yobuddd
yobuddd
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- yobuddd
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My favorite build on Billy, and should be good for any high mobility killer.
- Hex: Ruin
- Hex: Undying
- Surveillance
- BBQ & Chili (this slot can be any perk you like)
I often have games where 0 or maybe 1 gen ever get finished. Furthermore, you’re always in chase because you always know where to go to run them off a gen! -
Gens can definitely go quick, but there are strategies you can use. It’s worth mentioning that the repair time was actually increased by about 10 seconds fairly recently.
Are you new to the game? I’m only asking because with 12 posts, you’re new to the forum (and welcome!)
If you’re new, here’s my best advice:
- Don’t play to win, instead play to learn. Pick a killer you like and use the match time for practice. Personally, I’m having a blast with Hillbilly. He’s tough to learn, but oh so fun! If gens go really fast, oh well, just remember that they got stare at a circle and you got to practice chases. You’ve already won!
- Learn to spread pressure. If you’re chase goes by an active gen, sometimes there’s more value in letting the chase go so you can interrupt repairs. Getting around the map quickly to patrol gens is a huge plus (again, Hillbilly.)
- Focus more on quick downs. (Ahem, Hillbilly 😁) Get someone on a hook, and then do the hardest thing for any new player to do: leave the hook! Patrol gens and stop repairs. Someone has to get the save, so that’s already pressure while you’re out there starting new chases.
- If you’re learning a new killer, or trying to improve chasing skills, then the best thing is to be in chases often. If you have these perks, then here is my favorite “practicing” build: BBQ & Chili, Darkness Revealed, I’m All Ears, Nowhere to Hide. These are all aura perks. They help you to always be in a chase, but they don’t actually affect any game mechanics. That means anytime you win a chase, it was purely your skill! There are plenty of other information perks if you’re missing some of these. (Highly recommend Spies from the Shadows).
I hope this helps!
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Yup, on every map, but particularly bad (for me) on Hawkins.
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I like the idea of incentive! It definitely works with me in terms of role. If I see that juicy 100% bonus, by golly I’m loading into that role! If I see an ADDITIONAL 100% bonus because Twins is underplayed, oh boy oh boy!
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I had a hard time with this one, but here’s what eventually worked for me.
- use the add-on Charcoal Stick. Survivors will see your big crow when you place it (for half a second), but they won’t see the swarm when you launch it.
- Tinkerer! Effective for the challenge, especially mid chase. They think you’re shooting at the survivor in chase and often stay on gen.
- Trail of Torment (so you know when they’re back on the gen).
- Discordance
- Gearhead
All these perks tell you when hands are on gens. Worked for me!
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Try a few matches as him and you’ll get an in-depth view of where his limitations are. When you play survivor again, you’ll be far better equipped to exploit those limitations.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673693#Comment_3673693
Funnily enough I've yet to see Territorial Imperative. And I expected to see a teammate waste their time with the Invocation, but all three?
Thats a little overkill.
Oh I’ve been using Territorial today, and lemme tell you, the value is there!
As a side note and a bit of a heads-up to anyone attempting to weave those arachnids, you can be grabbed as though you were on a gen. I’ve done it myself! 😏 (Hint, try NOT to take the position with your back to the entrance as that’s the easiest grab.)
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Awesome! Got it equipped now, thanks for the info!
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Anyone know about that red grid-like one though? I’ve seen it twice tonight. It’s not rift.
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I’m currently queueing in as Hag! should be interesting…
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I’ve been getting a lot of this tonight!
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I’d love to see some sort of water-based chapter!
Imagine a new map: A cave system - dark and dripping, stalactites everywhere, some chambers partially flooded to splash around in during a chase.
The killer, of course, is some horrible cave creature. Could be based off so many ideas: leeches, spiders, bats, fungus, toothy fish, night vision, echolocation, tangling roots, etc. Maybe some creature that uses puddle traps to drag victims under.
Anyway, I’d be all for something like that. And it’d be so atmospheric!
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I figured it out! You have to let go of the gen and stand next to it before applying the trap. The game apparently got confused by Ripley’s new pallet trap perk.
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Just had the exact same issue with Blast Mine
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Did you have any ttv players in your lobby? Apparently they’re getting indirectly DDOS attacked whereby everybody else in their lobby is the target.
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I think I might actually START using it now. In its current state, it just feels scummy. After the update, I think it’s more of a fair perk. Also, my favorite builds are centered around aura reading. Getting auras along with a bit of gen pressure is a welcome addition to my loadout!
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I agree with you and have the same frustration with hatch/basement offerings. Now I assume the original idea was “offerings are burnt and therefore lost when used, so let’s watch them turn to ashes.” It’s thematically nice and they probably don’t want to leave them up the entire time because of this.
