screamdreamsx
screamdreamsx
About
- Username
- screamdreamsx
- Joined
- Visits
- 458
- Last Active
Comments
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2130700#Comment_2130700
Dying because you get hit once during the whole match isn't a win imo. Specially since the most points you get as survivor is with escaping.
the most points you get a survivor is escaping is incorrect. Surviving grants 5000 BP you can get 3 x 8000 BP for each of the other categories such as altruism and objective. You can easily pip and still die, if you’ve actually done something that trial. Dying right at the end isn’t the worst, and it’s a bit of a wasted perk slot to try to get one kill at the end of the game when it’s not even a guarantee.
also if the first time you’re hit is at the end of the trial.. then idk what kinda games you’re having.
-
For killer:
Some perks definitely could do with some buff to make them somewhat desirable. There are many killer gen based perks that would likely never get chosen over the meta gen perks like pop, tinkerer, and ruin. It would be nice to see more variety, with (I’d argue more fun) gen-based perks like Dragons Grip, Gearhead, Overcharge etc.
I’m not sure what buffs or changes these kind of perks would need to make them more desirable, but it’s a shame how many gen perks exist that have somewhat of an interesting mechanic/gimmick but they’re just not good enough to be consistently used.
-
@Marigoria said:
Rancor. It's BS that you can get killed by just getting insta downed once.
Rancor is pretty meh, in my opinion. The obsession aka the survivor afflicted by Rancor will be aware that the killer has Rancor throughout the trial due to the aura reading (unless you’re unfortunate enough to be running Dark Sense). That means at the end of the game, that survivor knows they have to be extra-cautious against being killed. If you have SWF they can help to shield you, if you’re solo you will just have to be more off-the-radar and let others get the gate etc.
And, if you’ve made it to the end of the game when exit gates are powered — which is only when all 5 gens are done — then it’s likely you’ve had a successful game anyways, and dying there isn’t the worst and wouldn’t be a pip loss.
-
For survivor, Distortion. With the new OoO changes, the aspect of Distortion that allowed you to figure out what perk a killer is running is diminished. And having your aura hidden 3 times over the course of a trial with perks that may offer repeated aura revealing such as bbq, nurses, and killer add-ons such as plague’s and oni’s is no real triumph. I think Distortion should have a rework to show your aura somewhere you are not, for example something like:
”when your aura would be revealed to the killer, Distortion activates and created a replica of your aura 5/15/30m from your location. Your aura is not shown to the killer”
and perhaps it should be a choose to activate/consume a token kinda perk. So “when active, the next time your aura would be revealed....”
-
where is the contest right now? I only see the one from 2020
-
For survivor:
We’ll Make It: I think this perk is very underrated and i very rarely take it off now I’m accustomed to the speed. I’m quite altruistic, I’m not someone who’s bothered about getting myself injured to save another, so I go for a lot of rescues. We’ll make it means I can get back to my previous job quicker and mean that surv is back to a 2-hit. It’s also not limited to the hook — We’ll Make It stays active for a minute after and you can use it for multiple heals and for picking up survivors at the faster rate too.
Windows of Opportunity: wall hacks. never run to a dead zone again, or find yourself in an area where your teammates have kindly used all the palettes. plan your loop/run in advance and there’s less chance of getting struck in the open or running into a dead end. bonus if you combine with open handed, one some maps you can see the ENTIRE map with these 2 perks.
Quick and Quiet: I will never not run this perk. Perfect when combined with Lithe for a speedy and silent escape, but even on its own it’s foolproof for mind gaming and evading. As it’s not as common, killers are quick to forget it’s a possibility, when you Q&Q over a window as a fast vault, since they didn’t get that notification, often they don’t realise you’ve even done it. Good for quietly hopping into lockers too — for BBQ, or in chases, or for Head On.
For killer:
Surveillance: for stealthy or mindgame killers (mainly Ghost, Pig, Spirit for me), I will always use this. Notified when someone goes back to the gen you’ve kicked, great for not only knowing where survivors are but trying to get the jump on them too. Also, the extra hearing range of 8m means less time walking around listening for gen’s and for killers who can get close silently/sneakily, you can start your approach earlier. I still consistently get gen pulls with Ghostface using Surv.
