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Laluzi

Laluzi

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Laluzi
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  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/254460/achievements-whats-your-rarest-your-hardest

    Hardest one I've done was adept Michael. I basically had no power, and the map was HUGE.

    Yeah, Adept Myers is painful because you're not really allowed to use your power or Chaser will come and bite you in the ass. Which is something I think they seriously need to look at when it comes to instadown powers. First time I 'got' it, I ended up flunking out from iris across the board and silver Chaser. So you're stuck playing an M1 killer with no addons that are useful to you and a handicap at the start of the match unless you really go out of your way to farm chases and let survivors pick each other up. Though having a tiny TR is nice, and Save The Best For Last really helps compared to some adepts that are basically perkless runs (Huntress and Wraith, looking at you.) I ended up getting it on Cowshed, of all of the things.

  • @AVoiceOfReason said:

    The 100 downs from 24 meters away as Huntress on PS4. It was abysmal. Had to do it again on PC but it was like 10 xD I was pissed.

    That one's nuts. I don't understand why it's five times more demanding on console... especially when it's already a difficult enough achievement with 20. Meanwhile some killers' personal achievements are just 'press M1 to hit a survivor a few times.' Eesh. Good on you for getting it twice (or six times, all things considered.)

  • "Repeatedly" means over the span of several games, not within one game. And things that provide a tactical advantage always have plausible deniability. Griefing typically requires postgame chat evidence to prove intent.

  • Spite. "You didn't kill me, so you didn't technically win!"

    Though if it's in a less the-killer's-victory-is-imminent scenario, it might just be to derank.

  • A killer challenge that relies on the survivors to bring and use certain perks is pretty bogus. DS isn't very common anymore and I'd have to tunnel players to even try to find it, and For The People is a meme perk that's only going to be used to any extent for another challenge in this tome.

    So no, I consider this undoable until I get Nemesis or Furtive Chase.

  • Yeah, I boggled at this one when I saw it. Looks exactly like one of those impossible parody challenges.

    I'm irritated because this is a Plague challenge... but the perks that enable it in any sort of controlled fashion, Nemesis and Furtive Chase, aren't her perks and I don't have Ghostface or Oni. They're not even in this week's Shrine of Secrets. So I just straight up cannot do this until I buy a new killer.

    Also pretty displeased to see 'hide within 10m of the killer' making its less than glorious return, though at least it isn't a do-in-one-trial this time.

  • @DecisiveDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237515#Comment_2237515

    I'm sorry were you in my matches I've seen killers using the aura reading with my own eyes so before you start calling me a liar remember my experiences are different to yours.

    You're missing the point. Of course killers use it for aura reading - they have it and they need a new target after they hook someone, so why wouldn't they? The thing is, if BBQ didn't provide bloodpoint gain, people would use it much less because other info perks are now equally or more worthwhile - Whispers, Nurse's, Thrilling Tremors, Discordance, Surveillance, etc. Killers usually like to run one tracking perk - zero and you can waste tons of time by being unlucky, more than one and you're sacrificing too much potential power for minimal returns. BBQ ends up being near-mandatory in the 'tracking perk slot' because it cuts the grind in half. Of course killers use it for the tracking... they didn't take BBQ in addition to their favorite info perk.

    BBQ's a pretty good info perk in that it provides info when you need it, but it is extremely counterable due to the way it gives survivors advance warning when it's about to trigger. Other perks are sneakier or provide information at different parts of the game. I think it's fine. I'd like it if there were more perks that offered double bloodpoints (with the assumption that they wouldn't stack with each other), but BBQ encourages healthy behavior from killers and I think it's well designed.

  • Farming's not bannable? Some survivors won't like it because they wanted to play a game and they might yell at you in postgame chat, but it's only report-worthy if you hold an unwilling survivor hostage - like constantly downing them for the rest of them to heal, and neither killing them nor letting them do gens.

    I tend to do endgame farming these days (play normal and then turn friendly after I get everyone on death hook), but sometimes there's a rift challenge that needs farming. When I want to farm, I usually locate survivors on gens, but when I find them, I stay a safe distance away and nod, spin around, or swing my weapon. The key point is not moving - survivors will bolt if they think you're chasing them, but anyone who runs off the gen and looks over their shoulder will see you not moving, so they might stop and then come closer to check it out. Once I've befriended the survivor (or they ran away anyway), I let them lead me around for a bit - if they want to pallet stun me, cool, if they just want to do the gen, I go to the next step of the process and find the next survivor. Once I've convinced 3 or all 4 of the survivors that I'm friendly, I can farm in earnest. Stuff like hook farming or repeatedly plucking a survivor off a gen/out of a trap and then picking them back up might get scared teammates to come over, since they can see the auras and tell that something's up.

