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ElusivePukka

ElusivePukka

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ElusivePukka
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  • @HaunterofShadows said:

    https://forum.deadbydaylight.com/en/discussion/comment/2532743#Comment_2532743

    No it isn't. If your camped on the hook your dying quick, especially if you first hook suicide. Camping is not taking the game hostage because the person will die on hook.

    Taking the game hostage refers to when "the survivor who is blocked is unable to participate in the game." So yes, if you're camped on the hook, dying quick, or first hook suiciding, your game was taken hostage - it's okay, you, Mandy, and a lot of people prefer your semantic dishonesty to looking at the problem.

  • 90% of the salt I see as a killer has been survivors yelling at each other, actually, not at me - I always feel I stumbled into a 'domestic situation'.

    The other 10% is a pretty even mix of someone saying I camped despite it being a chased survivor who led me back to the hook, accusations of slugging (which are usually fair, especially if I'm accidentally chasing someone who got farmed), and people pissed at me for refusing to kill them when they offer themselves - I want my 11 hooks, I'm not going to kill off the weak link just because their friend on comms found hatch.

  • Of course they "play the game", but they don't play well and they don't play often enough to have a real grasp on typical play. Their play pool is also both lesser and corrupted, as a lot of their internal play wouldn't be representative of online games moreso than a smallish pool of custom lobbies.

    So no. While they obviously do play the game, they don't play the same game the rest of us do.

  • Oversaturated, low contrast, low resolution - they're "primary school, first project" levels, with some being done poorly enough as to seem entirely off-model.

  • I'm gonna guess it's blue. Overall, I'd wager that my tired eyes have seen more blue throughout The Entity's realms than any other colour, whether it be cosmetics, parts of structures, or the atmosphere itself.

  • Only had a few games with him on the PTB, but he's as effective as ever. He can still make it easy to capitalize even on a SWF who gets altruistic (Make Your Choice is invaluable to how I play him) - but I'll say the add-on pass wasn't super important. The changes sped up the early game setup, and it normalized some of my patrol routing, but overall I say he's effective but counterable: a lateral move, rather than a particular jump up or down, for an often overlooked and underestimated killer.

  • While I think they were a mite overzealous regarding Spirit and Deathslinger changes, I agree with many (as a killer main) that QoL from a survivor perspective should be considered when a killer is considered overwhelmingly oppressive. I think the changes were in the right direction - but doubling up on counterplay vs Spirit seems a bit much, and DS's problems seem to have been paid lip-service rather than really making him better or compensating him adequately for his nerfs.

  • To be fair, this'un isn't just a BHVR archetype, it's a soft trope in the entire horror genre. Horror works by perverting the safe and familiar, and fathers are a cultural symbol of both those and an easy target for twisting that narrative - fathers, husbands, and boyfriends leading the charts on notions of abuse IRL.

  • @Gladonos said:

    https://forum.deadbydaylight.com/en/discussion/284286/how-boon-totems-take-away-from-the-competition-in-dbd-face-camping-and-hex-undying

    "So how would I change Boon Totems? Well, they should be capped to once per game per Survivor, while only one allowed to be active at a time. It's only fair to match the Totem's behavior with how Killer totems work. Not only this, but these values need to be drastically toned down; For example, increase Healing Speed by 15%."

    Limiting to 1 isn't enough... You actually wanna make it into Self Care as well... Lol. This right here is why we can't have an honest conversation. You wrote this entire post just to suggest gutting the perk to the point where it's worse then Self Care(Probably the worst perk in the game.) If you limit it to 1 per survivor it may turn out to be okay but I do expect some buffs and a Boon: Undying at some point. If you make it Self Care it's gonna be a trash perk that nobody will ever run.

    Well, no, this wasn't an honest response either. This is a "worse than Self Care but available to all 4 survivors, who may get increased benefit with Self-Care and can self-heal even without it" - it's a give and take when contrasted with Self-Care.