Thrilling Tremors: I actually used TT an awful lot before I finally got BBQ in the Shrine. Whilst nowhere near as good for map knowledge, seeing which gens get blocked and which ones stay active tells you exactly where some survivors are. And yes, they can just let go before you pick up that survivor, but then they lose access to that gen for a while. If you spend time working on timings and get to combine it with a Pop kick or a Dragon’s Grip kick, (before you pick up your downed survivor that is) then you’ll cause some damage that can’t be stopped until TT runs out after each hook. Same if you have TT and Ruin active together.
-
I main spirit and it took me a long time to get used to her when I got her.
First thing to bare in mind is just some of the basic info about spirit - she’s a 110% killer, which puts you at a disadvantage in chases (without ability) and for getting around larger maps. Play in accordance with your add-ons - if you put on add-ons for increased phase duration and reduced cooldown, use it to patrol the map/gens, if you use add-ons for phase activation and reappearance (my favourite combo), use it in chases (so basically adapt your phase usage depending on which add-ons you choose as it can be used many ways). I phase when I need to, ie if I see or hear someone on a gen, if I’m in a chase, if I saw people with perks etc, because you never want to be on cooldown at a crucial moment, but don’t be afraid to use phasing to cover distances if where you need to be is far away, especially if you’re down to only a few generators left.
In a chase if you can’t phase, be sporadic and unpredictable. Spirit jitters when she walks and it makes her harder to judge. She also has no vault animation, so survivors don’t expect you to appear on the other side of the window. Also, there’s the classic fake - stand still, perhaps at a window or palette and give the impression of phasing (when spirit phases she leaves behind an idle ‘husk’, a telltale sign she’s phasing), a lot of the time the survivor will come straight to you.
Phasing in a chase is deadly when mastered. Use your ears (works best for injured survivors) but also your eyes. Yes you can’t see them but you can see rustle of grass/corn/reeds, you can see scuff marks on vaults, you can see scratch marks (and where scratch marks end if survivor switches to walk), you can see crows. Be observant and you should be able to follow people whilst phasing, if they’re injured listen out for the grunts of pain to pinpoint them - a headset works best. If a survivors headed for a palette, phase into the palette and take a swing, more often than not you’ll find them there waiting to throw it and they don’t react fast enough. If you didn’t know, survivors inside spirits TR do not hear phase sound.... meaning if you are chasing someone, they won’t know if you phase or not, so as soon as line of sight is broken, phase!
Finally perks. Depending on what you have, I’d recommend my build or some variation of:
Nurses Calling (range covers outside of spirits TR, no phase sound inside TR also means a lot of surprise attacks on healers)
BBQ (perfect for ranged phasing)
Surveillance (greater hearing distance of gens, plus knowledge of when someone goes back to one = surprise attack)
Thanataphobia (spirit works best against injured survivors, I try and get as many people injured as possible and keep pressure on, works well with nurses and will slow the game down).
(I do use Pop Goes instead of Thana, but it’s requires lots of hooks to be useful so maybe switch when you feel more confident).
Finally - don’t be disheartened! She’s hard to get used to! But, if you do get there, you’ll find you’re smashing out the 3-4ks. I play spirit in red ranks (I was rank 1 before the recent reset) and she’s certainly a force to recon with.
-
I remember when I first started and I bought Pig and thought Make Your Choice meant id get to see the rescuer.... each time it didn’t work I’d think “oh, I must not be far enough away from the hook”, so I’d literally walk to the other side of the map, face the hook and wait to ‘see’ the rescuer, but every time it ‘didn’t work’. I thought “what a stupid broken perk” 😂
It took me a long time to understand what it actually meant, and a long time to appreciate exposed perks
I agree with changing it to something easier to understand. Vulnerable does work well, so would Weakened and At Risk
-
Ripley from Alien. Even if we can’t have a xenomorph or whole Alien chapter, I’d still love to see Ripley as a survivor.
-
I run with Lithe, Dance with Me, Quick & Quiet and Adrenaline (sometimes Decisive Strike if I’ve had repetitive tunnelling).
