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steponmeadiris

steponmeadiris

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steponmeadiris
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  • @akaTheBARON said:

    Figured this out the hard way. I see people claiming they will be 25 DT shy, or however much. You're adding up what's left to buy. That number is accurate. Then when you count up how many DT are left to collect from the HBD tome and find you're 25 or 50 DT shy. Its because you have a challenge selected to begin/continue, and when you're counting unfinished challenges you're likely skipping over your current challenge selected since it looks highlighted like the completed ones thus leaving you short however many DT that selected challenge is.

    I was going to be short 25 it seemed until I finally realized I wasn't counting the challenge currently selected which was 25 DT I haven't yet collected. Kind of a DUH moment but it's an honest oversight. If you see you're short and it's not because of this, I don't know what to tell you. But that's why I thought I was going to be short LOL.

    I posted this before the 2nd level opened, and with my math, you're 200 DT short. However, the 2nd level is now actually open, and the reward for finishing it is 400 DT, as opposed to the 200 DT displayed when I took the screenshots. The reward for finishing every challenge is now exactly what you need to buy everything. Mystery solved :)

  • @Mandy said:

    Can confirm that you will have enough for all the things!

    Thank you, that's a relief :) The event grind is on!

  • I really want a Dwight cosmetic based on the White Rabbit from Alice in Wonderland. With a long fancy coat, a pocket watch, and of course, bunny ears. It would fit right in with the Modern Tales collection. It also fits lore-wise, with Dwight's nervous personality.

    (I mostly just want bunny Dwight, though.)

  • Fairly certain the only Exhaustion perk I've ever used (excluding ones for Archives challenges) is Head On. I just don't find them fun at all.

  • I found it pretty easy with Wraith. You find people easily, and since you can't start chases while cloaked, uncloaking and drowning someone counts as a chase lasting <15 seconds even if you've been following them for longer than that while cloaked.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027217#Comment_3027217

    To be fair he’s not talking about seeing if you might need to rescue someone. He’s saying all the survivors are off the hooks and healthy and at the gates but they don’t just leave. I see it all the time, I intentionally don’t chase survivors in the gates that I have zero chance of downing and go break pallets and things for the heck of it, but they will just stand in the gate waiting for to me to watch them leave for no particular reason literally right to the endgame collapse’s very end. It’s really dumb.

    I guess they just wanna see what the Killer is gonna do? If I'm the last person in the game, I'll stay so the Killer can close hatch and get some extra BP, but if multiple people are waiting the I don't know what they're doing.

  • I tend to stay in the gate to just see what happens. If one of my teammates go down, I have the opportunity to save them.

  • I think basekit Nurse is okay, to be honest. I'd much rather change perk and add-on related things.

    1. Make her attacks after a Blink count as Special Attacks rather than Basic Attacks. This would make Exposed perks useless on her, and let's be honest, she really doesn't need them.
    2. Halve/ the duration of aura-reading perks on her. This would allow BHVR to buff mediocre aura-reading perks, since they'd no longer be incredibly strong on Nurse. Having 15-second aura reading on an M1 Killer generally does nothing except help you mindgame a little bit better, while a Nurse can easily down 2 people in that time. Making the aura-reading last shorter on her specifically would fix this.
    3. Rework some add-ons. Bring back the line of sight restriction for Torn Bookmark, and change the range add-ons to something else entirely/nerf their numbers significantly.


  • Agreed! I try to make my Survivors look all dapper for the Masquerade, but it's difficult when he's wearing that dollar store-looking hat.

  • If you've gotten into a situation where there are 3 healthy Survivors ready to bodyblock, that's your fault. Sometimes you lose, and that's fine, but don't go searching for excuses as to why it happened.

  • I'm so sorry this happened. I'm sending thoughts and prayers and starting a GoFundMe to compensate you for these atrocious crimes that have been committed against you.

  • An idea I've heard that I really really like is giving her the ability to walk through pallets (and maybe breakable walls) when Demanifested. It would give her an actual unique power in chase, and force Survivors to think and predict more in chase. Additionally, Condemned should build up over time when within 16 meters of a generator, making it an actual threat.