    While I don't agree with the idea of a hard cap on use, I can see an alternative soft cap in a cooldown of 60-90 seconds, and while I don't think it should be as nerfed as OP's concept I do think the numbers should be reduced after seeing it in action with even two overlapping areas.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2518716#Comment_2518716

    No, once again that is not something that is reportable.

    The Body Blocking outlined in the Game Rules, refers to when Body Blocking is used to take the game hostage, for example the killer (or another survivor) body blocking a survivor in a corner prior to the start of the EGC, which means that the survivor who is blocked is unable to participate in the game.

    What was described takes a player's game hostage, whether you want to be honest about that or not.

  • In the notes it says that "killers unable to interact with boon totems" is a known issue, for multiple totems on multiple maps

  • @Peanits said:

    Replenishing toolboxes is something we kept in mind. The benefits to recharging your toolbox would be offset by the time you spent hiding in a locker. Overall, you'd be better off working on the generator (even if you don't have a toolbox anymore).

    I disagree. Being able to do a gen quickly with those replenished toolboxes may mean a savvy team (read: will be used by even mediocre SWFs) can wait until a gen gets patrolled and then finish it before a standard patrol is capable of returning to even notice it's been worked on. It's removing patrols from the equation in an already losing battle.

  • Aren't we not supposed to discuss leaks? ;P

    She's my main, so to the second question:

    • S: Slow-release Toxin, Face Mask
    • A: Rule Set No. 2, Jigsaw's Sketch, Tampered Timer, Last Will
    • B: Amanda's Letter, Amanda's Secret, Crate of Gears, Rusty Attachments, Combat Straps
    • C: Bag of Gears, Jigsaw's Annotated Plan, Razor Wires, Video Tape, Shattered Syringe
    • D: Interlocking Razor, Utility Blades, John's Medical File, Workshop Grease

    Note: while head poppage is fun, it's ultimately a detriment to emblems and overall score in typical play, as is the focus on add-ons which only apply to the behatted unfortunates who are then ripe for the campers and tunnellers who've been uninitiated into actually effective play.

    Nearly all of Amanda's add-ons require a specific build to function, while a lot of other killers are more 'mix and match' - some of these builds are to overcome the detriments to Pig's options, some are to shore up places where her basekit is lacking.

    S-tier is Exhaustion and Blindness simply because those are the best status effects in the game behind Oblivious. Denying loops and information is important, even if it's temporary - as all things should be considered with a Pig, as things stand.

    A-tier is, again, about information denial with Rule Set, but the other three are about making those headsets more urgent and potentially time-consuming.

    B-tier includes things which drastically alter playstyle or simply offer a little more slow than normal, plus Combat Straps which I'd put in S-tier except for the fact that it really ought to be a basekit change - it's a detriment to have something so integral to QoL take up an all-important slot for a killer that requires full builds to function in higher tiers of play.

    C and D-tiers underperform, have drawbacks beyond their in-practice value, or are just worse versions of better add-ons.

  • @douggie123 said:

    So finally we get changes to hatch which makes it a bit fairer on the killer. No devs can we please have a gen rework to make them either take longer to repair or parts need to be found or something.

    I'd love the 'parts need to be found' thing. Even if the 'parts' were Brand New Parts which could be found in the trial, that's an incentive for survivors to split focus.

  • I think this'll make late game less stressful for a lot of killers. There'll still be people who sweat, but it's not gonna be out of some perceived in-game necessity due to the possibility of 1 to 4 people magically disappearing rather than normal participation.

  • @Animal_Mother said:

    https://forum.deadbydaylight.com/en/discussion/comment/2522042#Comment_2522042

    You don’t play at a high level, and if you do, you aren’t winning most of the time.

    Go tell Pro Vengeance, who went on an 800+ game win streak with variety low- and mid-tier killers, that he is a bad killer using weak tactics. Go tell the comp teams, Otzdarva, and many other popular killer streamers how they are so weak.