    If I really, really cannot get anyone to acknowledge I'm friendly, I can try chasing someone, downing them, and then picking them up myself (like picking up and dropping until they wiggle off.) If that fails... either the team is really spooked or they know you're farming and have no interest in joining in, so you may as well play normally.

    If you find a SWF, you only need to show one of them that you're friendly for the whole team to come over, which is nice. SWFs are a bit more likely to want nothing to do with your farming, though.

    Some of my favorite killers for this purpose are Wraith and Pig. Wraith can just stand in place binging his bong, and Piggy has a universal language where if she crouches and spam clicks her ambush button, most survivors will come up to you and boop.

  • @Harold_Shipman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2238036#Comment_2238036

    Its no fun for many killers either, given it has the largest surface area of any map. Its certainly the most oni-sided map in the game.

    It has a high surface area, but extremely low relative distance. If you notice a survivor on Midwich or the Game, or even on the second story of the saloon or through the window of the coal tower, they may be technically 5 meters from you, but you need to take a 10-15 second walk to reach their location. Second-story buildings, fences, convoluted lines of railing like in Rancid Abattoir, maps that are elongated or have protruding areas instead of being a big square - all of these things make a map 'larger' to traverse than it really is. Shelter Woods' lack of structures makes it a straight shot from any point A to point B. Similar-sized maps like Disturbed Ward, Haddonfield, Swamp, and Gas Heaven all take more time to cover because there's buildings with narrow paths, walls, and general Stuff in the way.

    Rotten Fields is the same design philosophy, but at least the killer can't see anything on 75% of that map.

  • I was surprised they didn't touch it when they reworked MacMillan, and it's one of the reasons I have so little faith in the reworks. The map's got nothing for survivors - it's highly exposed and easy to see survivors from a distance, it's got no main building, it's got barely any pallets and most of them are in unsafe loops, it's got no windows outside of the jungle gyms and the jungle gyms aren't especially chainable. I've always considered it the most killer-sided map in the game.

  • I'd kind of fear such a perk because it's essentially a reverse Borrowed Time. The person you're unhooking is extremely vulnerable and you as the unhooker need to take a hit for them if the killer is right there. A perk that lets you run off at light speed after unhooking someone incentivizes the opposite - you get away cleanly and the killer's obvious choice is to go after their first victim again. Either you pair it with BT and force a lose-lose situation for the killer, or you use this to farm the hell out of your teammates and rocket away.

  • People still suicide on hook, there's just time to forcibly rescue them now. (Though suiciders usually just stand there and wait for the killer to get them again. Also, they end up taking a chunk out of benevolent emblems when they do successfully suicide because they take more than 10 seconds to die.)

  • @tippy2k2 said:

    I mix and match the rift cosmetics but I have no desire to pay money for special cosmetics to make my killer look different.

    I do feel like I'm the only one who uses the wooden puppet face on the clown. I always thought that was way creepy so I use the Mr Puddles Body with the Puppet Face since it clashes in such a creepy way...

    Good lord, that's horrifying. Well done!

    I only have two fully outfitted killers (that aren't just rift sets) - Plague and Hag. I'm really fond of them - both of them have three pieces from three different sets, but they go together so well!

    plagu.jpg haggu.jpg

    (I have a few more Plague cosmetics to mix and match, but that configuration is my favorite.)

  • I'm not especially great with Wraith, but I've had a lot of success playing him like Pig at small loops - you occupy the pallet so the survivor can't drop it, cloak, uncloak, and use the lunge to swing around the structure and hit them. Usually I fake out going one direction for a split second and then commit to the other. And if they're smart and run away from the loop, you just don't uncloak and chase them.

    The advice earlier in this thread is great, though - I'd already done that shack play with Wraith, but the TL wall is new to me and I'll have to try it.

  • @Keezo said:

    The hidden broken effect I think makes the perk ridiculous. Without the killer knowing you have No Mither, they have to presume that anyone not healing, has it, meaning they just... aren't allowed to snowball at all.

    If you want it to be hidden, the pickup has to go.

    Then there's the blood effect, which would be fine... if Twins didn't exist.

    2 effects need to go, so all you're left with is IW 1.

    By that logic, the killer can't slug because they have to presume everyone has to have Unbreakable. Or Soul Guard, if they're running a hex.

