Dead by Daylight Thoughtful Thursday has started. |
- Thoughtful Thursday has started.
- I'm kinda sad that they didn't make the totems little Christmas trees
- PSA There is no such thing as "gen rush"
- Devs pls let us keep bloodpoints we've earned or at least offerings if killer leaving the match !
- PSA Wave arms to signal that you're being camped
- The Doctor's posture..
- idea for a change of the trappers mori
- Michael Myers/Laurie Strode Fan Art by me
- Better combo then no mother and self care
- What do you think the first ever game of DBD was like?
- stuck by daylight
- A discussion about SWF from a SWF player.
- New killer perk idea: shoelaces
- Male Nea Karlsson Cosplay
- you can use insidious on nurse and blink through the gates to give survivors a good scare at the end
- Killer Idea: The Puppeteer
- Do you have any non-strategic 'personal rules' that you play by when you're the killer?
- They updated Iridescent Head's description to be more accurate in the double BP update
- What unconventional names do you have for things in the game?
- Don't hear that from a survivor often...
- The mist is getting absurd.
- Does quick vaulting into a locker leave scratch marks?
- I don't know how they managed it, but Huntress is broken since the Winter update
- Lowest Quality Post
Thoughtful Thursday has started. Posted: 28 Dec 2017 01:11 AM PST Shitposts and memes are temporarily banned for 24 hours. Shitposts posted during this time will be removed on sight. Thoughtful Thursday ends at 12AM Thursday / 3AM EST Friday. [link] [comments] | ||
I'm kinda sad that they didn't make the totems little Christmas trees Posted: 28 Dec 2017 08:10 AM PST It would've been so festive! I'd run 4 hexes just to have a map full of fully lit christmas trees. [link] [comments] | ||
PSA There is no such thing as "gen rush" Posted: 28 Dec 2017 07:22 AM PST If you as the killer need the entire game to catch one single survivor, there is nothing else the other survivors even could do. So please stop it with the "gen rush mimimi" [link] [comments] | ||
Devs pls let us keep bloodpoints we've earned or at least offerings if killer leaving the match ! Posted: 28 Dec 2017 08:36 AM PST Long story short. Just got a 20 minutes match, killer left as soon as first survivor escaped, lost points, rank and BPS. I am really angry about this situation cuz it was a really hard match and i expected to receive a juicy amount of bloodboints. Instead i lost my bloodpoints, double BP offering, rank and willing to play this game for at least few days. I know there were bunch of similar posts here but since devs do nothing about it i decided to make another one. Link to full game video if anyone interested: LINK, at 21:58 you can see him standing still at killers cabin before disconect. EDIT: PS4 [link] [comments] | ||
PSA Wave arms to signal that you're being camped Posted: 28 Dec 2017 11:54 AM PST It seems newer players have reversed the camp signal to be "come get me." While this has helped me level up my face to weapon technique, I find myself confused a lot and failing saves or making poor saves. So, please...unless you are just having a good time trolling your fellow survivors, signal correctly. As long as camping has existed, the signal has been to wave your arms when it's happening and stay still when it's safe to come in for touches on a helpless, lonely soul. Please, wave arms when the killer is roasting marshmallows near you so everyone knows to just do gens. This also let's the camper know he or she has been outed and therefore should probably do something about the incoming gen rush...in other words go chase ppl so everyone can have fun instead of just standing around during gen simulator 2018. Kthxbai. [link] [comments] | ||
Posted: 28 Dec 2017 08:59 AM PST
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idea for a change of the trappers mori Posted: 28 Dec 2017 09:01 AM PST currently the one of the saddest mori's in the game, just slashing a survivor in the back a couple of times (nearly the same as the wraith apart from the drag) why doesnt he place down a trap and force a survivors head into it, mori's are supposed to be brutal [link] [comments] | ||
Michael Myers/Laurie Strode Fan Art by me Posted: 28 Dec 2017 12:03 PM PST
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Better combo then no mother and self care Posted: 27 Dec 2017 08:52 PM PST