  • I didn't really need a reward in the first place. The issue for me is that they really hyped up this reward to be something special and unique, when it's really just some ugly-looking icon. I'd honestly rather have a charm.

  • I love going against most stealth Killers, though Shape and Pig are definitely my favourites. I also really like Killers where you have to do a lot of predicting, my favourites being Huntress, Nemesis, and — I never thought I'd say this — Spirit.

  • Nah. Unless I'm doing some very gimmick-y build, I prefer not to use any Hex perks. It's way too RNG-based for me. If your totem gets cleansed within the first 30 seconds of the game, you've basically just wasted a perk slot.

  • I think the only character I might find it hard to kill is Dwight, but only if the player seems a bit new and doesn't use cosmetics I find ugly.

    When I decide to spare specific Survivors, it's mainly based on their gameplay. If someone is injured and on death hook, but still decides to bodyblock and go down for their teammate who is in the same position, essentially dying for their teammate, there is no way I can kill them.

    I might also let a Survivor go if we've had a funny moment together earlier in the game. If I for example manage to block someone in a corner, and we just kinda stare at each other and they crouch, or if I see/hear them go into a locker and I stop in front of it and slowly turn towards them. That kind of thing is way too funny to me, and might stop me from actually killing that Survivor later.

  • @Maelstrom808 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023398#Comment_3023398

    Map really doesn't make an awful amount of difference. Big maps just mean you have to be more aware of what survivors are doing where and maintain pressure on them. You can't just sit in the middle and spam static blast.

    I suppose not. I've only played the build a couple of times, and small maps seem to give me a pretty big advantage. Then again, I'm not the best Doctor player.

  • @Maelstrom808 said:

    Impossible skill check Doctor also does the trick nicely.

    I suppose, but it's very map-dependant, and I'm not gonna be the absolute loser who brings a favorable map offering instead of a Flan like everyone else.

  • If someone held a gun up to my head and told me to play omegablink Nurse, I'd tell them to shoot me.

  • All I know is that I'll still be using it. It seems like a lot of players, especially Survivor mains, underestimate how loud a 75% reduction actually is. You most likely won't be heard unless the Killer is very actively listening for you, in which case they already know you're in the immediate area and would find you anyway. Crouching also makes you quieter, making it just about impossible to hear you at all.

  • Agreed. I've had some games where two (or more) Survivors have had very similar cosmetics, and I've accidentally gone for the same person again and again since I can't know which Survivor I'm chasing until they take a hit.

  • @[Deleted User] said:

    I recommend tombstone piece.

    Well, that's... slightly less helpful for the Survivors, but I'm sure it works!

  • That's an issue with console, not the perk itself.

  • If the unhooked Survivor chooses to bodyblock with the basekit Endurance effect, you can just count to five and hit them. I'm a lot more worried about Off the Record, which will have apparently no counter for bodyblocking.

  • Except... you have to perfectly time it. And the effect lasts a single second. And it has an animation, which visually shows the Killer that it's been used, and the Survivor is now safe to hit. The only way to get value out of the new Dead Hard is to time it perfectly — which I'm happy with, as it actually requires some sort of skill and ability to predict. It's really not comparable to Mettle of Man.

  • @nikodemo said:

    agreed, lose the cooldown. what is it for exactly? to prevent weird Nemesis/Furtive Chase combos with DD? let the perk breathe. XD

    Just BHVR perk design, I guess. There are a bunch of perks that I feel have unnecessary cooldowns; Blood Echo, Dragon's Grip, Hysteria, Make Your Choice, and Oppression being some of them.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016325#Comment_3016325

    It’s not at the expense of how I use it though was my point.

    Wish I could say the same </3

  • @Mozic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016325#Comment_3016325

    I certainly wouldn't mind losing the cooldown!

    A killer I've found a ton of value with DD on is Deathslinger - since even the obsession tends to get a lot more confused trying to evade a followup redeemer shot when it sounds like the heartbeat is right on their tail. I suspect killers who have an easier time changing targets, like Deathslinger, will probably benefit more than others with this perk even in its buffed state.