    It doesn't work like that. A perk that doesn't let you heal will never be meta, so the killer doesn't have to assume anything - they just do as they always do and figure out what perks the survivors have through context clues. Besides, Unbreakable is already meta, so it's not like this changes very much about the risk/reward of slugging except for that if a survivor's already picked themselves up once, there's no hexes in play, and they aren't healing themselves, you might still have to worry about further pickups. But that comes with the tradeoff that that survivor is going to be a perpetual one-tap, which is more than fair.

  • Because if you don't win the 'right' way, it doesn't count and you actually lost. Can't you read? Page 43 of the survivor's rulebook.


  • @CheeseAnton said:

    I honestly always hated the "YoU sTaRt OfF hEaLtHy" idea because that just doesn't make it No Mither, No Mither is a stealth perk that has a huge downside. For people like me who sometimes use it with Resilience, how am I going to use Resilience at the start of the trial, because that's what it has going for it and it shouldn't be taken away. I'm sorry if I sounded angry, I just hate how often people spread this idea, and I just hate this idea for a rework.

    My idea is to make it remove grunts of pain by 150% (so not even Stridor can detect it), and it allows actions not related to gens or exit gates (healing, sabotage, unhooking, vaulting, and chest searching) to be sped up by 15% (so it fits in more with King's perks of the guy in chase with Dead Hard, and it does Altruistic actions better for WGLF)

    No Mither isn't much of a stealth perk. Iron Will completely outclasses the less noise aspect and Lucky Break does the same to blood trails - less time but better effect. No Mither's most prominent aspect is the infinite pickups - as made obvious on how all other self-pickup perks have far more limited conditions on when survivors are able to do it - and that function is immediately hamstringed by the perk announcing itself the second the killer loads into the game, so nobody with a brain is going to leave a No Mither user on the ground unless they're memeing.

    "Start out healthy" isn't an unfair demand when it's the only way this perk isn't going to immediately shoot itself in the foot. If you want a stealth build, No Mither is not your cornerstone.

    Your rework sounds like a decent perk, but it's removing the utility that half the players who do run No Mither use it for because you personally don't use it like that. Which... may be a result of that being useless on account of, again, the immediate injury destroying that part of the perk. (But it's a tossup on whether I see it in Resilience builds or whether I see it in Tenacity/Unbreakable builds... or when I see someone with it who's just yoloing and showing off just how confident they are about chases, but usually people who run NM do so with a plan.)

    (And no, not being immediately injured doesn't break NM/Resilience builds, it just means you don't get Resilience straight off the bat.)

  • It's such a bizarre challenge. It'd be much simpler if it activated on every drop large enough to stagger your character, and not just ones above some arbitrary height.

  • I oblige them, but take pity on the other survivors, because it is absolutely not their fault one of their teammates essentially doesn't exist.

  • I'm fine with legacy charms that are one-time-only, but I'm sad there's some character dolls among them. I love Wraith and I really want his doll, but I wasn't around for that battle pass. I want a mini-killer for every hook and regardless of what's released in the future, unless they do repeats, I'm SOL on him, Spirit, and Huntress.

  • @ryzen0849 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233098#Comment_2233098

    I'm still really confused as to why pips are so important? Is rank really that big a deal?

    If you want an achievement, yes. Otherwise, no, not beyond what goals or expectations people place upon themselves. I'm never going to care about survivor rank again. But when I was going for it for a reason, the experience was exceptionally frustrating.

  • @fogdonkey said:

    Why is pip so important? You will get it back in the next match if you are good.

    For survivors, pipping up is pretty reliant on what your teammates do and what the killer does. Imagine a scenario where the killer gets two hooks, you don't unhook either of them, and then the third person the killer chases just loops them for days. Killer gets tunnel vision and doesn't break from them when they should, and gens fly. You now have limited options. Your altruism's going to be silver at best, probably bronze, and your evader is going to be bronze or null. Even with iri lightbringer and unbroken, you can't pip up in red ranks... unless you go and make things worse for your team by stealing the killer's attention and taking chase away from somebody who's clearly comfortable with the job. Or you can sandbag the looper and get them hooked so you can unhook and heal them for more altruism.

    Or you can be a good teammate and not do any of these things, and you'll black pip. But do you see the problem? To pip up, the killer needs to behave a certain way - they need to switch up their targets and move away from the hook to allow heals, safe unhooks, and chases to happen, and they have to fall in a zone where they are neither too good nor too bad - so they don't sweep you all by the five minute mark and you can have good chases against them that earn you Evader emblems, but they have to be getting hooks and doing damage to the team so that everyone can get adequate Benevolent.