Still, it wouldn’t hurt to at least give us another 5 seconds or so to view them. Either that or make them all visible from the start and just make each one wiggle instead of flip.
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Most Demo’s I go against are a significant threat. I assume that it’s because players who have him, by default, have lots of game experience.
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After reading these posts, BHVR might decide this could save them from some serious backlash. Gonna have to pull some all-hands-on-deck all-nighters for the next couple weeks to make it happen though!
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@YOURFRIEND said:
Dead hard for killers would be this, but it'd expose survivors for .5s. Instead of an additional health state they lose an additional health state.
This is of course ridiculous and unworkable. Cuz the game is, yaknow, asymmetrical. Trying to bring equivalency between everything just doesn't work.
True, equivalency isn’t needed for everything, but it’s not something that needs to be avoided either. Just a possible avenue for inspiration. We already have various forms of it in the game anyway. Window of Opportunity vs Zanshin Tactics, hexes vs boons, Exposed vs Endurance. Some things are just like each other, while others are more of a push vs pull relationship, but the equivalency is still there.
Anyway, my idea is based on the concept of a skilled play. Dead Hard allows a survivor to make a split-second high-skill play based on the psychology of your opponent. My idea here allows killers the opportunity to do the same.
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Well, with killers being locked in before searching, this seems like a completely possible idea. However, if you’re at an MMR where you’re seeing the 3 strongest killers on repeat, then search times might be problematic.
Is it better to play 3 difficult / unfun matches in the same timeframe as sitting in a lobby for 1 good match? Everyone has their own opinion on that.
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Or maybe a selection. “You have a ritual, which role do you want?” Select and it spawns.
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If you run a looting build (ace in the hole, plunderers, appraisal) then the “deplete” challenges can be pretty easy. You may also escape with some nice loot!
Another little trick is Built to Last. If you use up the item, recharge it, and use it up again, then that counts as a “deplete” each time! Especially useful on the 2nd and 3rd refills which don’t refill the item all the way. Makes it that much easier to score another depletion.
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When I play killer, I absolutely refuse to participate in the eruption/slowdown meta. Therefore I like to use a full detection build to have less downtime between chases. By this I mean BBQ (because it’s still the boss!), Darkness Revealed (because survivors have already completely forgotten to be wary of lockers), Spies from the Shadows (not aura reading, but surprisingly strong detection), and then, depending on mood, I’ll swap around between Bitter Murmur, Nowhere to Hide, and Awakened Awareness.
In my head, I feel like I’m actually being a nice killer by giving survivors a break from eruption. Maybe this is overkill, but none of this actually downs survivors or ends chases faster. It just directs my patrol so I can START chases faster. Anyway, that’s my 2 cents.
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I absolutely agree with you, though it should only apply to early DCs. Time limit, such as first 5 minutes, or progression limit, such as first kill, first gen, first 3 hooks, etc.
Honestly though, I wish they’d just remove depipping altogether.
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Don’t forget that only USA celebrates Thanksgiving (unless other countries have picked it up that I’m unaware of). That said, much of what we associate with Thanksgiving was probably borrowed from traditional Christmas feasts since both holidays are close to the same time of year, and therefore would have the same harvested crops available. In particular the pumpkins and potatoes.
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M1 killer? Slap on Jolt and then use perks that help you win chases quickly.
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@YOURFRIEND said:
I like it. Very cute. I'd rather them just grab the surv by the arms than conjure a stretcher though.
I thought about that originally, but I really want an object that multiple survivors can interact with. In particular, it would be hilarious to see 2 survivors running away with their buddy! That’s honestly my primary objective here! Lmao
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301601#Comment_3301601
The prior fog caused way too many performance issues, stemming from a combination of the game's rough optimization and even rougher coding.
You’re not wrong. But still, I stand by my post. They need to fix the coding so that they can fix the fog. As it stands, “see you in the fog” should be “see your ankle in the dust mote”.
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While we’re at it, fog! It used to be so good! For a game that uses the tagline “see you in the fog”, it’s honestly kinda weak at the moment. Buff the fog!
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It’s the entire skill check that’s smaller.
The skill check box goes from [good good good great]
to just [good great]
The great skill check portion (the bonus) actually stays the same size.
However, this is a Trapper perk. Since you already have trapper at base game, I’d say just level him up to unlock the perk and save your iridescent shards for something better.
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In my experience, Shattered Hope is super strong against boons……..as in, any time I bring Shattered Hope, they NEVER bring boons!
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Personally, I just really don’t like the new forum at all. Navigation and just visually finding the info I want is burdensome. Not surprised about the poll bug you mentioned. Wish they’d revert it all back.