    An especially goofy way to apply it now will be with Trapper, since obsession stepping on a trap will activate it.

    I am quite interested in the possible usage on Trapper and Plague, though it would be very situational. I also wonder how it would work with For The People, since it both changes the Obsession and injured them.

  • @dugman said:

    I actually use Dark Devotion combined with Dying Light quite a bit and for me this is a buff that will allow me to use that combo on killers I normally wouldn’t. For instance the way it works now Bubba can chainsaw the Obsession and be Undetectable while slugging them. Or Victor can land on the Obsession’s head and Charlotte will be Undetectable for the duration (since Victor counts as a special attack of hers). Basically anybody that is doing hit and run on or slugging the Obsession benefits if they’re a killer with a special attack.

    @Mozic said:

    I think you're mistaking a nerf for 'fails to complement the specific way you use the perk'

    It's more versatile now; therefore, buff.

    Let me be clear, I am very aware that the perk is now better for a few specific Killers. I just wish this didn't come at the expense of its current usage. That's why I think my 3rd suggestion is perfect — it allows more Killers to get usage out of the perk, while still keeping it strong on the Killers that currently benefit from it.

  • @LapisInfernalis said:

    This is why the duration should be buffed to 60s. this gives time for the down+ a jump scare

    While I do think some added duration would be nice, 60 seconds is a bit too long, as it is an entire hook state. If you down the Obsession right by a hook, and immediately pick them up and hook them, Dark Devotion will last maybe about 50 seconds after they're hooked. In solo queue, this would stop Survivors from rescuing, possibly making the hooked Obsession hit 2nd stage for no reason. I think 45 seconds would be a nice compromise — or, alternatively, 60 seconds, but deactivated when the Obsession is hooked.

  • STBFL is always a good one on Demogorgon. I also tend to run Spirit Fury + Enduring, along with Barb's Glasses and Black Heart. Very fun and pretty strong in chases, and you can add a gen regression perk of your choice for the last perk slot.

  • Survivors are the most oppressed minority.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014205#Comment_3014205

    Wraith is...ugh.

    He was perfect before the nerf. Now - yeah, he can be fun, but then you get sent to Gideon's against a strong team and just get looped for the entire match from god pallet to god pallet.

    I feel that frustration. But with a couple of Windstorm add-ons, I still find him very fun, no matter what.

  • Hi! I'm a woman in my 20s, and I'm no master at survivor, but I'd say I'm a fairly experienced killer, and I'd love to help you learn the game! I have all the killers as well, so you can go test going against all of the different powers. My Discord is normemegian#7272, so send me a friend request whenever you have time! :)

  • Wraith! I'd been playing the game for quite a while, and never really played Wraith since I thought other killers had better stealth capabilities. I eventually decided to give him a try because of Otz's killer quiz. I actually found him quite fun, and have been playing him a lot ever since!

  • Hmm. Difficult choice. I think I'd have to give Trapper bigger tits.

  • Wow, didn't expect them to rework Calm Spirit like this.

  • Myers should instantly go into Tier II if he hits or grabs a survivor in Tier I. That way, there would actually be some reward to using his Tier I stealth ability, rather than just trying to find a survivor to stare at immediately. They could also make distance affect how much stalk you get slightly less, making it at least a bit more viable to keep your distance when stalking.

    I'm not sure what could be changed about Pig. It would be nice if they would either give her a 24m TR, or just rework her add-ons and bring back the good ones (R.I.P. Last Will)

    Trapper's honestly fine, in my opinion. The issue is generator speeds and map design. This could be somewhat remedied by giving his traps some sort of camouflage based on the map, but I'd much rather just have BHVR fix their bad designs.

    For Doctor, I'd just make one of his detonation delay add-ons basekit. Either the 20% or the 30% one. Wouldn't change a lot, but he'd feel so much better to play without having to be completely reliant on those add-ons.