    Meanwhile, you're guaranteed a depip if the killer camps or tunnels you out of the match within the first few minutes, if one or more of your teammates DCs/ragequits, if your teammates are stupid and get the killer an early snowball, if it's a tombstone Myers, if it's a basement Bubba... really, any facecamping killer ensures the rest of the team can't get points just by blocking off a quarter of the emblem system. If the killer is AFK, you can safety pip, but only by going up to them and sitting next to them for a minute. You're also unlikely to pip up if the killer is Plague because your only source of Benevolent points can come from unhooks you perform yourself, or picking slugs up off the ground - no passive team heal.

    I just got rank 1 as a solo survivor for the first time yesterday, and I'd been rank 2 for two whole weeks. Most games I black pipped, but for every pip up I'd manage, there was another game where I would depip due to factors usually outside my control. One choice example was getting bronze-silver-iri-bronze and 8/9 points to safety pip... because the Claudette I ran to unhook killed herself while I was coming to her despite me having a clear shot, the killer being occupied with the other remaining survivor, and the gates being powered. Her first stage hook suicide pushed me just below the threshold of silver benevolent. Then it turns out she only had 2000 points and didn't do anything all game. Another day, I played 5 survivor games, and 4 of them had somebody kill themselves or DC within the first 2 minutes. One game I depipped because the killer wasn't very good and my teammates slammed gens instead of unhooking me, so even though I was eventually unhooked and escaped, there wasn't enough left to do in the match to pip up (because gens were mostly done and there weren't enough unhook situations for me to tend to.) Three times I got to rank 2 4 pips, and the first two times that happened, my next killers were a Judith's Tombstone Myers (with one teammate that fed him immediately) and a facecamping Bubba respectively. No universe in which I pip against either of those. Luckily the final time saw me get two black pip games and then a pip up, and now I don't have to care about survivor pips ever again.

  • @Stryker said:

    Make(by default or by addon) him able to have his yellow and purple bottles, separated from each others, so you will have 4 yellow and 4 purple.

    This is a really good idea. Theoretically he could have better map pressure by hasting himself around the map, but nobody does this apart from trying to race to an exit gate because no Clown wants to be empty-handed when they do find a survivor.

  • David, Ash, and Cheryl would probably be the most dangerous killers out of our current cast - a vicious berserker with daddy issues, a dangerously practiced and self-interested 'hero', and someone who can project something dark and otherworldly. Claudette might be a poisoner, making various weakening or even lethal tonics out of her plants? Elodie becomes a sort of witch, using occult research, artifacts, and voodoo (well, not specifically voodoo, that's American and she's from Madagascar) to hex the survivors - so she and the Hag might trade places to a degree. Kate is a siren whose voice has lulling or damaging effects on the survivors - she might even have a mapwide song that's slightly directional but mostly masks her location.

    Wraith would make a cool survivor - his perks would involve hiding and alerting fellow survivors that the killer is coming, like how he used the wailing bell as a child. Trapper's best traits become enduring abuse and looking out for his friends... so he becomes the new David, really. Huntress would be a skilled solo survivalist like Jake. Plague would be all about faith and healing, so she might end up having perks like Quentin and Ace - passive heals and divine favor giving the team slightly better odds. Spirit wants to make the people around her happy, but has a temper, so she's probably team-oriented but has a 'fight back' type perk in her roster.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233000#Comment_2233000

    You are talking like all pallets are unsafe on Ormond. Ormond has some god-pallets. Ormond has some good loop walls. Ormond has shack. Ormond has main building. And add so much unsafe pallets. And this map is balanced huh? That map is still so bad for killers.

    I don't mind it. The main building is like Asylum - strong at first, but weak once you get rid of the two god pallets (which are both located pretty far from the entrance, so a survivor just making it to the building isn't going to reach either of them) and the breakable wall by the bar window. Because that main building is so centralized, you're pretty guaranteed to whittle its strong features down. Ormond's shack is located in the northwest(?) corner of the map, so it's rarely an option for survivors to run to and two sides are a complete dead end. Sucks when basement is in there, but once the gens near it are complete, it becomes a non-factor. Meanwhile there's a lot of zones with no visual cover, making survivors very easy to spot, and only weak loops around them.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232906#Comment_2232906

    Most of those Pallets are unsafe. If you get run around unsafe Pallets, this is on you, not the Map.

    https://forum.deadbydaylight.com/en/discussion/comment/2232911#Comment_2232911

    Fine in a sense that you can play Killer on The Game without that much issues. Like, the Map is not an auto-loss like some people want to claim it, you can win as Killer on The Game.