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What do you think the first ever game of DBD was like? Posted: 28 Dec 2017 07:20 AM PST -Immersed survivors -no pallet stuns -no pallet loops -Really random traps -No teabagging -Killer probably got 2+ kills -Missed lunges ...and more. What do you think? [link] [comments] | ||
Posted: 28 Dec 2017 10:43 AM PST
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A discussion about SWF from a SWF player. Posted: 28 Dec 2017 01:25 AM PST As a SWF player, let me start out by saying if it wasn't for SWF, I wouldn't even be playing this game. The stuff in this post is stuff many of you have probably heard before, but I feel like with talks of changes happening to the game because of SWF, we should discuss it again as it is more recent. I got the game during the free weekend back in September, and initially deleted the game after playing just a few rounds (partially because I couldn't even understand many of the basics of the game). My brother (let's call him "Jake") then saw the game and almost deleted it as well, before asking his best friend ("Dwight") to play with us. Dwight is insanely hilarious to watch playing scary games because Dwight is terribly scared of everything. Our first few games we played with Dwight were a blast and each of us had a lot of fun just running around scared from the killer. We later invited my best friend ("Ace") to join us and even when we all died, we all had fun, and discovered the mechanics of the game together, and this is now one of the primary games the 4 of us play together. (TL:DR, my friends make the game way more fun) With all that being said, I have started to notice how all of us benefit from playing together. For starters, we all coordinate our items, offerings, and perks, every single match. For example, one of us will use a Darkest Moonlight and then the rest of us darken the mist, or all of us use a petrified oak and play a sabo round and etc. We give eachother info of our loadout and tips on what to switch in and out with eachother ("I just prestiged, so I have to use Dead Hard instead of Premonition, one of you guys use it instead") Secondly, we can use many of our perks and items to help one another in ways not intended initially by the devs. Dwight and Ace will use Bond to track Jake and I so then the 4 of us can use leadership with each other until my Premonition lets us know we should all leave and hide. When one of us gets hooked, we know that Ace and I can start trying to pull the attention towards us and then use Dead Hard to distract (and possibly escape) the killer long enough to save the trapped player and get some gens done on the side. Lastly we aid each other, even without perks, in ways not initially intended. We coordinate our actions, to prevent people from all trying to save our hooked partner at once or all ignoring our partner. Inform each other by saying things like "the killer is in the shack" or "The last gen is at 90%, start looking for the exit." We always announce who the killer is so that we know to plan our strategies accordingly ("It's Huntress, avoid lockers!") and when we die, we even call out the perks the killer has to help each other with different strategies ("This killer doesn't have NOED, ignore all the totems!"). (TL:DR, SWF has so many benefits, and even noobs like me notice) Knowing all of the benefits of SWF, I still do not think removing it would help the fan base at all, and that the game shouldn't be making the game harder for non SWF survivors. I personally think there should be some things changed within the game itself to make the game more balanced for everyone's sake. I like some of the ideas /u/Spradic_Zoom had in this comment that included things like informing other survivors of current loadouts and chase icons for survivors. I also think that concealing the killer's perks from the other players would be a good way to prevent people from abusing that info (forgot which user I heard this from) and maybe even adding an item's equipped feature on the lobby to help non SWF players coordinate as well. With all these new additions, we can then buff all killers and have it be justified without getting rid of a great mode! I am wondering what other people think of this overall, and if anyone else has good ideas to hopefully try to forward to the devs and mods? [link] [comments] | ||
New killer perk idea: shoelaces Posted: 28 Dec 2017 01:02 PM PST The Entity shows you favor, and starts all survivors with their shoelaces tied together. 100%/110%/120% chance for survivors to trip over their own feet, automatically putting them into the dying state. That'll learn you. - The Entity [link] [comments] | ||