The reason for this build is that it’s insanely good for winning chases by losing the killer by doing nothing more than hopping through a window. You just disappear. Even when all aren’t used together (if the cooldowns are different), any combination of the first three can be incredibly successful. Its not really a build for playing solo, I use pretty much the same with friends just with WGLF for BP, but it does give you a good chance of survival and not have to depend much on others. Adrenaline is an easy choice. You can stay injured and focus on gens and not have to try waste time trying to find someone to heal you, when you’re adrenaline is gonna pop anyway.
For the “Houdini” build, the fourth perk could be swapped for a choice of Iron Will / Distortion / Urban Evasion / Lightweight. You’ll be a ninja :P
-
@BlueFang said:
If all else fails there is one option
Plead to the killer for mercy, if you see him coming and if you have the time, crouch and walk slowly to him. If you have an item drop it, the killer will see this and depending on the player will accept it. Especially if he's a TF2 player, they always accept the crouch
Always
Anyway than you can turn the tables and lead him straight to the people who intentionally farmed you and show them how unfun it is to be farmed in turn. I'll always respect it because I know the pain of being farmed of having no chance to stop people that are supposed to be your team
Agreed. I will always take pity on someone who was farmed who comes to me to beg for their life. “Don’t worry, unfortunate one, I’ll make them pay for what they have done to you.”
Not all killers will do this though, sadly. If they seem like a merciless killer, try and get behind whoever rescued you and force them to take a hit for you. Even if the killer is aiming for you, there’s a good chance they’ll end up hitting the other person whether they want to or not.
If it’s too regular of an occurance, consider Breakdown, so the killer can’t immediately get you on the same hook, they may be more likely to slug you and chase the rescuer, and you also have a better chance of wiggling free (could sabo hooks in one area to increase these odds)
-
This happened just after reset, I felt so so bad, for everyone involved XD
I also had this when I first started playing as Spirit...
And this delightful matchmaking too when I was spirit again..
Sigh
-
@Freudentrauma ^ agreed
-
@NoShinyPony sometimes you don’t have as much control over it as you like. Some survivors might not even notice these generators here until too far into the game, if they’ve been occupied with chases, rescues etc.
Anyways 3-genning yourself or not, that’s not the point of this discussion - these generators shouldn’t spawn up here together.
-
@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/648682#Comment_648682
So you are not complaining from a survivor's perspective that the gens spawn too close, you complain from a killer's perspective that a solid loop is close by?
No. I’m not trying to complain biased from either perspective. However, I’m saying that both parties can both benefit greatly, and also be at a great disadvantage, because of this spawn, depending on the timing of the game.
There really is no need to have two generators on this raised deck.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/648684#Comment_648684
I've thought about this a bit recently; would it be a stretch to say that the biggest problem with DBD at the moment is the map design?
I don’t think that’s too much of a stretch, I have to agree.
-
@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/648672#Comment_648672
You have gens spawning that close to each other on other maps, too. As I wrote above: Pay attention, don't do gens blindly, then you won't have a problem in the endgame.
It’s less the proximity and more the placement. 2 generators on a raised platform above a solid loop seems somewhat ridiculous.
-
@NoShinyPony said:
There are a lot of maps where gens can spawn pretty close to each other. It's the survivors' job to pay attention and not leave these gens for the endgame.
There’s pretty close and then there’s two spawning on a single raised platform
-
All offerings should be secret, to people can’t DC when they see a secret killer offering. Plus, since for survivor it’s either all start together, or you start as far away as possible, the killer can use this to make their first move, as there’s a 50/50 chance if you head to the furthest away part of the map, you’ll find someone. Seeing what other BP offerings people play isn’t game-changing so I can’t see a reason why this can’t be secret too. It’ll also stop the farming when people see bloody party streamers.
-
Spirit & Pig
Spirit for when I wanna play in high ranks and sweat and play mind games with people. Spirit is my most recent main and I’m in loveeee.
Pig for when I wanna have more fun with less pressure on rank, for when I wanna be sneaky and cruel with my bear traps. Pig was my first ever killer so she’ll always have a spot a the top for me.