    I've been pretty public about my opinion that streamers, tourney players, and content creators aren't as good as their followers pretend. They're not good at gaming, they're good at curated content creation, and people touting them as tactically sound aren't worth listening to.

  • Context is typically important, but I'll feel bad in one of two ways almost 100% of the time: out of sympathy or pity.

  • Realistically, both sides have sects which want more variance in gameplay. The formula gets boring - and people responded reasonably well to pustula flowers, glyphs, and other side objectives. Is it universal? Absolutely not. Are people of one mind about this stuff? Similarly no.

  • I'm doing fine with him in higher MMR, as I do with Pig and Ghost Face. It's as RNG as it's ever been, and what I've started to do is track when the sweat-concentrations are highest - I just don't play certain roles at certain times of day, or I'll relax with some meme builds against the sweats so I don't have to care, and while I'll 'lose' sometimes I find I'm at a happier point when I can 'tryhard' but still flex the brain, you know?

  • I liked my Deathgarden mask, I like my Pig mask, and I can cosplay Meg well.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487584#Comment_2487584

    Win conditions for SBMM's MMR are determined by BHVR. They are not public, however, and there is no defined win condition for killers unless the player takes their cue from the game and its achievements, in which case Merciless Killer or a 4k are the obvious ones. When I play killer, however, my win condition is often to max out one or two BP categories and/or to get my BBQ 4-stack and after that I just go afk and wait for the next match. Everyone is different.

    The killer's win condition is not "Did the survivors have fun?" I wouldn't even know if the survivors had fun, I'm on console with messages turned off. And when I had messages on, even though I never camped or tunneled, I still got messages accusing me of such. If a single survivor died, it seemed 99% of the time none of the survivors had fun. So the win condition "Did the survivors have fun?" would be nearly impossible to achieve without actually implementing bots who play for the survivors, as I keep saying.

    What's been being passed around as an MMR win for killers is 60% hooks, meaning 8 - get everyone on death hook, and you're fine supposedly.

  • I don't know if I recall correctly, but the current 'penalty' doesn't apply to killers when other survivors are near the hook, correct?

    Similarly, why not have these 'progression slows' only apply if a survivor isn't near the hook but the killer is? That seems a bit harder for SWFs to take advantage of, unless I'm just too tired to think straight.

  • @Animal_Mother said:

    https://forum.deadbydaylight.com/en/discussion/comment/2521907#Comment_2521907

    Maybe you should just stop making excuses for your failure. If you ever played at high levels, you wouldn't be saying such silly things.

    I do fine as a high level killer main with genuine map pressure - because I use effective tactics, rather than the weak ones people like you need to justify to themselves. It's okay, though, the hypocrisy is amusing.

  • @Animal_Mother said:

    https://forum.deadbydaylight.com/en/discussion/comment/2521864#Comment_2521864

    Why would you limit yourself as a killer to some arbitrary rules made up by sore loser survivors? Higher skilled survivors can't be beaten on a lot of maps with 90% of the killers. Why are you trying to make up more rules to handicap them even more? Just take your loss and accept you were outplayed.

    If you're foolish enough to think that camps and tunnels 'outplay' anyone, maybe you should work on your own skillset - it's clearly lacking, regardless of your typical role.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2521665#Comment_2521665

    I rarely see survivors who complain about tunneling and camping actually have a point. It's just people looking for an excuse why they lost.

    That definitely happens, to be sure - I wouldn't dream of saying another's experience there isn't representative of some toxic, low-skilled players on the survivor's side self-justifying. Thing is, I'm a killer main: I'm saying, when I do play survivor, I see a lot of people legitimately camping with no cause, I see a lot of people going for tunnels when there's easier or more advantageous prey, and I see a lot of killers shooting themselves in the foot with those "legitimate" tactics.

  • @Crowman said:

    Survivors just call killers who do things they don't like bad, because they don't want to admit that they are bad themselves.

