K139K05
K139K05
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- K139K05
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More BP/Iridescent Shards.
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Well, that's how matchmaking in DbD strangely works. Groups of pre-made survivors (SWF) can potentially get weaker killers, if each individual isn't extremely good. Still, they have the communication advantage and you, as a killer, need to play against five people - against the survivors and against yourself. I had a similar problem in DbD, were I tried to be nice, yet matches were either really difficult or I got toxic people that didn't appreciate that I played nicely, so everyone could have fun. Perhaps I'll take a look into DbD soon, but I can understand that it can get dull and unfun quite easily (if you get bad matches). And that's why I've not played DbD for months...
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@Astel said:
Please give your opinion about this perk.
This perk seems nice on Oni when combined with Infectious Fright. But otherwise, it's pretty niche.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586856#Comment_3586856
The game isn't decades old, and it's been working just fine since at least 2019 for me.
I think there was a case where it didn't work for me when combined with Botany Knowledge. I did a full heal and didn't get 16 charges for Renewal. But it could just be that my memory is a bit obscured. And the "didn't get fixed for decades" part was an overexaggeration. I just wanted to make clear that there might have been a bug that didn't get fixed for a long time. But it could that there never has been such a bug and only my memory is not working properly.
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@GroßusSchmiedus said:
If it doesn't work then its a bug.
BTW We'll make it is the most based perk in the game, and i'm blatantly biased in this opinion, that one never leaves my builds.
Well, than there was a bug in the game that didn't get fixed for decades. But it's nice to see that it works properly now.
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Well, Leader and Prove Thyselves are "aura" perks (not in the typical sense, they have a buff "aura"). So that's why they have a small blue icon. We'll Make It is a timed perk, so it makes sense to show it to you and your unhooked survivor (so they don't run away). However, Botany Knowledge is a permanent healing speed increase and doesn't fall under the category of "aura" perks, that's why it won't show up with a blue icon for others.
Seeing a yellow bar when getting healed by another survivor would be nice (if they have BK equipped).
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Apparently, I would be able to give 27 out of 33 killers a unique 4 perk build. So perhaps I should use some perks twice, but not more than that.
Anyways, have a great day!
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@Chocolate_Cosmos said:
Nowhere to Hide, Whispers, THWACK!, Thrilling Trem., Surveillance, Oppression for info.
As for filler perk, you can't go wrong with anything if it's filler perk.
@Alice_pbg said:
"okay, Corrupt Intervention on Trapper and Hag might be an exception"
you coward! You wanna not repeat perks? then go for it with passion in your heart and do it properly!!!
or not... it's just for fun after all, I imagine.
what perks are avaiable to be chosen for her?
her drones give information well enough (i think), so you may wanna get chase perks or something for late game like noed or no way out instead of an information perk.
Thrilling Thremors seems interesting on her. Oppresion might be interesting on her as well.
Btw, I can't use No Way Out because me Trapper needs it more than her.
I could use Machine Learning and Deadlock on Hag to replace Corrupt Intervention, although I might not got a lot of value from Machine Learning since Hag does not like kicking gens.
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@KingDeathly said:
Hello. I could use some advice, I guess. I started playing this game around the time Silent hill chapter was released cause I'm a silent hill fan. I have 1200 hours basically playing DBD off,and on since then. About 90% of those hours has been spent playing survivor. I'm trying to get more into playing killer now.
So I don't really have a main killer yet,but I have fun playing huntress. I just like throwing hatchets at people. I don't consider her my main cause she slow,and is bad on a lot of maps. So today I wanted to get practice in with her,but I loaded up on red forest map, a map I find very hard to play her on,so I like mentally checked out of that match,and was just like screw gens in gonna practice throwing hatchets. I don't consider myself very good with her. I missed a lot of hatchet throws,and after the gens were done I had someone on the hook,and the rest of the team came to try and save them. We went back and forth. I ended up with 2 kills at the end. I was called a camper,and I was like you mean after all the gens were done yeah what else would you like me to do. I'm suppose to camp at that point in the match. Then they said I sucked at huntress missed all my shots. So my question is do you still play killers you suck with? It's not my first time playing huntress I just normally swap to her every so often between survivor matches to have fun. I don't like being called I suck. I know I'm not the best,but should I just give up on her,and find a different killer? What do you guys think?