Posted: 28 Dec 2017 09:44 AM PST
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you can use insidious on nurse and blink through the gates to give survivors a good scare at the end Posted: 27 Dec 2017 11:43 PM PST
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Posted: 28 Dec 2017 12:30 AM PST Thomas Froehilich, a man with a dream to be the most amazing puppeteer in the world. Spreading joy from village to village, Froehilich was believing that he was on his path to completing his goal. Though Froehilich was having doubts. A prominent, refined, charismatic, and young new puppeteer was on the scene. This newcomer was going out of his way to put down the older puppteers in the area. Feeling intimidated, Froehilich began talking to people in nearby homes. The villagers claimed while the newcomer was funny, he lacked the old school appeal of what puppetry was about. Skill, knowledge, and making the puppet feel alive. Thomas began making preparations on how to improve his act with this info. Spending nights on end, practicing the workings of each puppet he had. Unfortunately, none of his puppets felt unique. Commonly carved pieces of wood was all Thomas could see. That's when it hit him. Why not make a new one? Surely it would put all these old puppets to shame. With a smile on his face, he went to collect some wood. He had plenty of work ahead of him. Days after visiting the market for the supplies needed in finishing of his newest creation. A puppet the size of a man! Clapping softly, Thomas felt giddy as he was placing the finishing touches on his masterpiece. Thomas stopped, what would be his theme? Something that gave him a place in the world. Looking around his house, he found a shovel. That's it! His newest work would be a gravedigger! Finished with his work he gazed at his child. 6'8' ft tall, marbleized eyes with the eye color being green, brown overalls giving the severity of his implied job, a dark green hood giving him a bit of approach ability, and his shovel thrown onto it's shoulder, his creation's feet went barefoot. Thomas couldn't help but be amazed at how it turned out. Getting the strings aligned and coordinated. Thomas was going to show him off to the public. Something stopped Thomas though, he froze pondering what could ail him. Smacking his head at his own forgetfulness, he turns back to his creation. A name fitting for his newest addition. Looking at the shovel in it's hands, Froehilich smiled.....Jürgen Grabräuber. Having given his puppet a name, he then went behind it. Controlling it to get up, he was surprised at how human it felt. It's motions, it's controls, all of it felt as a part of him. Smiling he made Jürgen open the door and off they went into town. People having never seen this person before gave it a greeting, Thomas smiled as Jürgen waved back. No need to speak, he was as silent as an actual gravedigger. Having enough fun with Jürgen, Thomas went to where he knew the young puppeteer would be. To show him not all older people have given up yet. Going to the middle of town he sees the young puppeteer making a fool of himself. With his puppet smacking him, and the people laughing in delight. Stopping, Thomas made Jürgen look at him. He felt as if his child was telling him no. Sighing in exasperation, Thomas felt the young one was just trying to make people laugh is all. He wasn't trying to be hurtful to people. Turning around, Thomas led Jürgen away. Only to hear him being called by the young one. "Hey! Old timer! Show us what you got!" The man called out. Thomas looked to Jürgen, surprised that he made him nod. The young man laughed at Thomas "What? Are you frightened no one will like your act?" Leading the way to the stage was Jürgen, Thomas followed closely behind. The young man backed away in fear. "Hey, I was talking to the old fart behind you." The young man's hands raised to the air as the puppet he had fell to the ground. Shock on his face as Jürgen put the shovel back onto his shoulder. The shovel cut the strings between the young man's puppet and his hands. Thomas stepping forth, showed his strings with them leading up to Jürgen. Everyone was frozen. No one knew of this kind puppetry. Everyone began to panic, running to their homes in fright. Thomas had tried to call them back, but to no avail. The streets now empty, leaving just Thomas and his