    It's funny when survivors cry the killer camped or tunneled and that they are bad, but the scoreboard shows all 4 survivors died.

    The survivors also being bad doesn't negate the lack of skill in the killer. Both sides are pretty explicitly bad in that scenario.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515906#Comment_2515906

    You're only adding credance to my assertation that you're being arrogant...

    Please have a little more self-awareness. Frankly, I think that's most of the problem with the more negative influences in this community - is the complete utter lack of self-awareness.

    I'm being rude, buddy, not arrogant - import or ability needs to be implied but not justified for the latter. Please know what words mean and how to use rhetoric before pretending at being able to speak on a subject <3

  • When everyone argues about comparison and you pull out your trump card: contrast.

  • It also has uses against Cenobite, when he gets his own box.

    Honestly, if you're gonna write a dissertation, maybe fact check yourself before coming off this silly.

  • Trapper, Legion, and Wraith in that order for me.

    Trapper's the DEFAULT_BadGuy for this game, both a mascot and a 'safe' image. Legion is a bunch of kids on drugs carrying knives with a moralistic story about peer pressure. Wraith is cool in concept, but they played it safe with the execution.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2519910#Comment_2519910

    They just need to remove keys and let the hatch stay how it is now where the killer can close it and it only opens if you're the last one alive

    There's survivors who go out of their way to get downed on top of hatch to grief a teammate. Doing things your way leads to more toxicity, not less - it becomes a 1v1v3 at best.

  • @Shroompy said:

    Thats the point, the box isnt something youre supposed to get every time.

    The only thing that gives it away is the sound it makes

    There's the sparks, too, which are pretty noticeable on the darker maps

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2518716#Comment_2518716

    Is that even possible? Since the option to unhook a survivor from a swivel was introduced?

    My friends and I did some testing, and maybe 1-3 hooks per map can be body blocked to the point where there's only one feasible means of entry - and now the mechanics of the swivel can force a pause in unhook prompts large enough for a second swing, guaranteeing a down at the hook if not a down with no unhook.

    I've been encountering it a lot in online matches, too - the killers that camp seem to gravitate toward those conditions.

  • @Snowbawlzzz said:

    Or run We'll Make It so you can heal in their face

    Add Spine Chill to that for a lil boost plus warning.

    But no, people really ought to wait for the killer to be on someone before unhooking. If you follow that simple rule, you'll be a more efficient survivor in general.

  • @Bearded_Owl said:

    I don't understand what the argument is here, as a survivor main, I hate it when my teammates do this.

    I guess the ones who are defending the last minute character switches are the people who do it.

    You wouldn't be switching you character last second if you didn't think is was a crappy thing to do.

    I've literally seen 2/3 man SWF teams all switch last second to bring flashlights. You should be locked into your character as soon as you enter the lobby I feel.

    I think you should be locked and the killer given a window, but sometimes I'm spending BP during a wait for a lobby and switch - I think there should be a grace period of at least 15 seconds, one for the survivor who enters the lobby, and one for the killer wherein they're allowed to switch stuff up after the survivors are locked in.

  • If it's a facecamp wherein the killer's physically blocking hook access, that is reportable as body blocking. Otherwise, you're out of luck.

  • Keys are changing, as are Moris again. They're gonna be linked, and the new mechanic for Moris has been likened to a 'stalk' similar to Shape.

    NOED really outta be changed to an action speed increase and cooldown decrease, nothing more. Nobody could argue a lack of skill when you still have to actually try, and it might see value over more killers.

  • I'm pretty pleased with Plaything, Devour, Thanatophobia, and Barbeque on my Pig. Those gens just don't get done if even one player starts doing stuff like panic runs

  • 20210925003746_1.jpg

    The game has no concept of balance. Ignore the ranks, those had no meaning even before the changes. Look at scores, look at perks, and know that 2 hooks happened the entire time; with the added caveat that no, the crossplayer didn't play like someone experienced with any killer so their baseline average (as the starting assumption of SBMM) should have been as low as possible, and the survivors all had at least 1000 hrs, with 2 of us well over 2000.