I feel you, fella. I used to be a really bad killer, but I always tried to play nice so everyone can enjoy the match. And btw, you can't always play nice (like camping in the end-game is normal because well, there isn't really a way to get safe downs without loosing pressure) However, there are always mean people who will trash-talk you (you could report this for harassment/hate-speech) only because you try to learn a hard killer. That's one of the reasons why I temporarily stopped playing DbD. It's hard to ignore those people, but after 6.1.0 the toxicity on the survivor side got way better. I discontinued playing DbD after 6.7.0 again because of toxicity. If people would just realize what toxic behavior might lead to (e.g. depression), they might actually stop it. But even then you might find trolls and other mean people in your game.
So my best advice is that you play for fun and if you have a streak of bad days in DbD, just take a break and recover. Anyways, have a great day!
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@Phantom_ said:
Who is NotJake and when are we getting him?! Also, I want the Snail perk!! *grabby hands* give me.
Just wanted to say that the people responsible for the goofy names on the depicted perks in the survey are awesome. Hope you all have a lovely day ^^
Apparently, those "killers" of the survey perks are just random example things (as well as the perks), so they could show some examples of text standardisation.
Also I would like the snail to become a real thing, because it sounds wierd and you wouldn't expect a snail to be scary at all.
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@Trogdor7620 said:
I've had an 8-hour session of playing DBD, and in every single game:
- I've been found in the first 30 seconds, placed on a hook, and left to die by the other survivors, who made NO effort to even try and help me.
OR
- I've gone the entire round being unable to find a survivor before three generators are done. And if (NOT WHEN. IF) I manage to find someone, they lose me in milliseconds.
I'm sick of being seen as the worst player in DBD history.
Well, if your fellow survivors don't come to rescue you and the killer is not camping the hook, I recommend Kindred.
For killers, I first recommend playing one of the easier killers like Trapper of Wraith (Trapper has at least okay perks). If you trouble and don't know where people are, you could run Whisperers and check the furthest generators available (unless you are a set-up killer, than your first step should be trapping some stuff).
But overall, watching videos is also a grwat way to improve as survivor/killer. Just keep in mind that when a streamer/YouTuber/etc. says perk xy is good, it doesn't have to be the right one for you. You'll need to find out which perks you like and work for you and which ones doesn't. Anyway, have a nice day!
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They honestly should just use the wiki's description and shorten them like example C in the survey.
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Interesting concept, although the killer's power seems quite complex (fitting most of the current killers). What's also quite interesting is that I wanted to make a gardener killer too, although I had a different Idea. I really like Out From The Shadows and Shared Pain.
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@K139K05 said:
Well, perhaps it's because relatively young players (usually teenagers and young adults) play the game. Younger people are on average more toxic than older people. Also, some people feel better when they ruin other people's life, reputation, etc. And unfortunately, there are many of these trolls and other sort of mean people in this game. But keep in mind that being toxic yourself doesn't solve the problem. I recommend to stay calm (I know it can be hard sometimes), report them and perhaps take a screenshot/video evidence to insure they get banned. Toxic behavior should not be tolerated by any means.
The toxicity, even when being nice, was one of the mayor issues that made me leave and never turn back to this game. I know that there are some really nice people in this community, but the mayority of the community is just meh (aka neutral) or extremely mean and toxic.
I also want to add that some people can't handle loosing and are unable to self-reflect and see their own mistakes. Those people usually start to trash-talk, even blaming and harassing teammates for their own mistakes. Telling those people to self-reflect and trying to see their own mistakes might help, but not every person unfortunately is smart enough to listen to the advices of other people and might just ignore you anf continue trash-talking.
So the only option to fix this problem is reporting them for harassment/hate speech/unsportsmanlike behavior and giving prove to staff or someone with a similar strength to ensure they get banned.