    I don't care enough about Clown and Freddy to come up with changes for them. However, I will mention one you left out — the Onryō. I don't remember which content creator said it, but she should be able to walk though pallets (and possibly breakable walks) when Demanifested. I also think it would be an idea for Condemned to passively gain, albeit slowly, when you're near a TV (16m maybe?), and for the Condemned status to make you exposed. This would make her actually scary to go against, and force you to use your brain in chased.

  • I tend to stay away from Hex perks in general, as it's way too RNG-based for me. I just don't like the idea of wasting a perk slot because my totem got cleansed before I could even cross to the other side of the map and check on it.

  • Really depends on what you'd count as genrushing. I'd agree that a SWF bringing four BNPs and Prove Thyself is quite annoying. However, you can't really complain about survivors just... doing the objective.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000611#Comment_3000611

    True enough.

    Gotta say, hacking someone apart with a machete displays a much greater propensity for avarice and suffering than crushing their head in a trap.

    Remember, this is also the man who felt a sense of admiration and pride in his father after confirming that he had killed Evan's mother while he was a boy. He felt that the murderous and violent outbursts of his father were something to aspire to in a way.

    The way I see it, his admiration was less about the violence, and more of a wish to be as strong as his father — strong enough to no longer have to fear him and follow his commands. Evan definitely has anger issues and violent tendencies, but he doesn't have the evil sadism of killers like Ghost Face and Trickster.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2999749#Comment_2999749

    Not sure where this is coming from.

    Evan is such a gentle soul that hacking a person to pieces with a machete is on the level - but pushing them into a trap isn't?

    It's brutal either way, but I feel it's much crueler to crush their skull with a trap. Hitting someone multiple times with a machete has one goal — to kill them. Using a trap has a lot more thought behind it, foregoing efficiency and simplicity for theatrics and torture. From how I interpret the lore, Evan doesn't really enjoy causing pain — he's just another unwilling agent of the Entity.

  • On Survivor, I'd say either Empathy or Fixated (I refuse to call it Self-Aware). Empathy is good for telling where a chase is happening, as well as finding and healing your injured teammates. Fixated is just fun — I like walking slightly faster, and seeing your own Scratch Marks is useful for pulling some stealthy plays. Nothing brings me more joy than breaking the Killer's line of sight, powerwalking around a corner, and seeing them look around in confusion.

    As Killer I use a variety of non-meta perks, but one that's really underrated is Dark Devotion. It's great on Killers that can insta-down with their M1 or have a special attack, and it really shines on indoor maps. There's just something so fun about being stealthy with the most un-stealthy Killers. Have you ever grabbed someone off of a gen as Doctor, with them being completely unaware? It's hilarious. I do wish they'd buff the effect to last a bit longer, maybe 45 seconds or so, but it's still a very fun perk to use.


  • @cyniChris said:

    There's multiple perks AND maps to help you find and cleanse totems. There's so much downtime as survivor that you can easily get all 5 totems done.

    If a killer camps at endgame, leave instead of giving them more points and wasting everyone's time. The only reason camping is so effective is survivors are always so desperate for the 4-man escape.

    Also, please share your build with the rest of the class. I'd love to see how it's likely 3/4 second chance perks.

    I agree with that last part. Too often do I see people complaining about the other side using meta perks, while they themselves run meta perks. I think it's completely okay to complain about the meta, but not if you're actively participating in it — that just makes you a hypocrite.

  • I tend to use aura-reading perks, usually Kindred and Empathy. Kindred makes sure your teammates know whether or not someone is coming for the save, and Empathy lets you tell if/where your teammate is getting chased and whether you have to be on lookout for the Killer.

  • A new mori would be kinda cool, but something over-the-top violent wouldn't fit well with his lore, in my opinion. Dear old Evan is definitely not a morally good person, but I also don't feel like he's the type of guy to smash someone's head into a bear trap.

  • That's actually hilarious. I love builds focused on punishing survivor greed.

  • You could use Shattered Hope, Hex: Pentimento, Hex: Plaything, and some other random Hex perk to basically guarantee a 5-stack Pentimento. Obviously not a strong set of perks, since the setup is very complicated, but it's a fun gimmicky build.

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