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@JustAnotherNewbie said:
I've also been saving up for the same reason. Was hoping they'd give us a discount now that it's the holiday season. Is it too late to still hope?
I don’t think it’s too late to hope, because I believe I’ve seen sales start up in the last week of an event before. Maybe I’m thinking of bloodhunts, but I think there’s at least a reason to hope.
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I specifically remember my first killer match feeling much the same way! I was nervous thinking things like “omg the entire match depends on me! I’m in control of the experience of 4 other players! I’m gonna be embarrassed if I do poorly!”
But also just like you, the first match went great and I got hooked on killer! That was years ago, so here are a few things I would like to have known back then.
- Your first few matches will put you against extreme newbies. The wins will come easily because these players have no idea what they’re doing. This also means that they don’t have enough game awareness to make ANNYYY sort of assessment about your performance. (Hint, you’ll find these players crouching around the edges of the map.)
- By the time you lose a match, you’ll be comfortable with killer. Are the survivors gonna be upset that they won? Naw, they won! As long as you give an honest effort and avoid scummy tactics like camp/tunnel, everyone will have a high scoring & fun match! (When you get to higher MMR, there may be occasion for those tactics from time to time, but remember that there’s more to enjoying a game than just winning!)
- This one may surprise you: you’re about to become a better survivor! Yeah, that’s right, playing killer makes you a better survivor. It’ll be tempting to dodge lobbies where the players have bright flashy clothes or higher prestige, but don’t do it! Instead, set your expectation for the match from “win” to “learn”. Now pay attention to what the survivors do to win chases, coordinate gens & rescues, and counter your killer’s power. Congrats, now you know a few more tricks! Don’t get flustered at hard chases. If you’ve set your expectations low but actually win, well, pleasant surprise!
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This bug is currently being worked and should be resolved in the next hotfix. (Tomorrow maybe?)
In the meantime, do NOT hover over tooltips on offerings when the game loads. Restart game if the error occurs.
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@Akumakaji said:
Hmm, it's somewhat interesting, not gonna lie.
I don't know what I think about the deconstruct mechanic, but everything that wastes survivors time besides doing gens is not a bad thing.
I also don't think that I would like survivors to be running four of this perks.
How long should the entry take? Just a quick hop-in as with the snowmen for up to 6 hits would be probably too good, especially if you activated a haemorrhage syringe shortly before.
Could a killer gain stacks of STBF from non-obsession survivors in a pillbox? Lastly, 6 hits is a lot, but when the thing collapses the survivor should get some sort of debuff. Not being damaged, as that would defeat the purpose of the whole perk, but what else? Hindered? Constrained? Exposed ?
You make really good points and I’m happy to discuss them (and maybe make some edits!).
So first off, the overall goal of this perks to be anti-deadzone. Bald area of the map or no pallets left? Build a pillbox! The cost is heavy time expenditures. Maybe you have a pillbox near a gen. Once the gen is done, You’ll want to move it to a more active part of the map.
You mentioned survivor time off gens. I’m actually thinking that for the value, 20 seconds may be too fast. So maybe it should be 40/35/30 seconds instead.
As for entering a pillbox, I envision that slow, floaty hop that survivors did with snowmen. There should also be a small delay if it’s destroyed around them, as you mentioned. It should be like the stagger when falling from a great height
Ok, the tough part here is killer interaction. 6 hits or 3 kicks. I chose those numbers so that there’s a direct correlation between 1 kick equalling 2 hits. That way killers can combine various attacks and easily know how much is left. I feel like 4 hits/2 kicks makes the pillbox too weak. I admit that 6 hits seems kinda strong, but here are a few considerations that might help out:
- Pillboxes will often be unoccupied. The killer can destroy or partially damage them in advance while not in chase. It can only be repaired if a survivor invests the time to relocate it.
- Certain perks like Brutal Strength and Fire Up will now see greater use.
- Some killers will do greater damage with their power (Perhaps Bubba can destroy it during a bump-tantrum. Plague can infect it and any survivor who then uses it like with a locker.)
- Survivors will have to pay attention to the visual state of the pillbox to determine its remaining durability, as it will noticeably degrade with attacks. They will want to flee the pillbox before it is destroyed so that the killer will chase them and the pillbox may be later relocated. The killer may bait survivors by damaging the pillbox 5 times in advance and destroying it when they’re inside.
I think that covers most of what you discussed. Honestly, fun stuff! Be sure to post if you think of any other considerations!
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@Velaris said:
I'm still waiting for the option to que up as one killer but be able to spend bp on another. So if they can't even do that, i think ut suggestion is doomed.