    And I cannot really give ######### to the Rework if the main problem I had with this Map (that it only consists of Pallets, which makes the gameplay pretty boring) existed before as well.

    That's not an argument, though. You can win as the killer on the Game? You can win as the killer on Haddonfield. You can lose games as Spirit and win them as Trapper, and survivors can get 4-man escapes on Shelter Woods. That doesn't put these things on equal footing. The problem isn't that it's literally impossible to win, it's that you are more likely to lose a match on The Game than you would be against the same group of survivors on Wretched Shop or Coal Tower unless you are playing a killer that can ignore or quickly eat pallets, because competent survivors can waste so much of your time with pallets you're obligated to break that the rest of them will have finished most of the gens by the time the map is something you can have chases on. It's a map where survivors have to screw up or spend significant time lost to give the killer a strong start; otherwise they're playing catch-up for most of the game. The Game is very survivor-sided in its current state, and whatever arguments are made against this, the fact remains that survivors avoided this map before the rework and suddenly really love using Jigsaw Pieces.

    Anyway, echoing that Ormond was the best rework - turned a heavily sided map into a more neutral one. It's still large, but its looping potential is a lot weaker and it has a lot of weak pallets that the killer is free to ignore once dropped. Many other reworks were largely cosmetic or didn't change the balance of the map (Shelter Woods is still ridiculously barren, Fractured Cowshed still has its god-tier chained tiles, etc.)

  • Yes, they're astronomically high. The prices are just baffling to me. Single apparel pieces costing nearly as much as characters makes no sense; they aren't nearly as much content as the character itself. The full outfit wouldn't be, and it can cost over twice as much. The fact that I can pay 9000 shards or 500 cells for the Hag and then spend 7200 shards or 400 cells just to give her a green claw is nuts.

  • I think the thing that pisses people off about new Wraith is that there's no way to make distance on him anymore. You can buy a little distance with a mindgame, sure, but if you really succeed and earn a big chunk of ground? He cloaks, Sprint Bursts the distance, and re-emerges at your location barely any time later. He is a lot harder to shake off than he used to be, so you're sort of stuck looping jungle gyms because his lunge can eviscerate small loops. He also gets more deadly over time as pallets dry up, since they're his strongest counter and he can force them pretty early.

    I do agree that people are overestimating his threat level, though. High mobility and high danger of being caught off guard and getting a free first hit, but still vulnerable to survivors being alert, gives tons of cues to his presence, and in a chase, he's the same M1 killer he always was.

  • It's possible - it just requires you to either not use Vile Purge very much, or get lots of extra hits on survivors that end up being healed away to satisfy Chaser (so noncommitted chases and slugs that end up getting picked up, but you still kill all of them at the end to satisfy Malicious.) There's a bit of farming necessary unless you play her like a regular M1 killer, because sickness damage events don't count for Chaser (and I'm not sure they count for Malicious?) and one-taps give half Chaser points as usual.

  • @Hex_Llama said:

    Actually, I had a few games where it felt like I was somehow always super far from a hook, and i thought maybe I was just not seeing them properly or something. /conspiracy

    Usually when that happens, there's a hook super close by that you just can't see the aura of. Unfortunately, you don't really have time to check when there's a survivor trying to wiggle off and all the options you know are there are a good 12-second walk away.

  • I don't know how they could devolve on the old design, but they did. Coldwind was never my favorite series of maps, but I didn't mind it, and I loved that eerie yellow glow of its unique brand of moonlight.

    New Coldwind? I exist in a perpetual state of confused blindness. Auras? If you squint. Scratch marks? Blend right in. Corn? Haha, no. Even hexes are barely discernable from dull totems save for their crackling. The only thing I like about new Coldwind is the new Thompson House - it has so much more character than the old one and it's a much fairer structure besides. Everything else is exactly the same as it was before, except harder to see through, with those new rounded high rubble loops that completely choke ranged killers, and with everybody's favorite addition of breakable walls. It being prettier doesn't remotely justify the headache it's become for me. Coldwind maps are my new least favorite draws as a killer, sitting neatly beneath Swamp, Haddonfield, and even The Game. I cannot stress how little fun I have on this map. As a survivor, it matters less that I can't see what I'm doing. As a killer... maybe it's just my eyesight, but I cannot deal with this map. The killer's visual aids were built for dark maps, not bright ones.

