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mischiefmanaged

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mischiefmanaged
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  • I think those might be Auric Cells from the Rift. I synced the accounts and checked and the Switch version has a different number than my PC version.
  • Out of curiosity, do you know if purchases made with Auric Cells for characters on the Switch will get shared in cross-progression? Not the Switch DLC but the in-game store. I switched from the Switch to PC a few years ago. When I loaded up the Switch version, I forgot I had abandoned Auric Cells there that I never spent…
  • I don't know why you all are acting like it's dead. The only thing that's going to change is the first chase and maybe second then they'll tunnel that survivor since they're the only one who can't have dead hard. If you go for the unhooker, they might have dead hard which is now active. Then killer mains will come back to…
  • What are you talking about? Bots are only in custom games and only bring exactly what you give them. Unless this is a mobile thing?
  • It was intentional. They said in that update they wanted to encourage killers to kick generators as it would create a game where you interacted more with the killer. Right after the change, some killers would start holding a 3 gen from the start of the match and never leave. They'd eventually lose if the survivors realized…
  • If dead hard is a guaranteed third health state against you, it's unlikely you're high mmr. It's a good perk but it's nowhere near that effective. If you find tunneling helps you win more and you enjoy it, then do whatever. You don't have to announce it on the forum. Don't really be surprised when survivors don't enjoy…
  • My hot take is that OTR isn't even very good most of the time and it's definitely worse than previous DS. With basekit BT, the most common situations are either getting hit before 10 seconds to force you into deep wound or stop body blocking, or waiting 10 seconds. OTR helps with waiting the 10 seconds, but you still have…
  • If you play with no macro strategy and only chases (micro) you won't consistently win. That's kind of the case with any game. You don't have to camp or tunnel, but sometimes that's the appropriate macro strategy. If you camp and tunnel every game, you'll also lose because, while strong, it's sometimes the wrong macro…
  • The 6.1 update listed "make regression perks less powerful" as a primary goal. Of course it was deliberate. That was the reason gen times were increased.
  • They seem to have also replaced the name chimera points with cells. Although, the help descriptions still say things like "costs cells". I will say the prices seem more reasonable to me and using resources other than chimera points means I'll probably use them more.
  • I personally think it's more taken as a criticism of the game and sometimes map design. Midwich is probably my least favorite map in the game as both killer and survivor because of it. The hook spawns are annoying to be sure, but the map is generally killer sided because it's so hostile to survivors. But, it's also…
  • You got Matchbox and Torn Bookmark backwards. I'm also pretty sure the add-ons to decrease blink charge times would both be too good and never run at the same time since it would untrain every Nurse player's muscle memory. I quite like the reworked add-ons and I don't think there should be any that modify the range or…
  • You might want to recreate this topic in the PTB Bug Reporting section so it doesn't get lost.
  • Probably the biggest issue with Midwich is the door placements when it comes to balance. I'd consider Midwich a boring and frustrating map (most loops are pretty safe, few of them so the best strategy is to hold W, long corridors so it's just hold forwards since you can't break LoS, hooks are inconsistently placed,…
  • I think items is too much and names, while they can be blocked, I don't really see why the killer should see them. I can imagine that seeing the survivors and their cosmetics could be useful for just getting an understanding of the other team is useful just because it's 4v1 and it helps build a mental model of the other…
  • I generally agree. I don't personally dodge or change my playstyle (well maybe a little since I'll assume basic mindgames don't work on them and skip those), but I know others do. The killer already gets too much information in the pre-game lobby. They don't need the prestige level too. Save that for post-game.
  • Just run the Iri matchbox and the gray plaid flannel. Stick to short simple blinks when the survivor is close to you. You can replace the plaid flannel with the green one that disables your blinks on a hit. Otherwise just practice blinks against bots. It doesn't take that long to learn the timing.
  • The survivor loses collision when they're hit so you can just walk straight through them and hook so there's really no circumstance where you can body block the killer twice with a single person. For Dead Hard, the perk still feels too good and is still incredibly annoying. It's definitely much better than it previously…
  • I think there's mostly two reasons. First, no survivor perk should be game defining. There are 4 survivors. It would be too hard to balance an already hard to balance game. The best survivor perks (Dead Hard, BT, Deliverance, etc) can be game defining from a single individual. It's really hard to make another perk that…
  • Gonna have to disagree. Survivor meta is at its best place in years. Lots of different perks and viable builds and most of survivor gameplay comes from interacting with the killer anyway so new killers are also new gameplay for survivor. Killer meta could use a little tune up, but I'm having fun with most matches.
  • There are certain levels and it goes down one level every 24 hours. If you're at 6 hours, wait 24 hours, then DC again it'll go back to 6 hours. It should clear itself within a week.
  • It's working now. I'm signed up.
  • I seem to be having difficulty logging into my bhvr account to sign up for the playtest. I'm not sure if it's just me or if it got overloaded.