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Well, perhaps it's because relatively young players (usually teenagers and young adults) play the game. Younger people are on average more toxic than older people. Also, some people feel better when they ruin other people's life, reputation, etc. And unfortunately, there are many of these trolls and other sort of mean people in this game. But keep in mind that being toxic yourself doesn't solve the problem. I recommend to stay calm (I know it can be hard sometimes), report them and perhaps take a screenshot/video evidence to insure they get banned. Toxic behavior should not be tolerated by any means.
The toxicity, even when being nice, was one of the mayor issues that made me leave and never turn back to this game. I know that there are some really nice people in this community, but the mayority of the community is just meh (aka neutral) or extremely mean and toxic.
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@guto_mp3 said:
So, I've seen a few people (manly streamers) say that the perk insidious is either boring (no use in a actual game) or somewhat unfair (when a certain killer with a yellow apron and a chainsaw is using it). So ive been thinking what if insidious works like lethal but for undetectable?
Examples: Insidious grants an additional X seconds of undetectable when used with tinkerer or with some killer add-on plus, you begin the match undetectable as well.
I also did think off an undectable extension as well, however, the value should not go above 1 or 2 seconds since some killers have a small basekit undetectable and higher values might make some of their add-ons useless (to be fair Demogorgon's green mushroom is already quite useless).
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@pranjalsharma said:
I have been enjoying Dead by Daylight since the past 2.5 years now. I still remember playing my first game as trapper and getting destroyed by the survivors but catching people in traps still has the same satisfaction as before.Ever since that time the game and the maps have changed a lot.
unfortunately for The Trapper with each map rework the amount of grass in each map has gone down significantly also almost all the places where we could hide the traps so they are almost invisible have been patched out. the recent maps like eerie of crows and shattered square have so thin grass that it's almost impossible to hide traps anywhere.
As hard it is to play trapper I would suggest either adding grass to loops so that hiding these traps become easier or making his traps so that they change color depending on the surface they are placed on so that it becomes a bit easier to hide those traps. Also this would help a lot in maps like the game or treatment theatre where there is literally no grass.
Any of these changes could help a lot and would be really appriciated, any other suggestion is very much welcome. Thank you
An alternative (or additio) to that would reworking to tar add-on into a camo add-on, imitating the color(s) of the floor.
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@PowZapBamWoofMeow said:
More perks granting BP’s would be nice, especially if you trigger the perk requirements or action. Might encourage lesser used perks.
I.e.: Get 1,000 BP for successfully using Unbreakable.
Perks like Predator that are lackluster could use this.
Predator should have a better effect because once you get experience as a killer , scratch marks aren’t THAT important. They are just a PART of the “find the survivor” equation.
So Predator maybe should make scratch marks last longer or , just something better than what it is now.
I would make the considerably closer scratch mark spawn default for all characters. And it should have a secondary effect like: increases footstep volume (of survivors) by 50/75/100%.
This would make it actually viable against flashlight quads that can run at you (because now you would actually hear them coming).
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@Ἥφαιστος said:
Dying Light, Insidious, Predator, Hangman's Trick, Claustrophobia, Distressing, Overwhelming Presence, Territorial Imperative, Bloodhound, Beast of Prey, Septic Touch, Unrelenting, Deathbound, Deerstalker, Stridor, Hysteria, Furtive Chase.
No Mither, This Is Not Happening, Tinkerer, Corrective Action, Low Profile, Diversion, Buckle Up, Calm Spirit, Up The Ante, Ace In A Hole, Premonition, Left Behind, Teamwork: Collective Stealth, Red Herring, Object of Obsession.
Why haven't they buffed these perks?
Some of these perks are actually quite viable (Hysteria and Claustrophobia) and some of them are very niche, but okay (like Stridor for Spirit). I think the developers just want to drop buffs slowly so they have more content in the future to add (or they simply have no idea how to buff them properly).
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To my knowledge, the only way of getting them is through trading/buying cards or getting them while playing the game. I've never heard on an event giving away DbD booster packs, so you'll need to make them with gems.