    I also hate that it's broad daylight from a lore perspective. Whatever happened to perpetual night? At least Glenvale is at dusk.

  • This would break so many good perk combos, meta or not, just by dint of things occupying the same slot. Like Enduring and Spirit Fury are great for pallet busting, but if they both fall under Brutality, you can't use them together. Same with, say, Agitation and Starstruck both falling under Sacrifice. Or maybe you want to use Undying, Haunted Ground, and Devour Hope, but whoops, they're all Deviousness, so it doesn't count.

    Definitely not a fan of killing flexibility. I'm also not convinced this would actually help variety even if perks were tweaked knowing they were unable to stack. You're going to see perks that are objectively the best at what they do regardless of whether or not survivors are allowed to run two of the same type or not.

  • I mean, if your wife wants to be nice, that's good for her. She doesn't have to be, and survivors shouldn't expect that, but mostly people should play the way that makes them happy. If she's doing this out of a sense of obligation, you should make her understand that she doesn't need to and survivors aren't entitled to anything, but if she's doing it because she likes playing honorably, cool.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230592#Comment_2230592

    Yes it is therapeutic and I have to get rid of these keys and hatch offerings. Less killers stick around or switch to survivor which leads to longer survivor lobbies it's beautiful...maybe the swf get introspective of I shouldn't bully to run killers away or maybe they don't...have you treated your killers in a non toxic manner today?😏

    Yes? I'm basically never toxic. Only situation I play nasty is when I'm killer and the survivors are very obviously BMing me - and I'm nasty to those survivors, not the next few crops I run into. If you were hoping to gotcha me and validate this idea that it's okay to be a raging ass because everyone is, you're going to be left wanting. Most players manage just fine without it.

    This idea that you're cleverly making things worse for survivors by directly making things worse for killers is pretty much the definition of cutting off the nose to spite the face. Joining in the toxic behavior isn't going to convince anyone to be less toxic. It's going to convince the killers you play against to be more toxic, which encourages the survivors they get to be more toxic. Et cetera.

  • About half the Tricksters I've faced since the initial wave in March have been pretty competent (speaking in solo red ranks.) They do often rely on proxy camping towards the beginning and the end of the game, though.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/253812/what-is-your-honest-opinion-about-lethal-pursuer

    I think its pretty strong despite what you'd think for a 7 second aura read once per game.

    Getting in too a chase as soon as possible is the most important part of killer. Any chaser killer will use this perk, whereas setup killers will probably stick to Corrupt/Pop.

    I've been trying just Corrupt/Pursuer and its been doing quite well.

    https://forum.deadbydaylight.com/en/discussion/comment/2231078#Comment_2231078

    You can use both and 90% of the time they'll spawn together or maybe spread out by your blocked gens. You can get a down before they even have 1 gen to 20% and that can do wonders for your game long pressure.

    Corrupt and Lethal sound like a really bad combo. Yeah, Corrupt hinders the rest of the team while you chase the first guy, but ignoring the fact where you're doubling up on the timed-perk problem that leaves you with two perks by the two minute mark... Corrupt makes survivors move from their initial positions. They will run around aimlessly until they find an uncorrupted gen, switching directions frequently as they run to gens and find them blocked. So you're pretty much gambling that one of them will spawn close enough to you - IE, not in corrupted territory - that the information you got in the first seven seconds is still valid by the time you run across the map.

    Without Corrupt, you can generally guess which gen a survivor will go to if you see their spawn. With Corrupt, they'll get lost, and it's less clear which gen they'll eventually settle on. It feels like you could pretty easily get no value out of Lethal Pursuer this way, especially on a big or indoor map.

    I feel like I'd get way more out of Corrupt Intervention and Discordance if my game was to do Corrupt with additional locational power. Better returns throughout the game.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230957#Comment_2230957

    To be fair people sometimes hideout corrupt this guarantees you get a chase early on pretty much.

    I run Corrupt often, and when I can't find any survivors within the first 60 seconds, I start looking around the corrupted area in brief forays (because part of it is that survivors generally don't want to get near your terror radius if the four open gens are close to each other, and if you give them an opportunity, they might bite.) It's true that Corrupt Intervention won't always give you a solid early game, but it still performs its job in wasting survivors' time so they don't go on their initial gens, discouraging them from doing objectives and encouraging side objectives, and shrinking the size of the gen area you patrol at the start. Either survivors don't touch gens or you meet them early. It also continues to apply to survivors no matter what you're doing and whether you're hard committing to chases or prioritizing your patrolling.

