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BohemianWaxwing

BohemianWaxwing

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BohemianWaxwing
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  • I love Spies.

    I just wish it had a quality of life adjustment. Please please make it have a unique/distinctive crow sound, because I can't stand to run it at the same time as anything else (perks, certain addons) that can also trigger/encourage loud noise notification events. πŸ˜–

  • Are you cereal??? Surprised to see this thread. I would spend HELLA cash on a LIS DLC, but I can't imagine the demand being high for this. And on top of the not being largely horror thing, there are some subject matter elements (due to the high school setting, Jefferson being a teacher) that bhvr might not be keen addressing. The most I imagine being a remote possibility would be licensed cosmetics (like Chloe as a skin for Nea and Max as a skin for Meg, or whatever).

    For the sake of discussion, I think it would be theoretically so cool to have a survivor time rewind perk to get out of a rough situation on some conditional basis. Not sure how that would be implemented (or balanced to not be annoying) though, any ideas? And I feel like Jefferson would absolutely need to be the killer; he is frightening. Nathan is too pathetic (and one could feel sympathetic toward him).

    I would be very interested in hearing your unpopular opinions @hermitkermit! I feel like I got something out of that game that I don't see people discussing. Probably my own opinions are not agreed with! πŸ˜„ If you would enjoy going into your favorite and takes, you could message me.

  • Nothing special for survivor; been doing fine with whatever might assist me with whatever event tome challenge.

    With no perk based slowdown guaranteed, it's been working out well for me to bring either Jigsaw's Sketch or Annotated Plan for the extra RBT.

  • My guess is that it's on, but it's using a wider range to fill lobbies. Generally getting players that seem like they know what they're doing. But every time I've played, I've been seeing matchmaking bonuses for both killer and survivor on the Chaos modifier. And I seem to be winning a lot in either role.

    On the topic of (attempted) "bully" teams in Chaos games, I played against a lobby with a styptic medkit + three flashlights and they sure played like they had developed a dependency on Background Player or whatever they were used to using. They would not spread out or get away from me, made blatant mistakes, got destroyed, and then complained about the game being boring at the end. It looked liked they rolled good loadouts to me (2 DS, 1 OTR, 1 with a flashlight even DID apparently get Background Player, 1 Distortion that probably should have been useful against my Lethal Pursuer and Nowhere to Hide, 1 Camaraderie on someone who did, in fact, get stuck on the hook with teammates leading me around nearby during struggle phase), but it felt like they couldn't capitalize on the one or two very useful perks they were each dealt.

    Just trying to play more to get a 3 or 4k than I normally would on the modifier because I feel like, you know, that's the challenge of getting dealt random perks… figuring out how to make them work for you.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970337#Comment_2970337

    It just means that if the pig starts with 2 traps, she'll have 6 total searches divided between the 2 traps.

    Which leaves you the combinations:

    2, 4

    3, 3

    4, 2

    It seems like it will be especially nice when using Amanda's Letter by itself to be sure those two trapped survivors will be entertained for those lengths of time, so you can go about your stealthing. No more extremely unfortunate 1-and-1 box search Amanda's Letter games!

  • I was happy to see AFK pig go anyway, but this is quite a different design than all the speculation, indeed. 3 box average searches per hat is very nice. You have pleased this piggy. Thank you for explaining the update, Almo.

  • @IlliterateGenocide said:

    I'm just worried I'll get slapped with noed the second before I get to the escape point and insta mori. Or all my teammates get to the gate we all try to leave but I get hit with a hatchet when they leave.

    Instant death like that sounds bullshit.

    Oh wow... Yep, both of those scenarios would be incredibly frustrating as survivor if the Mori was instant.

    If I did that as Huntress, and the unlucky survivor was JUST A HAIR short of the door because they just wanted to get their "survive while x survivors escape" challenge and they barely misjudged their position or they have a dumb teammate who body blocks them or something, I wouldn't even feel great about it if I was fully intending to just make that person fall out the door and do better next game and, whoops, now I have no control over killing them.

  • @Peanits said:

    As you've mentioned, you could just as easily not down them if you want to let them escape. If you insist on 'establishing dominance', getting close enough to down them and choosing not to still sends the same message.

    Yeah, but Peanits β€” consider that there are other reasons to get the down on the final survivor that aren't "establishing dominance." I've definitely been in chases with the final survivor and that player is skilled. They clearly want to be pursued for real, and it's obvious we both, mutually, want to have that one last chase.

    Nothing wrong with killing them if you catch them and want to, but sometimes you would prefer to gift them the hatch. It's one of those moments that, if it feels like the most fitting match ending to you, makes you feel good about the other human behind the character you're playing against and maybe makes your day a little brighter.

  • @ukenicky said:

    I want the killer to carry me bridal style to the hatch πŸ₯Ί

    If they're going to go through with this change then they need to just make it so the final survivor is mori-able after you down them. The idea of it instantly transitioning into mori sounds unfair because what if you get downed right next to the hatch as it opens? This does happen and while it's pretty RNG based it's still a thing and this change would rob survivors of that which I find a little unnecessary.