puppet. Thomas went back home, dragging Jürgen as he went. Dejected that no one stayed to see him perform. Days after the incident Thomas was avoided like the sickness that killed many people in the past year. They feared Thomas was going to control him, like he did that puppet. That's just it though, it was a puppet! Why couldn't they just see that...Sitting on his bed, he put his hands on his face. Feeling a hand on his shoulder he looked up to see Jürgen looking at him. Frowning, he pushed the hand off. No one wanted to see this puppet, not even him right now. Mist began to flow through his home, as he and Jürgen looked to it's source. Through the window he spotted townfolk lined with pitchforks and torches heading to his house. Rushing out the front door, he tried to talk down the mob. His pleas went on unheard as the mob began to impale their pitchforks into him. Again and again, Thomas was stabbed. The mob dispersed as they saw their job was about finished. Leaving Thomas to die in a pool of his own blood. Time seemed to pass ever so quickly as his last sight was Jürgen looking back down at him. Looking at the man that created him, Jürgen took him back inside. Looking around he began viewing notes leading to his creation. Looking back to his dead crea-no, this man was a father to him. With his father dead, Jürgen began to try and bring him back. A day after his death, Jürgen made Thomas into a puppet. Hoping it would bring him to life as it did him. The puppet laid still. He tried to control it, the puppet flopped around. Practicing for hours, Jürgen had finally been able to make him move properly, as his father did to him. Still no life was in his eyes. Emotion was something that Jürgen was just beginning to learn about, unfortunate for others his first feeling was anger. Angered that those people, wouldn't give Thomas a chance. Angered they wouldn't give himself a chance. Jürgen then made his way out into the mist, undeterred by what waited in the mist. After walking hours with Thomas, Jürgen spotted something in the mist. It was that one man who dared laugh at him. His shoulder ready, Jürgen looked at Thomas' lifeless eyes and sent him forward. Description Jürgen's description is up in the story. Thomas' however is dressed in olden blue tunic, with linen shift. Leather shoes decorated his feet. Attack animation: Slashing his shovel diagonally in front of him. The puppet will throw their self forward trying to grab a survivor. Stunned animation: Bringing his hands to his head to try and shake off the stun. The puppet will go limp, fall to it's knees, and get back up. Hiting a gen: Whacks at it with his shovel twice, once horizontally, then again vertically. Breaking a pallet: Puts his shovel on the pallet, and kicks the shovel into it. Moving through windows: The Puppeteer will put one foot on the seal, then leap forward. The Puppet will jump right over. (Times are the same.) Mori Animation: The Puppeteer will knock the survivor onto their back, and press their shovel into them. They will then take out their shovel, and then shove a series of strings into the survivor. A few seconds will pass the the survivor will float dangling by strings. (Would be cool if the survivor that gets mori'd WOULD become the next puppet. But then what would happen to the previous puppet...) Move speed: Puppeteers move speed, 105 slightly faster than survivors. Puppet's move speed is 115. Ability Shift- The Puppeteer can switch to themselves or their puppet. These two are treated as separate entities, but are bound together. The Puppet can grab hold of survivors and hold them in place for 15 seconds. When a grab takes place, Shift makes focus go back to The Puppeteer. Should Puppeteer get to his puppet's target while held, he will then pick up the survivor. A survivor when grabbed will be held in place unless another survivor tries to pry them out, which then a wiggle bar will take place (Only 1 survivor can help). If the survivor breaks free, the puppet cannot be accessed for 5 seconds (The 15 second timer will still be going even if a survivor attempts to break the other survivor free). If flashlighted only the puppeteer can be blinded. While the Puppeteer is controlling the Puppet if a survivor blinds him, the Puppet will be blinded. When Puppet is stunned, Shift will focus back to the Puppeteer, and vice versa. Only the Puppeteer can break pallets. While controlling Puppet, Puppet WILL NOT give off a terror radius, with the terror radius