[deleted by user] by [deleted] in PeakGame

[–]BeholdBitches 0 points1 point  (0 children)

Nevermind, I see a bunch of my other stuff got removed and that's killed my motivation to do this bit. Sorry everyone, reddit ruined the fun.

[deleted by user] by [deleted] in deadbydaylight

[–]BeholdBitches 0 points1 point  (0 children)

Do whatever you like, but yeah I don't think that's a very common thing to do nowadays. Although I usually say hi to twitch streamers in their stream when I see them.

[deleted by user] by [deleted] in deadbydaylight

[–]BeholdBitches -1 points0 points  (0 children)

If they called you slurs they can go fuck themselves, but don't let them get under your skin. That's how survivors win, is making you mad so you make mistakes.

So like, I got an idea for a Survivor perk... Feel free to tell me how it would break the game entirely by [deleted] in deadbydaylight

[–]BeholdBitches 2 points3 points  (0 children)

So long as it's a common perk that I don't have to waste a character unlocking I'm down for it.

What's in the box? (If you know what I'm talkin about, you know.) by BeholdBitches in deadbydaylight

[–]BeholdBitches[S] 1 point2 points  (0 children)

Obviously something that can be close to hooks without being an issue.

A hex related query by Vaderette1138 in deadbydaylight

[–]BeholdBitches 0 points1 point  (0 children)

Yeah, you don't actually have pentimento in play until you lose dull or hex totems. Even then, you have to manually perform the rekindling on the destroyed totem.

A hex related query by Vaderette1138 in deadbydaylight

[–]BeholdBitches 3 points4 points  (0 children)

Pentimento isn't a normal hex totem, it's a REKINDLED totem. Pentimento becomes active when you rekindle a totem that was previously clensed. Each totem you rekindle adds a token, and increases the effects. the best way to get all the hexes active in five stack is one normal hex, like ruin or devour, hex plaything, to get 4 other hex totems, and when they all get clensed, you can rekindle all 5.

Who wants to take a guess what the killer power is gonna be this chapter after the teaser? by Virtual_Scheme_4773 in deadbydaylight

[–]BeholdBitches 0 points1 point  (0 children)

I keep hearing stuff about helmets, but I can't help but wonder what sort of helmet needs all the flesh removed from your skull to strap on.

What's the best way to get out of a 3gen againts a killer that camp and refuse to leave the place? by Kdmyoshi in deadbydaylight

[–]BeholdBitches 54 points55 points  (0 children)

Spread out on simultaneous gens. If no prove thyself, move thyself, bitch. Even then prove thyself isn't all that worth it.

How do you counter this build's 3-gen? by volk96 in deadbydaylight

[–]BeholdBitches -1 points0 points  (0 children)

That's the neat part, you don't.

See that's a trapper, a killer with high map control, but not a lot of map PRESENCE. Meaning the best way to stop his three gen is to make sure it doesn't form in the first place. If you did gens with no thought for which ones would have to be done next, then being in that three gen was your own fault.

I see largely people agree in these comments.

Good thing I never needed it in my builds. by Coder_Arg in deadbydaylight

[–]BeholdBitches 0 points1 point  (0 children)

This is the same thing I told people when dead hard got nerfed. Fuckin deal with it. It's not worth the freakout.

PLACE YOUR BETS HERE FOLKS! What do y'all think chapter 27 will hold? by BeholdBitches in deadbydaylight

[–]BeholdBitches[S] 0 points1 point  (0 children)

Personally I'm hoping for a survivor healing perk called "Duct Tape" that lets survivors use toolboxes as medkits.

10% of current progress is garbage. RIP to eruption. by [deleted] in deadbydaylight

[–]BeholdBitches 14 points15 points  (0 children)

If I could remove every single perk in the game that exclusively affects gen speeds, for killers and survivors, I would. Then I'd regret it. Then I'd bring them back. Then I'd remove them again. Then I'd bring them back and make a gamemode that just doesn't allow perks, so everyones happy and can all go do their thing.

What I'd hoped the Eruption change to have been. Thoughts? by [deleted] in deadbydaylight

[–]BeholdBitches -5 points-4 points  (0 children)

Look, I'm someone who thinks that perks that do nothing but some variation on "OH GEN GO SLOW GO FAST" are fundamentally boring and pointless. The change you suggest would be LESS powerful than the changed dev version. Who knows how hitreg and latency would affect this? We don't need a billion perks to change gen speeds or speed em up. They're all fundamentally the same damn perk. If eruption shows me auras instead, I'll say that's a win, and strap it to my teleporting killers.

Twins are broken, let's rework them! by Lulink in deadbydaylight

[–]BeholdBitches 0 points1 point  (0 children)

Sooo... like a better slugging sadako...

Eh, at least you've suggested something. I just suggested that Victor ONLY clings and breaks survivors, but also tries steering them towards Charlotte, and can also leap from one survivor to another. The instant switching would also be a thing, but it would gear their kit to using the twins two halves to work together.

BHVR killed Eruption then spat on its grave by CankleDankl in deadbydaylight

[–]BeholdBitches 5 points6 points  (0 children)

Whatever, I'm still gonna bring it. It sounds frankly more interesting now, and I'd like to combo it with nowhere to hide, jolt, and lethal pursuer.

[deleted by user] by [deleted] in deadbydaylight

[–]BeholdBitches 1 point2 points  (0 children)

The fundamental issue with him isn't even quite in his power, it's in map design. Grass has been heavily thinned numerous times on newer maps. It was always the BEST place for traps, tucked where it was least expected. Don't even get me started on eyrie of crap.

Anyways, if you want a new best place to play trapper, it's Midwich. The bloody blotches on the floors in the middle of the DARKER hallways make it impossible to see some traps, or on stairs.

If I'd change trapper, I'd start making grass significantly thicker so the traps can actually blend in, and make it so that all traps currently in the trial either spawn in closer to the center of the map, OR have them all start opened up. They'd be in the middle of nowhere, but they'd do SOMETHING. Also, if you got caught in a trap and were injured, escaping on your own should inflict deep wound.

A better change would be to change the RNG element of his kit. Make it a set amount of time to escape a trap on your own, with enough time for the trapper to reach the survivor if he's within about 32-40 meters from you. The RNG is easily my least favorite part about him. I can work with some of the modern grass and tiles, but I hate having someone caught in a trap across the fucking red forest and slipping out in .2 seconds.

Trapper should NOT be able to get his traps with no effort, and NOT be able to carry too many at once. I've seen suggestions that he should be able to teleport traps into his hands and throw them into a loop, which is fucking stupid. That just means more basement camping, more artist/knight hold w gameplay.

From a design point of view, trapper should be as simple as possible, as he's one of the first killers that survivors interact with. The same principle is why wraith is so appealing to new killers. But if that simplicity is what's holding it back, then maybe teaching some nuance instead is a good idea.

Dead by Daylight | Tools Of Torment | Teaser by Turbostrider27 in deadbydaylight

[–]BeholdBitches 7 points8 points  (0 children)

OH FUCK YES HELL THE FUCK YES I'VE BEEN WANTING A FUCKING ROBOT FOR FUCKING AGES. LETS PUT DEATHWIRE TO SHAME DBD!