    Then on top of all that, if I want to give a survivor hatch it just seems silly to me that I have to let them go and get it themselves. Chasing and smacking them = more BP for me. Carrying them to hatch gives them a chance to wiggle and get points too. I just don't like anything about this idea in its current state and I hope they reevaluate it before they introduce it later on.

    I want to carry survivors bridal style to the hatch 😭

    These are great points - it is a "the Entity has willed it" situation when hatch spawns right under or beside the survivor and I wouldn't want that to go away. It's happened to me precisely like that only once as a survivor, but that one time was nice. How about clutch solo hatch crawls after being slugged for the 4k? Are we just going lose the pulse pounding slow race to a not-directly-under-you-but-audible hatch?

    Yeah, often I want those extra BPs to take the last survivor down (Pig's scoring is pretty paltry sometimes πŸ˜‘) and hey, that person might be a fun chase and maybe I can get in some lower pressure ambush hits... and sometimes I still want to give hatch as a GG. And if they feel like wiggling off to get points, too, that's cool.

    Something else that occurred to me: is it possible that 3-man SWFs could intentionally abandon a solo queue teammate to get them instantly auto-Mori'd? That would be miserable.

    And another thing: does this make Deerstalker more useless?

    On the other hand, yeah, as others are saying, getting a killer who bleeds you out for the full timer for the sake of toxicity not fun. We could all do without that.

    Maybe having a significantly reduced from what it is currently bleedout on the last survivor is the way to go? With the built-in-final-survivor-Mori OPTIONAL with a prompt on the survivor to incentivize not losing your slug. That could allow some (but not a lot of) time for the survivor to crawl to a visible or audible hatch AND allow some time for the killer to CHOOSE to use the prompt for the Mori OR pick them up to hook OR pick them up to carry them to the hatch. And if the killer has lost their slug, oh well, at least everything is over with for both parties quickly.

  • Definitely.


    One example. Pig's stealth does have some unique qualities, but is generally agreed upon to be comparatively weak. Nonetheless, I love getting gen grabs with Pig especially. The whole line of sight blocker approach, uncrouch (hopefully using the audio occlusion of the blockers to mask breathing/the blade noise), run in quick before losing undetectable or they see you and let go of the gen routine is just particularly satisfying when it works. It's "bad" because you can't do that reliably (or at all if the set up isn't right), but it's fun!

  • No, I'm more of a bantha.

    @Kurri said:

    Maybe off topic, but anyone else run into the problem of the chat just being open randomly after a match? I sometimes put effort in closing all chats, especially if I had a run of a few bad matches, and have noticed that at times the chat just opens itself.

    Like can they add a setting under settings to just disable the whole chat bubble. That way it can't open randomly or you accidently open it.

    No, have not personally experienced that. I have chat hidden roughly half of the time but the game reliably remembers for it to stay hidden when I want it to be. I would appreciate the option to disable the whole bubble in settings though, for those times when I'm really not feeling up to it.

  • The adaptive nature of the filter is so very strange. Just a couple of weeks ago I said "rancor" in chat with no issue. Did things change for all, or am I in the allowed-to-say-rancor elite?

  • Identifying survivor perks, or lack thereof, doesn't make me think of the survivor with/without the perks as the weak link. (With the exception of No Mither.) Not being effective in chase with me or lacking game or map awareness is what identifies a weak link to me.


    I think breaking the cycle (IF you even want to worry about your involvement in it - I assume you do because you're asking, but consider that there's nothing wrong with playing for max kills if you want) takes a purposeful mindset shift of playing because you enjoy individual chases (even if your opponent has an exhaustion perk or something that you need to play around), you enjoy developing/using macrogame skills, you enjoy getting the perks you brought to work, or things like that. So essentially having a more process or experience based appreciation of a match than an outcome based appreciation. Having a developed strategy is still an effective way to play and the outcome you desire can follow.


    I'm a pretty cool-headed killer. I'm not hurt by DS much because, at most times of the game, my overall game strategy leads me to believe that the survivor who recently came off the hook isn't most in need of direct pressure (they're injured, I possibly just gave them an RBT... in some cases if they really badly want to use that DS they brought they might be intentionally not helping their team, which only works to my advantage, right?). DH is certainly frustrating when you're getting teams consistently that have it and use it effectively, but I get satisfaction from outfoxing the good DH users by trying to get it to be used at a place that will soon disadvantage them.


    ALSO, and I think is may apply regardless of how you decide to appreciate the game, endgame/exit gate uses of DS and DH are the most painful! If you prefer to selectively not to deal with people that brought these perks during the main part of the game, even at points when you had enough pressure to chase them or they were clearly in bad positions, you're more likely to have to deal with a DS because the survivor didn't have objectives left to do to deactivate it or a DH for distance out the door when you could have otherwise got them.

  • If they crawl to a corner when it's unlikely or impossible that someone will pick them up, and there are no perks in play that enable full recovery out of the dying state, then they may want to die on their own terms.

    If they do this and complain, however, they're just being petty.

  • I was playing solo survivor on a swamp map shortly after Cenobite first came out. Despite our best efforts, Pinhead demolished us. Lo and behold, the Cenobite turned out to be Sluzzy. Sluzzy is an excellent killer.