makes zombies respawn faster along with the increased mutation rate.

    Your right I just realized this, I thought it meant increase.

  • @Soumynon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2177333#Comment_2177333

    You are not gonna get the Mettle of Man effect because you need to be Injured to trigger it as its description reads. It isn't the same example.

    Here you have everything you need: the perk activated (by healing someone), and the trigger (by unhooking yourself). It should definitely trigger and take effect by the description.

    Here is how this combo would work, at least from what I understand. You unhook and heal someone to full health, causing both Deliverance and Second Wind to activate. Then you get hooked, and unhooked with Deliverance, causing both Second Wind and Deliverance to give you the Broken status effect. Second Wind's 30s status effect would end and then try and heal you, but since Deliverance's 60s Broken effect is not over, Second Wind does nothing.

  • This really does not answer you but my buddy said he had a problem with head on yesterday when we were playing. He said it just did not work when he tried it, and I thought that maybe the killer was too far away, but maybe he was right.

  • Judiths Tombstone requires you to stalk survivors for a long time, letting them do generators in the meantime. Also you can counter it by going into a locker. Old moris were an offering that you can bring that just let killers kill all four survivors with way less work on their part.

    Overall, the first requires much more setup and may not work at all, and the second allowed all killers to cut most of their objective out of the game, with no setup or counter.

  • I was in that position before as well. I was stuck in green ranks for like a month and a half because I would go up against red- ranks the majority of the time. It was definitely not very fun most of the time.

    However, playing against those guys helped me learn and get better. I started figuring out what did and did not work against good survivors, how good survivors want to run around certain tiles and then how to counter them. Then eventually I was able to pull off small mind games and started ending chases quicker and quicker

    You also start developing game sense outside of chase as well. For example, what generators survivors could be on, when survivors are most likely going for saves, when to stop chasing, stuff like that.

    I am definitely not the best at this game or anything, but I do understand the struggle. Just hang in there.

  • @brokedownpalace said:

    I just played several matches survivor and killer on ps4 slim and the only time I had an issue is the first 5 seconds after loading into a game. The FPS would drop and the game was stuttery. No problems after that

    Same here, the frames are horrible for like ten seconds, then it smooths out, and I’m on a normal PS4. Also what is with the killer stance when you load in? All the killers I have played have their arms outstretched, holding their weapons.

  • Well I’m on PS4 and the patch was only 4 gigs. Ik sometimes games have different sized patches on the different platforms. Was your dbd up to date?

  • Demolition

    After downing a survivor with a basic attack, all dropped pallets in your terror radius (up to 1/2/3) are immediately broken. Has a cooldown of 100/80/60 seconds.

  • If Steve and Nancy do know who Michael Myers or Freddy Krueger are, they probably would not have the chance to get the autographs of the two killers, because they are killers and Steve and Nancy are survivors lol. I guess the best they could do is talk with Laurie Strode or Ash Williams while sitting around the fire.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1635091#Comment_1635091

    Fair point. I forgot about that clause, given that they are pretty worthless unless someone's bringing a key for "fun" times. I've just been burning them for giggles 'cause I ran out of BP offerings.

    Yeah the only reason I’ve asked is because I was playing solo survivor, and I got matched with what I believe was a 3 man swf. They used the “hatch in main building” offering, but then also used a game offering as well. I didn’t want to miss out on the potential hatch escape, but then I thought “where is the main building in the game? We are in a building lol”. However, the killer disconnected as soon as the match started, so I did not get to see the outcome.

  • @MadLordJack said:

    I'd as the same question of Rotten Fields, Wreckers Yard and Shelter Woods. And to be honest, I think the answer is probably just somewhere in the middle.

    For those maps, I’m pretty sure hatch/basement would spawn in the shack. The offerings both say that, “If there is no main building, spawns in the shack” or vice versa. That’s why I was wondering where the main building is on the indoor maps, because they do not have a shack, nor do they have an actual main “building”. I guess they just have a main room instead.

  • I love quick and quiet, especially with the build Head On, Quick and Quiet, Inner Strength, and Detectives Hunch. I hop in a locker fast and if I’m injured I start healing, then my head on starts up and I can stun if I have to. Quick and Quiet can confuse the killer for a time and I can sometimes pull off a mid-chase heal. Definitely love this perk.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329106#Comment_1329106

    No, I believe it does mean levelling Myers up 4 times, not necessarily to tier 3. That's why I asked if you were having trouble in games where you got to EW3 three times (because in order to get to EW3, you need to get to EW2 once, so that makes four level-ups in total).

    I understand why I was confused now. Leveling up Michael for the first time is only 2 level ups, and I was thinking it was 3. It makes way more sense why I’m not getting the challenge done in one game. Thank you!

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329106#Comment_1329106

    No, I believe it does mean levelling Myers up 4 times, not necessarily to tier 3. That's why I asked if you were having trouble in games where you got to EW3 three times (because in order to get to EW3, you need to get to EW2 once, so that makes four level-ups in total).

    Right before I posted this I had a game as Michael where I am pretty sure I got EW3 at least 3 times. So I went from EW1 to EW2 then EW3, then back to two and then three again, and so on. But even if I only went into EW3 twice, that should still be exactly 4 times, right?

  • So the challenge is asking me to get into EW3 4 times? I always thought it meant to just level Michael up to a higher level 4 times. If it’s the former then that makes more sense on why I always get 3 of 4.

  • I feel the same way. I got tired of using DS, DH, BT, and some other meta perk, and I try to use other fun builds instead, but then I just get tunneled and/or camped.

  • Thanks for the replies! I guess I’ll continue to not run these addons.