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Many people usually try to buff perks that are quite okay in its niche, but I prefer buffing perks that have very minor effects (like This Is Not Happening or Poised).
This Is Not Happening
- Now increases the size of both good and great skill checks (while being injured).
- Increases skill check trigger odds by 4% (while being injured).
- Note: This perk would still remain niche, but thanks to the small buffs it might be good or at least decent for skill check builds.
Poised
- Duration increased to 16/18/20 seconds.
- Now surpresses both scratch marks and footstep audio (for its duration).
- Grants a 2% Haste status effect (for its duration).
- Note: This perk would make travelling to the next generator saver (and faster), reducing the risk of getting caught by a fair amount. It would remain a niche perk because of its activation condition, but it would be at least decent now.
Boon: Dark Theory
- Now also reduces footstep audio within range by 50%.
- Both effects linger after leaving the booned area for 2/3/4 seconds.
- Note: I really would like to implement a new aspect of the game that reduces footstep audio. It would function similar to grunts of pain (values being multiplicative) and would be available on both sides.
Dance With Me
- Now reduces footstep audio by 25% for its duration.
- Cooldown reduced to 30/25/20 seconds.
Predator
- Now always grants the closest scratch mark spawn on each tier.
- Increases the footstep audio by 50/75/100%.
- Note: Footstep audio doesn't increase the distance at which sounds can be heard, instead, it increases only the audio volume of footsteps.
Deception
- Now also reduces footstep audio by 75% (for its duration).
I know that some of these perks were okay in its niche, I just wanted to make them more appealing.
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One way to stop this type of Sadako build is by bringing Boon: Exponential. It could get destroyed, but if Sadako doesn't, she can't get condemned stacks because they can pick themselves up. But if were asking for a nerf for this add-on, I would rather rework her and change some of her add-ons.
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I really love Grim Embrace. It's not the strongest perk and has a weak effect compared to its activation conditions but global generator block + aura reveal of the obsession is kinda nice.
For survivors I really like Resilence. It usually helps against a lot of killers and the small vault speed increase is kinda nice too (and against certain killers like Plague or Legion, it's a (small) game changer).
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@TeabaggingGhostface said:
Been having a blast on destiny 2 recently, bought the new dlc and made my titan look like a space marine from warhammer
I play a lot of different games myself, but most of the time, I play Hunt: Showdown or Rainbow Six Siege.
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If they release a DbD board game, there should be event cards like Basement Bubba, T-Bagging Dwight, etc (if they take a more humourous approuch of the board game). Otherwise I would like to see some cards like Map Cards and certain Character cards gain better stats on them (like e.g. Wraith on Autohaven maps).
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Thank you guys. I might turn back (if they would bring a decent update that catches me interest).
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Insidious.
Apart from camping it's a waste of a perk slot and should definitely be reworked, because the current way it works encourage (or at least rewards) camping or other cheesy strategies.
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@Annso_x said:
Hello!
With healing being at the center of many discussions lately, I've been doing research on survivor healing-related perks and would like the devs to be made aware that their descriptions aren't consistent, which makes them confusing. I had to google "does X perk affect self-healing speed" for a few perks, which is already too many.
Indeed, the use of "altruistic healing" makes it clear that the perk affects only altruistic healing, however only two perks (We'll make it and upcoming CoH) use this term. Better Than New & Empathic Connection also get the point across by using "Healing action on an other survivor" and "Heal other survivors". Autodidact also uses the term "healing another survivor", not once or twice but five time.
And then there's No One Left Behind, which "Increases your Unhooking and Healing speed", so the player will assume that it will affect both altruistic healing and self-healing, which it does not. I had to google it to check, and it only affects altruistic healing.
No One Left Behind's descrption being inaccurate made me wonder if other healing perks which didn't mention altruistic healing or self-healing were also misleading. Granted I didn't feel the need to check them all, most perks being straightfoward and easily understandable about this (like Botany). There's two perks that I wasn't sure about: Desperate Measures (which does affect self-heal speed so the description is correct) and Leader.