-
The Sweet Potato: this potato can take on the shape of any survivor, and it’s sole purpose in life is to ensure every one else survives. The Sweet Potato will block hits for you, even go down for you, even when it would have been more wise to just.... not, because you had it covered. They’ll farm you off the hook the second the killer turns their back as they hate to see you in pain, and they’ll heal you wherever you stand, hidden or not, because they care that much about you. The Sweet Potato is unable to do anything when you’re in pain, and will stand by your generator to heal you once you are done instead of helping finish it.
-
@yobuddd said:
The Curly Fry. This is a killer who is in over his head. Every time a survivor jukes, he falls for it and spins complete, curly circles trying to regain a visual. Curly Fries vary in the tightness of their twist. The loose Curly is often found at McMillan and AutoHaven as he picks up the trail and continues the chase mid-spin. The tight Curly is a special product of the corn fields. This killer quite literally stops running at all and just spins in place, eventually giving up and heading to a tractor for a different view.
r/feelsbadman
-
@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/646259#Comment_646259
Lol I love the description! And so true! But the name needs to me something potato-based. Maybe something like “The Russet”. Dark, dusky, blends in with its environment flawlessly.
Lol oops I edited it. I’m a potato for not even realising *facepalm*
-
Agreed.
As a killer it feels a little mean to find and down someone so fast because you see them 5 seconds after you start walking, and more often than not this survivor DCs, which is fair enough (kinda).
As a survivor it is frustrating to not even see a generator before you’re in your first chase.
-
@xP3nnyWize said:
https://forum.deadbydaylight.com/en/discussion/comment/646865#Comment_646865
ohhh I see so basically its a good thing for the killer also?
Oblivious is a good thing for the killer, not a good thing for the survivor. Yes, you gain immunity to terror radius based perks, but these aren’t as common anyway, and it means that non-stealth killers can sneak up on you
-
@Nutty_Professor said:
So I didn't watch much of the stream I just watched most of the gameplay footage, and in my opinion the upcoming map gives me a strong Lery's/The Game vibe. I really hope the lab will be different from those two maps, as whilst I like the look of those two maps, I don't like playing either of those maps.
So what are people's opinions?
It probably gives a strong Lery’s/The Game vibe since those are the only other indoor maps, and both of them I’d be say are pretty different. We know it’s an indoor map.
The new map looks very interesting, especially the high-risk solo generator which they’ve said will always spawn.
It seems to have some interesting points of interest, it definitely does not look like either of the other indoor maps, it has an asymmetric and confusing build that’ll definitely be fun to explore
-
when a survivor is oblivious, this means they are deafened and can’t hear the killers Terror Radius but they also are not therefore affected by perks that are activated in the killer’s terror radius, such as Unnerving Presence and Infectious Fright.
So, we saw in the ST reveal a survivor destroying a portal, and this makes them oblivious (to the killer coming) - so it is the risk of destroying the portal, that you could be taken by surprise by the killer.
-
The Russet: this dark, dusky, strange and mysterious being resembles a Claudette. It remains hidden for the majority of the match, leaving the safety of the shadows only to help those in dire need, before disappearing once more until the hatch spawns. Whilst on the hook, other survivors can see the aura of The Russet lurking, yet never moving, in the furthest reaches of the map. If you catch a glimpse of The Russet, be sure to eliminate it, or risk it never being seen again.
-
@Ark_the_Bonsai said:
https://forum.deadbydaylight.com/en/discussion/comment/646201#Comment_646201
Yeah. It feels like one of those abilities that's gonna be very rarely used.
On the upside, I like the idea of his portals. That plus the Freddy rework is more proof to me that the devs have learned that what makes a killer strong is map control more than anything
Yeah, I like the look of the portals. It’s something you can set up for later in the game, especially when there are 3 gens left.
-
@Ark_the_Bonsai said:
Personally, my only problem so far is that his ability is an extra long lunge but it doesn't count as a basic attack. I know why they did it, same reason they did that to pigs dash. It's technically an ability. Doesn't mean I like the weird continuous morphing of m1 killers so that they can't have perk diversity.