    Lethal Pursuer lets you scatter an initial group and chase one person, and... that's it. Everyone else can go back to their gens - possibly a different gen so that your initial information is no longer valid if you need to switch targets, possibly the same one because they have no reason to care. Your value is now entirely reliant on how quick or drawn-out that first chase is - is the area you found them in pretty empty or is it laden with pallets? Did you go after a noob or a 2000-hour rank 1? This early in the match, you haven't observed anyone, so you don't know who's a strong looper, who's running Dead Hard, etc.

    I can see the perk being useful for killers who can make especial use out of immediately knowing where survivors are - Myers to escape T1 asap, Ghostface to get a ton of 99s, Huntress to cross-map snipe, Plague if she's running a Corrupt Purge gambit - but generally I just don't see it being worth a perk slot when there's so many good perks that will give you value throughout the match instead of just saving you a small but variable amount of time at the start.

  • It needs to do more than what it does and have some kind of weak secondary effect. You can do cool things with it, sure, but having 3 perks 7 seconds in just isn't tenable. It's not like it guarantees you an early down, which is what you need - Corrupt does way more for the same sort of perk concept.

  • @Regulus47 said:

    One of the strongest killers in the game. He's got no counterplay and gets free hits at every window and every pallet without any way to prevent this, and aiming his laser beam takes no effort or skill whatsoever. You could train a monkey to do it. Not only that, but his cages let him tunnel extremely easily and kill somebody in under a minute. His add-ons are also not terrible, he's got some really cool and interesting ones like the undetectable one and the aura reading one, not to mention overpowered ones like the range add-ons that remove his one weakness, getting out of range of his laser.

    He needs a full rework, or at least a nerf. At the VERY LEAST he either needs to be 4.4m/s, or the laser needs to not go through walls. The laser not going through walls is probably the less controversial one, because it would kind of fix the guaranteed death.

    Pyramid Head is like old Legion. You WILL get downed very quickly and there's nothing you can do about it, and the only reason it's not complained about more is that killers rarely play him for some reason.

    All I have to say to this is... have you played Pyramid Head? He sounds stronger on paper than he is in your control. Aiming Punishment of the Damned is way harder than it looks. It's telegraphed and narrow. Survivors can juke the hell out of it and you get your hits with it either by doing it when they're locked into an animation, or when you predict what they're going to do. And if you run for windows and throw pallets while PH is right behind you, it's your own fault as a survivor for not correctly recognizing the strengths of the killer you're up against. It's like trying to pallet camp a Nurse or Prove Thyself against a Legion.

    His cages mainly counter a perk that isn't meta anymore and give would-be tunneled survivors a very good chance to get away by spawning far away from where he caged them and not showing PH where they are. I cannot even begin to count the number of times PH caged someone and they spawned right next to my gen. The distance alone makes your 'under a minute' situation virtually impossible unless survivors just stay and heal at the cage location each time, then don't try to run away when he shows up on the scene.

    His addons don't help him much. The range increase is his best, imo. The aura and undetectable are both fiddly to set up and rarely give you any value. Same with the increased killer instinct or anything pertaining to his trails; they're all lackluster.

  • So... in order to protest survivors treating you like crap, you're going to go and treat more killers like crap? That makes no sense to me. "I'm so mad you kicked me in the shin! I'm going to kick four other people in the shin now."

    Congrats on becoming the problem, I guess. There's nothing laudable about what you're doing.

  • A couple of days ago I faced a Plague in one of the most brutal slugging games I can remember. It was just a sustained assault - you'd go down, she might hook you, but the second you'd get picked up or unhooked, she'd be right back on the scene with Corrupt Purge. We cleansed liberally to try and stay alive, she kept drinking up, I spent at least a quarter of the match facedown in the grass, and there was rarely a time where only one teammate was on the ground. This went on for... ten minutes? Ish? Until she finally yells at me and a nearby Feng and leads us over to a fountain, because despite only attacking survivors in groups or to create bait for a future group and basically always having Corrupt Purge, she didn't get a single double hit.

    Funnily enough... I've also had survivors that, as soon as I turned friendly as a Plague for unrelated reasons, led me to a fountain, asked me to infect them so they could contaminate it, and stood there for me to hit. I think it's just universally understood that this challenge is bullshit.