  • I think Call of Brine is the bigger problem personally. Eruption does nothing if you never get a down and it's one of the only perks that allows you to safely get a hook after a down before the generator gets completed anyway. I also don't like how it's infinitely more counterable by SWF than solo queue players. I'd either…
  • She's a 110 killer that requires headphones and paying close attention to sounds to consistently get hits. Before they added the phasing sound, you could just stand still and survivors would vault into you and give you free hits because they couldn't tell if you were phasing or not. Or they would camp the pallet because…
  • I don't necessarily agree that Slinger is as rough as this thread makes him out to be. One thing he is though is he is VERY punishing if you miss a shot. It's why the reload addons are basically needed. He's like Billy levels of punishment when you miss a shot and maybe worse. When you're good at getting shots or zoning…
  • For me, the important thing was remembering that, as killer, you literally can't do anything that causes yourself to die or become otherwise unable to play the game. You can play against survivors with a combined 32k hours and they still can't kill you in the game. So, just don't worry about the results. If matchmaking…
  • Something else is, previous to this patch, the chase music would start if you were using your power and the survivor was running. This made it a lot easier to know if your guard was being placed in the right space. It seems this is no longer working as chase music doesn't start while placing a guard. This behavior might…
  • One of Knight's best maps is probably Gideon. The guards ignore pallets and that makes the god loops completely unsafe. Since the map is small, it's also really easy to get a hunt started and survivors accidentally run into dead ends constantly. When I first started playing him, I thought breaking pallets quickly with…
  • So I played another match and I was able to break pallets in this one. Whatever was causing the guards to automatically break pallets before might now be preventing pallets from being broken when the same thing triggers.
  • I think Knight is stronger, but Clown can end chases faster. To be fair, Clown can end chases faster than a lot of killers. I think Knight deals with macro play more easily and I think he gets hits more consistently. You can either choose to use his power to harass or you can use it in chases. The guards take awhile to be…
  • I do think more icons and information is needed for solo queue and there's a difference between when you're playing with friends, but you can also just use your eyes and the HUD to identify what's going on in solo queue most of the time. If I see someone is on the hook and someone else lost a health state, I might guess…
  • It's basically all of the PC platforms. Steam, Epic, and Stadia. Although Windows Store doesn't seem to be included.
  • Just when you touch them. You can tap it and the hunt is over. Although the Knight can lay a path right at the hook, hear the unhook animation, then spawn the guard on top of you immediately to start a hunt. It's very inconsistent though since it's hard to get it to choose the right survivor and it's not much different…
  • It seems to me like all of the perks that work with the Knight's power are the same as the ones that with with Huntress. Why would you expect something different?
  • I'm a bit surprised myself. I wonder if it's a bit late today or if it will be on Wednesday instead because of Thanksgiving in the US last week. I know they're Canadian (so Thanksgiving wasn't last week for them), but they also need to get approval for patches on the consoles so that could have been delayed by the holiday.…
  • The area where the vault prompt appears is pretty generous and can be quite far away from the window/pallet. You might be pressing the button in that fairly generous area sometimes and other times you're pushing it from too far away. As others have mentioned, holding the button doesn't do anything. You can also push the…
  • That person may have been a bit overly sarcastic, but they're also probably right. Your chases probably aren't as fast as you think they are. In general, the way the game is designed, you need to be putting pressure on all 4 survivors to prevent generators from progressing. A survivor getting chased, being on a…
  • Enjoying him. Finding a lot of depth in guard placement, patrols, and hunts. Finding that he plays tiles much differently than other killers.
  • Guards need line of sight, but the LoS is really wonky sometimes. Basically, if you can stalk through it, the guards can see through it. I'm also not sure how LoS works when it comes to elevation. You obviously can't get LoS from another floor, but I'm not sure of the exact angle where the line is being drawn (probably…
  • This is a well thought out and helpful post. The things mentioned here are also the same things I've been finding effective with a few extras. Although I will say that I've found the responses in this thread to be mostly disappointing. A person takes the time to write out a long post about what they've found works and…
  • None of the guards are intended to get hits on their own. I do think Dried Horsemeat should be basekit, but I get plenty of hits with Assassin and he's certainly the most deadly in chase. Part of this is because I'll follow up by zoning with the Knight himself. If they loop they're dead and if they hold W Assassin will…
  • That is definitely a bug. It's the standard. When a hunt starts, the guard places it at the location it saw the survivor. After 5 (Assassin and Jailer)/10 (Carnifex) seconds, the horn blasts and the person who is being hunted (and only them) can pick up the standard to end the hunt and get endurance/haste for a brief…
  • Some tips I'd give that I haven't seen mentioned very frequently. First tip, run Map of the Realm and Dried Horsemeat. You can replace Map of the Realm but Dried Horsemeat is kind of required right now to get any value from the guards during chase. For placing your power, you should understand that your power, for the most…
  • It's a fun perk and decent but requires being on a generator, getting a skill check, and hitting the great skill check to get value from a perk that tells you the same information that playing with friends would give you and it can't give you information during chase which is when aura reading is most useful. A perk that…
  • Onryo is probably the opposite of knight. Really simple power so easy to master with great mobility. Knight is probably more like Trickster. Difficult power that can be strong but also lacks mobility. I don't think he's as weak as people are making him out to be. He's definitely not in the A tier and could use some QoL…
  • Is there anyway we can get a killer instinct notification when a guard spots a survivor? It can be very disorienting to follow up after a guard spots a survivor when you don't know exactly where they are or where they're running in response. I've found that it would help me a lot in matches to position myself to flank the…
  • Tbf the reason why they go to the place they saw the survivor is so the distance is constant. It seems strange but moving to where they saw the survivor means the survivor makes the same distance no matter where they run.
  • I would definitely not say he's worse than Trapper or Sadako and people really need to relax a bit. He's definitely not straightforward and his chase isn't as fast, but people need to chill a bit and try out different things for more than a day. I'd probably say the number 1 thing that could be done to improve him is make…
  • He really does seem to need gen regression pretty badly. He can defend gens pretty well and every killer just benefits from CoB/Eruption but matches are definitely a lot easier with it. I've been really enjoying him but he definitely seems to be very map dependent. Some maps just feel impossible while some feel like easy…
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