Agreed. Pigs makes slightly more sense not to be a basic attack because it’s activated from crouching/stealth, which adds a stronger element to the attack, but the Demo’s is something you’ll be activating mid-chase and you’ve gotta wonder if it would be more efficient to just close the gap and hit regularly?
-
@Mellow7 said:
Low tier from what he is on paper, we'd have to see what his add-ons are looking like, but base power he seems weaker than wraith. His power is a shorter and worse version of Pigs ambush attack that can only dash foward and his "map control" is limited to 2 locations and in order to even use it you have to travel to one of the two fixed locations, pretty weak imo but add-ons could make this better who knows.
I agree that his ambush seems weaker than pigs. With pig you have the element of surprise (even with the roar), whereas the Demo’s face opens up to give the survivor warning and a chance to get out of the way, plus you have no control over direction whereas Pig’s ambush works well to bait out palettes and rush corners.
-
@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/646142#Comment_646142
There were three portals in the gameplay they showed but it’s still not enough if it’s only 3 though
I don’t think 3 is too bad. It means you can quickly traverse key points of the map. In the video, placing a new portal wasn’t too time consuming either.
-
@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/644597#Comment_644597
Both potentially have huge map pressure because of fast transport but one just has to set it up beforehand and it can get saboed.
I guess. I’d compare it more to Freddy however in the ability to teleport around the map, since Demo can’t use his method of transport for instadown. And I imagine it’ll be typically more stealthy than chainsawing.
I will agree he seems weaker than Billy, but their powers aren’t comparable
-
@Dwight_Fairfield said:
Better Together is pretty useless. I mean I run Bond and I can find people on gens easily. If someone is on a gen across the map, I'm not going to waste precious time trekking all the way across the map. I'll find one closer to me.
I feel like it’s actually a good combination of Bond and Kindred, in a way. It’s useful for getting faster generator work with others, especially with Leader, and will be good for the last (or any, really) generator for others to know the generator you are on is in progress (so please take the killer the other way!!). And seeing where everybody is when someone goes down gives you an idea of whether you should be moving closer for a save or whether you should stay and finish generator, especially good for playing solo.
-
Oh my bad, that’s not too bad then. It’s because it says ‘if at any time’ which suggests any and every time someone enters the area
-
@DrVeloxcity said:
https://forum.deadbydaylight.com/en/discussion/comment/644449#Comment_644449
It can be used by survivors in a plethora of ways. For example, the perk Dance With Me gives you no scratch marks for 3 seconds after you do a rushed locker exit or a rushed vault. But, it can be hard to gauge those 3 seconds. This perk will help you to know when your scratches return.
Or it can be used to hide when you break line of sight with a killer. You can finally know that the killer won't see your scratch marks and you can hide.
Or against The Spirit. Using this in conjunction with Iron Will can help you to juke her out. All in all, it can help you be better prepared for various situations and various killers.
Or if paired with the perk Lightweight, you can see the improvement in how fast your scratch marks disappear.
And that walking speed bonus is really nice as well.
Pairing it with Dance with Me was my first thought too!
-
@Financial_Stability said:
On stream it took the survivor 18 sec to disarm a teleport pad, so I don't think that's a big issue. I think he has good potential. I wonder if STBFL will affect the cooldown upon successful lunge. Probably not, but one can hope.
Yeah that’s enough time to get over there (if there is some kind of notification, this’ll probably be an add-on) and make use of the oblivious status, or if not you’d still know someone has destroyed it so you know where someone is.
-
@se05239 said:
It'll boil down to what the movement speed is and how fast the lunge charges up. Since you cannot turn during lunge, it won't work around most loops and this minor thing alone will make it a big deal in how good the Demogorgon will be.
I don't care too much about the portals. Requires the Demogorgon to be at a portal to travel to another.
Agreed. It’ll be likely for certain add-ons to decrease the time to charge.
Yes it does, but simply having a portal at two separate ends of the map let’s you cover a lot of ground.
-
How is the demogorgon’s powers at all like Billy?
-
@GenSim12345 said:
Not possible to say until we actually play the new killer. Though it looks more like an experiment of survivors able to deny power, but put themselves at risk similiar to Vommy Mommy and how not cleansing, and cleansing is a double edge sword for survivors.