remaining on the puppeteer. The puppet WILL be affected by Bloodlust. Perks Overseer: Survivors that miss a skill check have their aura revealed to you for 4/6/9 seconds. If multiple survivors are within 8 meters of the failed skill check their auras are also revealed. "We'll show them what it means to die." -Unknown Lifeline: When killer encounters an item on the ground or in a chest. Have the option to destroy the item costing them 14/10/6 seconds. "They took what matters most to me, why not the other way around?" -Unknown Silver Lining- After killer breaks a gen, see faint/slight/moderate scratch marks IF a survivor was in a 10/15/20 meters for 8 seconds. (Scratch marks will appear even if survivor was walking.) "schadenfreude" -Unknown Addons: common Crafter's kit: Gives puppet a slight move speed increase. common Thread reel: Gives puppet a slightly longer grab lunge. uncommon Iron Rods Strengthens puppet grip by 2 seconds. stacks rare Iron plating- Give Puppet the ability to break pallets. Very rare Sewing kit Gives puppet the ability to move with a survivor in their grasp. If the puppet reaches the puppeteer wiggle bar will be reset and the shift will be back on puppeteer. Let me know if ya guys like it or not! survivor and map are currently being thought up right now. Btw, Give all rights to this idea to the Dead by Daylight Developers. [link] [comments] | ||
Do you have any non-strategic 'personal rules' that you play by when you're the killer? Posted: 28 Dec 2017 08:07 AM PST None of these are part of any good strategy, but just what goes through my head when I'm playing for fun. Just a few off the top of my head...
Do you have any "rules" or anything that makes you go "ok, this is personal now" and sets you off? :) Edit: Formatting. [link] [comments] | ||
They updated Iridescent Head's description to be more accurate in the double BP update Posted: 27 Dec 2017 04:29 PM PST
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What unconventional names do you have for things in the game? Posted: 28 Dec 2017 08:55 AM PST Me and my friends call Bloodpoints "spicy Doritos" and Totems "bags of spicy Doritos." We also call cleansing Totems "opening a bag of Doritos." What weird names do you guys have for things in the game? [link] [comments] | ||
Don't hear that from a survivor often... Posted: 27 Dec 2017 11:55 PM PST
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Posted: 27 Dec 2017 09:35 PM PST This is what it looks like now if a murky reagent offering is burned. For comparison, this is what it's supposed to look like It's not mist anymore. It's a solid grey wall. [link] [comments] | ||
Does quick vaulting into a locker leave scratch marks? Posted: 28 Dec 2017 09:07 AM PST I'm testing a quick and quiet build and was wondering if quick vaulting into a locker from right in front of it would leave scratch marks in the area [link] [comments] | ||
I don't know how they managed it, but Huntress is broken since the Winter update Posted: 27 Dec 2017 09:36 PM PST Actually I guess its more fair to say everything else is broken, because technically Huntress stayed exactly the same. I don't know how to explain it, but some hatchets are just phasing through survivors now. What's worse, they also fucked up the collision of several environmental objects, making Huntress even worse. Example one: https://clips.twitch.tv/IronicWealthyClipzBibleThump Example two: https://clips.twitch.tv/GrossWiseVelociraptorHoneyBadger Survivor hitboxes are also broken. Let's be honest, the Hatchet has a giant ass hitbox way bigger than its model - its more of a square. However, some hatchets are just going directly through survivors with no lag. This only started since the last update, I am sure of it. Example one: https://clips.twitch.tv/QuaintBetterGrasshopperFloof Example two: https://clips.twitch.tv/WittyCrazyCheeseHassanChop Example three: https://clips.twitch.tv/RoughImpossibleDinosaurTTours And before you say "oh but actually the hatchet actually just missed by like a millimeter to the right" - it doesn't matter. I say again, the hatchet has a massive hitbox. Look at this shit: https://clips.twitch.tv/GorgeousBoredClipsmomGrammarKing Was nowhere NEAR the person, and it still hit. Things are just completely broken and I don't even like playing Huntress anymore. I just hope the devs understand they broke something with hitboxes. [link] [comments] | ||
Posted: 27 Dec 2017 09:23 PM PST
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