I know the player who uses Leader doesn't benefit from its effects, however, do other players benefit from a bonus to their self-heal speed? I'm pretty sure it does and I'm aware it doesn't matter all that much but if a perk affects only altruistic healing speeds, then it should specify it.
Here's a few propositions of perks' descriptions, only No One Left Behind actually needs it, but I think it would be neat to have the descriptions unified to use "altruistic healing" so players don't have to read the perk three times to make sure they got it right [I genuinely read autodidact a good dozen times before realising it said "another survivor" at the end of every sentence (I'm also aware this particular instance was a me problem)].
Better Than New : Replace "Upon completing a Healing action on another Survivor" by " Upon completing an altruistic healing action"
Empathic Connection : Replace "You heal other Survivors 10 % faster" by "Increase your altruistic healing speed by 10%"
Autodidact : Replace "Autodidact remains inactive while healing another Survivor using a Med-Kit" with " Autodidact remains inactive while healing yourself or healing another survivor using a Med-Kit" and delete the 5 remaining mentions of "while healing another survivor"
No One Left Behind : Replace "Increases your Unhooking and Healing speed by 30/40/50 %." by "Increases your Unhooking and Altruistic Healing speed by 30/40/50%"
(also add "altruistic" to Leader if necessary even though I'm like 90% sure it's accurate without it)
As I wrote the first two I realised they sound more clunky, so maybe don't take me up on my idea to unify all perks' description? Idk I just thought it was an idea worth mentionning to more qualified people.
TLDR: No One Left Behind should specify that it increases only altruistic healing speeds, also all healing perks should be unified to use "altruistic healing" instead of finding a bunch of different ways to say the same thing.
I'm sure there's other perk descriptions that are also confusing or inaccurate, so feel free to add them down here because I always use the same 10 perks and am too lazy to read everything.
I really hope BHVR will once again look at perks and „organize“ their choice of words, similar like you did. So there aren't 5 million terms for the same thing (like altrustic healing speed).
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They are especially annoying on indoor maps, a simple aura-reveal could help finding them on larger/indoor maps. Perhaps the base-kit reveal should happen once the exit gates are powered and not at the start of EGC, since you're most likely to throw the game if you're looking for glyphs during EGC instead of helping your team to escape/chasing survivors and getting them hooked. But I think it's mostly a problem with glyphs instead of the green glyphs. Also maps influce the chance of finding glyphs a lot. Overall, I would say that every glyph should reveal themselves under fair, specific conditions that don't encourage throwing (that would make the game also more appealing for people with hearing problems).
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It looks quite interesting, but I'm not sure if it will run well on my PC (on medium graphic settings), since its graphic looks quite demanding (perhaps it isn't?). Anyway, I never say no to a free game 😉
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I think the only reason for them changing Knock Out from triggering on all attacks to basic attacks was that Cannibal already has an add-on that does almost the same thing. I agree on recovery penalty buff, however I would also re-add the deafness effect (without the white noise, since some people get sick/ get uncomfortable after hearing such sounds (I hope you know what I mean)). Also the smaller FOV part was cool, perhaps they should add it again (and make it fade in instead of instantanously reducing the FOV, reduces the odds of making people feel uncomfortable). Making it available might be a bit too much (unless you remove the "dying survivor can only be seen within x meters part), especially on range killers. But even if they would buff it, almost noone will run it unless the mori update becomes reality one day.
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An increased duration as well as footstep volume reduction (by 100%) might make this perk more useful. But most people still won't use it since people prefer perks that can be used indefinitely (or have powerful effects like Adrenaline).
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Tinkerer Oni ;)
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I think it should have a slightly longer (perhaps 35/40/45 seconds) duration and also should reset the cooldown if the Obsession looses another health state (currently you keep the duration of Dark Devotion, even if you hit your Obsession again).
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Not gonna lie, these new breakable walls textures look really good. The new pallet texture has more lines (at least that's what's looking different). Basement looks also great, but did they secretly changed the locker layout of the basement?
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Ace I guess...