  • @CashelP14 said:

    It looks toxic but there's nothing else the team can do in some scenarios.

    If a team decides to not do any gens and not try to escape, just for some fun with flashlights then they will need to do this. Otherwise the killer brings Franklin's or Lightborn and the are forced to not try and have fun, but instead work on gens.

    "If the team decides to 'not participate in regular gameplay', a reportable offence, they need to do this: otherwise the killer will see through their nonsense and try to make them actually play the game"

  • @TAG said:

    I wouldn't say toxic, but I do think there should be a period of time in the countdown where Survivors are locked in before the Killer (maybe 15 seconds before timer runs out).

    https://forum.deadbydaylight.com/en/discussion/comment/2516914#Comment_2516914

    If you put it in a Reverse Bear Trap, and it gives the Exhausted Status effect, it's toxic. :P

    You're right. I prefer Blindness and Exhausted :P

  • @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510790#Comment_2510790

    Good point.

    https://forum.deadbydaylight.com/en/discussion/comment/2510820#Comment_2510820

    Barbecue & Make Your Choice give really good incentives to leave hook…idk if these jerks just want to be dicks or if they need to actually do some reading/research on the game.

    Devour's my usual 'incentive of choice' to sprint as far from hooks as I can - as things are, I understand the desire to stick by even if I don't agree with it and even mock it. There's just too weak a case for some underperforming players to feel a need to actually succeed, so they end up with a self-referential justification for their mediocrity.

  • It's not about 'fair', it's about the delusion that a squaddette or Streamer Feng Gang can be told apart reliably without names in the midst of a trial.

  • Non-Meta is more personally rewarding in either role. I prefer my gimmicks, because they incorporate new objectives and playstyles - it keeps the game fresh.

  • @KerJuice said:

    Yea this ######### is getting ridiculous. I believe it was yesterday or the day before TrU3Ta1ent ran into them back to back as well. For him, it was killers hacking. He even said the same thing as you- seems like they are more prevalent in high MMR.

    I mean, of course they are. They 'win', and BHVR demonstrably doesn't care

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510912#Comment_2510912

    "No killer should be awarded for that."

    Ah - another one who believes that if the killer loses all their gens, they should just take it on the chin like a good little boy. I'm sorry, but this game at it's core has always been about sudden reversals of fortune if you aren't careful.

    No, the failure is squarely on the shoulders of the survivors. They could of cleansed the totems first, they could of just NOT FED the camper with NOED. They had valid counterplay and were just too full of themselves to use it.

    No, the arrogance is coming from the survivors who don't use their counterplay - survivors who are controlled by people like you.

    It's okay, kiddo, sometimes you can be loudly wrong.

  • "New Versus Game Mode"

    • 2 Teams of 8, 4 survivors/4 killers (why not just 1 killer that doesn't have to leave the match for doing well?)
    • Objective: Last Team Standing
    • 8 Generators spawn on the map
    • Generators completed by one set of survivors will allow killers on their team access to their perks
    • Survivors from both teams on one generator stalls progress, allowing counterplay against generator completion from survivors
    • If a killer kills an enemy survivor, both killer and survivor are removed from the match (I feel like this isn't a great idea)
    • The team with the most kills will thus end with the most survivors left, and that team 'wins'
    • That team may attempt for extra points by going for an exit gate
    • Some stuff about Hex totems (which will be made more complex once Boons get added)

    Not a terrible idea for a game in general, but not something which fits DBD imo. Large team games, in general, are awful to balance, and BHVR already can't do this well.

  • I mean.. Just make it the same thing as a flashbang. Momentary potential for stun, if you aim right, but you slow yourself down and it takes a few seconds to charge/aim.

  • I just pulled that move getting my Adept Oni. You have a surprising degree of motion, so much that I think a lot of people aren't playing to his potential.

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