Yeah I like the potential risk of destroying a portal but leaving yourself an easy target, or ignoring the portal and instead working around it and then risking the monster popping up on you
-
@Chatkovski said:
Babysitter : meh
Camaraderie : useless
Second Wind < Self-Care
Better Together < Kindred
Fixated : useless
Inner Strength < Self-Care
😕
Inner strength is much quicker and more hidden than healing with self-care. And only needs to break a totem to activate which can be done at any time to prepare for later situations.
Second wind let’s you heal and repair (or other action of choice) at the same time again at a faster rate than self care.
IMO both > self care
-
@Ihatelife I’m a little worried that Camaraderie will just cause SWF to rush a hook even more than they already do and the person on hook will never die because each time it’s another 14 seconds to the timer.... but that’s the only perk i have any worries about from a killer perspective XD. As a survivor I have no complaints about never dying haha
-
I love them all!!!
-
Mind breaker -
While repairing generators with less than 50% repair progression, survivors are affected by the exhaustion status. Any existing exhaustion status effect timers are paused whilst the survivor is repairing a generator and this effect persists for 1/2/3 seconds after ending the repair action.
Cruel Confinement -
every time a generator is completed, all windows and vaults within a 32m radius from the completed generator are blocked for all survivors for the next 25/30/35 seconds. You see the aura of blocked vault locations.
Surge -
putting a survivor into the dying state with a basic attack causes all generators within a 32m radius to instantly explode and regress. This applies an additional regression of 12%. Can be triggered every 60/50/40 seconds
-
Where can you find it?
-
but I like the groanI mean whaaaa-
-
- No Mither
- No Mither
- No Mither
- No Mither
Kidding. My actual and highly recommended goodbye-chase build is
- Lithe for speedy vaults
- Dance With Me for hard-to-track vaults
- Quick & Quiet for silent vaults
- Adrenaline/Decisive Strike/Borrowed Time/WGLF depending on mood and if I’m alone or with friends.
Basically lets you do silent, speedy, and hard to follow vaults. It’s so easy to lose the killer using these 3 in a chase. Killer gets no notification of you hopping the window, you get a 150% speed boost and leave no scratch marks = Houdini
-
@toxicmegg said:
or don't use hex perks, problem solved.
JuSt DoNt UsE hEx PeRkS
no. problem not solved
@BloodMoneyMerc solid idea though
-
@Richter_Cade said:
Doesn't leaning mark them faster? Could be confirmation bias but I'm pretty confident it does and is much harder to break you out. I like leaning.
More importantly I get the frustration because it is a bad way to teach people how to Ghostface and a tough target to hit. You don't want to 100% them through leaning g unless they are close, I lean to get 99% stalk on my targets then finish it right up close where they can't escape easily and get to a loop. Basically, you wanna use the stalk a little like Myers but this daily goes against that since you need to finish while leaning to get the points.
Agreed. It’s rare to do the full stalk from leaning, you can get a good chunk of progress this way but usually you’re spotted before the end, or you want to get closer to secure the hit/down. It’s faster yes but that means nothing if you can’t actually guarantee the down.
-
Pressure gens as much as possible as you are awarded points for having gens left at the end, and gens not been done in the beginning. This often means abandoning chases more often than usual, especially if the chase brings you to a generator in progress. It’s one of the hardest to get gold or iridescent for, when only Hag and Clown can use good gen slow perks.
Hook don’t slug. Don’t try to tunnel or camp, you need more than 9 hooks for iridescent so you need to ensure survivors are rescued, and that they don’t kill themselves on hook because of tunnelling or camping. You don’t even need 4K for merciless, as long as you have more than 9 hooks, it doesn’t matter how many escape (but will affect gatekeeper if it’s not via hatch). Try to keep pressure up if there are injured survivors as you lose points for survivors healing.
Dont feel disheartened, it’ll take a few games to get into the play style of the 3 perks especially if you don’t use them much. Use map offerings that work well for certain killers, I recently got Pig Adept by using the game map offerings, because it’s a small map good her ambush attack as there’s lots of corners and is really good for surveillance as you can hear both floors. And don’t worry about depipping whilst you try - the more you derank the easier it is anyways.