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I think the perk isn't that bad, however you need killers that keep survivors injured in order to make this perk work/ worth it (reminds me of Thanatophobia). Maybe Blood Echo's Hemorrhage should affect you even when healthy (and should cause you to leave pools of blood). This would make it more interesting and also buffs Blood Hound indirectly.
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As a regular killer enjoyer I would say 2 to 3 times a match. Sometimes you just think you would hit someone and miss, sometimes they dodge. But most of the time missing a basic attack isn't that common. However, if we include special attacks, it would be much more common (at least for me). Sometimes you just want to snipe to get a cool shot with Deathslinger or survivors dodge your hatchets.
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I think many people including myself are simply to lazy to look up if a post about this hook spot had been made already, that's why so many duplicates exists 😅
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@jayoshi said:
Last person wasn't wiggling so that's how I was able to hook her. Otherwise she would have wiggled out. Needs to be fixed.
I already posted it into bug reports, perhaps you could upvote it and add your video in the comments (if you like).
Here's the link: https://forum.deadbydaylight.com/en/discussion/351292/bugged-hook-on-midwhich#latest
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Build 1:
- Adrenaline
- Resilience
- No One Left Behind
- Prove Thyself
This build mainly focuses around generator completion with a bit of chasing and end game power.
Build 2:
- Blood Pact
- Disortion
- Self-preservation
- Sprintburst
This build focuses around chasing power with a bit of stealth and supporting power/info.
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I honestly think it isn't a bad perk by any means, however sometimes people could bring zero boons or you can have people with boons on a very large map. For some killers it isn't a big problem to traverse the map and snuff them out (e.g. Wraith), for others it takes ages. So my suggestion would be that in addition to its current effects, downing a survivor within the boon's range will automatically snuff it out (and destroy the totem).
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It should work for both good and great skill checks as well as increasing the skill check trigger odds by 5% when injured and repairing/healing.
Wouldn't be op, but a bit more useful for No Mither builds (and Autodidact+ Solidarity builds).
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I think it should be reworked into something like this:
- After a survivor gets unhooked, gain the Undetectable Status Effect for 7/9/11 seconds.
Might not seem particularly strong but discourages camping and rewards gettting many hooks (aka playing well (most of the time).
And to be fair, Insidious usually doesn't give you any value and is a waste of a perk slot (unless you are trolling/ trying to get in a video, etc.).
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It's a hard decision. If you want to learn the basics of each killer and don't care about good perks, I recommend Wraith. If you want good perks and also learn 'set-up killers', I recommend Trapper. If you want a slightly harder time learning killer (and also understand the basics of ranger killers), I recommend Huntress. But if you have also some DLCs, I can also recommend following killers:
- Learning basics: Doctor, Legion.
Overall, most killers aren't that hard to learn (there are some exceptions). Just keep in mind that everyone makes mistakes and that you should learn from them. If you can do that, you'll become a great killer very soon. Also being adaptive is an important skill that every killer player should have.
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Perhaps more people are playing killer. At night usually there's an equal amount of killers and survivors (not constantly, but according to matchmaking insensitives it is). But most of the time there are more killers and less survivors, meaning you have a long queue time. And since killers are only one person, the have longer queue times in general (unlike survivors, which have low queue times since in each lobby can be 4 of them. Also there aren't as many people playing survivors).
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Oppression and Doctor's madness 😉
Also Zanshin Tactics and Claustrophobia should work together (currently both perks use yellow auras, which doesn't make much sense (at least for Claustrophobia)).
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I think it should be able to activate twice (or also trice, but that won't do much) per match or its generator block should stay active for 40/50/60 seconds.
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@K139K05 said:
Interesting idea, especially the healing speed. Deep wound mechanic seems cool, but could be replaced with: - each time you get injured or put into the dying state, you suffer from the broken effect for 60/45/30 seconds.
Also it should keep its other benefits.
Or you could still be injured at the start of the game and suffer from the broken effect for 180/120/60 seconds.
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Interesting idea, especially the healing speed. Deep wound mechanic seems cool, but could be replaced with: - each time you get injured or put into the dying state, you suffer from the broken effect for 60/45/30 seconds.
Also it should keep its other benefits.