Yeah, you’re prolly right. Bloodweb has become such an irritation for me that many of my most recent posts are about possible fixes - including the one you mentioned.
I think there’s some hope now. One of the big streamers (fog whisperer too, I think) just made a video about this. Seems like these are the people who can direct the devs’ attention toward certain issues, especially if other big names decide to add their voices to the cause as well.
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I believe he’s can be found against the shack on the new ptb map. He’s, ummm, napping. Yeah, let’s call it napping…. 😥
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@Barbarossa2020 said:
Even worse when you're killer, can't change killers when in queue so can't spend bp on other killers.
They need to make it so you can either do the whole web in a click or a branch of the web at a time.
Very tedious.
This has been a major gripe of mine for awhile now. We need a character toggle so that we can be in the bloodweb of a different character than the one we’re queueing with.
As killer, you described the issue well! As survivor, I can’t spend on different characters when queuing or else I risk having to “quick switch” back to my main before the countdown ends. It’s something I carefully try to avoid for the sake of good sportsmanship.
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If a teammate has prestige that’s higher than 40, they’ll very often D/C as soon as they’re downed. You’ve been warned!
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In my experience, the Bubbas with the blue jacket are really bad with the camping, but most play normally in general. He’s one of my favorite killers in both roles.
When I play AS him, I have to carefully avoid basement. People tend to D/C on the way down there even before they see me hook and leave.
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Bottle Rocket. 1-time-use.
Launch yourself waaaaaay up high (like hackers do) so that you can see pretty much the whole map. When the rocket expires, you fall back down. As you fall, you can still move around a little and try to guide yourself toward a desired destination.
Bottle Rocket immediately expires if you hit a ceiling.
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Midwich, but especially when the killer drops an offering for it!
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@KrypticReeps said:
https://forum.deadbydaylight.com/en/discussion/comment/3239664#Comment_3239664
and sorry! I did mean realms not maps lol
No worries! I just put that in there to make sure there’s no confusion. Even the offerings we have now are technically “realms”, but everyone still refers to them as map offerings.
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Hey there, I see that you’re pretty new here to the forum with only 15 posts so far, so the first thing I want to say is Welcome! I’m sorry that one of your first threads had to go this way, but one of the things you’ll come to quickly learn is that this community is VERY political.
There are the “survivor mains” and the “killer mains”, and just about any comment on any topic is viewed and distorted through the lens of “this makes their side too strong” or “that is unfair to my side!”
You had a fun idea about map voting and I personally would love to see something like this. But then you immediately saw comments of “survivors would always win” and then “now killers always win.” Knowing how this goes, I encourage you to think of possible complaints from both roles when posting ideas and try to counter them in advance. Someone will still gripe regardless, but it’s easier to handle when you expect it.
My compromise suggestion to your idea would be something like this:
- After loadouts are finalized, survivors are presented with the same 3 random realms (not maps) to choose from. Most votes wins. If 2 maps are tied, one of the two is picked randomly. If a player doesn’t vote in time, then their vote is cast randomly.
- After loadouts are finalized, the killer is given 3 random realms to choose from (not necessarily the same 3 choices that the survivors got.) If the killer doesn’t choose in time, then the vote is cast randomly.
- The winning survivor realm and the winning killer realm are displayed to all players - along with a 3rd random realm. All players watch as one of these 3 choices is chosen randomly. The match will load into one of the maps from the selected realm.
- Map offerings can be used in various ways such as: increase your role’s choices while voting, decrease the choices that the other role gets, add a 2nd random realm to the final selection (total of 4 instead of 3), or ensure that the realm of your choice gets into your role’s initial vote.
Although somewhat complex, I feel that something like this provides a middle-of-the-road solution that prevents one role from steamrolling over the other. But as I said earlier, people will still find a way to gripe. Before long, somebody will complain that “there’s already too much RNG in this game, we don’t need even more randomness!” And so I’ll respond in advance by saying that maps are ALREADY chosen at random, and when they’re not due to offerings, then the match is usually unbalanced. Giving everone some minor say is kinda nice I think!
Anyway, wall of text, I know, but I hope you get a kick out of this! The overall lesson is to expect the negativity so it does get you down. Just ignore it and keep the fun ideas flowing! And once again, welcome to the forum!
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Earn 2 pips.
3 survivors D/C I and depip, even with a sympathy hatch from killer.
Earn a pip.
Depip (from D/Cs)
Depip (from D/Cs)
Earn a pip.
Depip
Can we please just remove depip? Unless you D/C that is?
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Oh yeah, while we’re at it, let’s also add a character toggle! Maybe I’m searching for a Lobby with Trapper or Dwight, but I’d like to Toggle over to Nemmy’s bloodweb to spend while I’m waiting!