  • This is just begging for troll squads to quad run it with sabo boxes or styptics and petrified oak, so you have three survivors running around you at 121% speed, baiting lungeless hits and blocking hooks while the carried survivor wiggles off at hyperspeed. I am very glad Breakout doesn't stack either of its effects, because they would turn nutty very fast.

  • Oof, I hate when this happens. At least you were able to give the random the karmic intervention they needed. Once I had a friendly game as Huntress - I brought BPS and mostly just wanted to practice my aim. Three Kates and a Bill. The Kates all reacted to my friendly overtures as a hivemind, but the Bill needed coaxing on his own. Alright, SWF and a solo. At one point the Kates gesture me to a hook and I figure they want hook farms, so I hook one of them and they unhook. They point to Bill, who's just sitting there placidly, so I hook him next.

    They won't touch him. They just fake out unhooking him and tbag, and after half a minute of this they wander off to a nearby gen. I shake my head no at them and eventually pluck one off the gen to bring back to Bill - I wiggle them off next to the hook and kebab poor Bill to get my point across. No dice, the Kate just runs back to the gen. I do this again to the same result, and Bill dies on hook.

    I was going to turn hostile at that point because I was really upset about that, but another one of the Kates had built me a shrine of items and I was just disgruntled and confused, so I waited out the rest of the match to ask them why the hell they let Bill die. Their response was "bill stinky" and "haha no boys allowed."

    Poor Bill. They did grandpa wrong.

    Come to think of it, I had a Hag match yesterday where I turned nonhostile towards the end (Steve was gesturing in chase so I started doing silly ######### back and it eventually turned to friendliness), and the first thing he and Claudette do once it's been established I'm not going to attack them is lead me to a locker with a Bill in it. I just let Bill step out of the locker since I don't like when survivors react to a friendly killer with sell-outs, but Bill was pissed in endgame chat over it.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/253690/killer-perk-buffs-blight-trickster

    These are all great, but Blood Favor just shouldn't be a hex at all.

    And it should have a cooldown, even if it's a negligibly short one.

    A big part of the reason Blood Favor sucks is because 16m doesn't stop survivors from using pallets on the next tile over; it'll only stop a survivor from dropping a pallet on you that they were camping or unsuccessfully running towards. Increasing the range to 32m actually does a lot for the concept by weakening any loop the survivor tries to run to rather than weakening the loop they're running away from. I'd tentatively think the buffed version is worthy of being a hex, though I'd want to see how it plays first.

    Really like all of these! Except for perhaps Crowd Control? I think I'd rather increase the time a window is blocked so that looping around a longer structure doesn't wait out the perk. So like 30 seconds instead of 14. Making it a few windows at a time sounds great on paper, but SWFs would be in a great position to bypass the perk by having teammates fast vault nearby windows while the killer's in a chase and removing the block on demand.

    I'd also be fine with seeing Coup changed back to 100% lunge, no speed boost necessary.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2229522#Comment_2229522

    Well, Old Lery's was my favourite map for a very long time so I am okay with indoor maps. But Dead Dawg...oh, Dead Dawg is painful.

    I wouldn't hate Dead Dawg if it didn't top the charts for 'most breakable walls I absolutely need to remove at the start of the match.' Seriously, it's mandatory that I walk to the saloon and break the two window walls before I even try to find survivors, and shack as well.

    I admittedly really like being able to nerf shack, but that's because I'm terrible at looping it otherwise and that one is so close to so many gens. There's always at least two gens within 'I saw the killer and I'm going to run to the nearest tile' distance, sometimes more.

    As a survivor on that map, I just feel hella exposed. You're never far from the killer and the outer ranges of the map serve no purpose save for urban evaders.

  • Being tunneled, especially by a tilted or less proficient killer, gives you a lot of potential power, sure. But it can't be the power role because you aren't the one dictating the course of the match. Yes, you're looping them like a god when you could be going down in ten seconds (which... is what will happen to most people in this role), and you're buying your teammates several gens, but the killer has the power to abandon you at any time, and there's nothing you could do to make them continue chasing you short of offering a free hit. They're the power role in this scenario, they're just making bad decisions in committing to a target that outclasses them.

    Being in the power role means the other side's gameplay is reactive. Being tunneled is reactive, not proactive - you don't have the option to do anything but keep running away, and the killer always has the option to go 'this survivor is too hard and I'm wasting time' and can quote-unquote counter your looping by giving up and finding someone weaker.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2228843#Comment_2228843

    Imagine feeling threatened by some avatars wearing god forbid some skins

    Sure. Have fun complaining about nobody wanting to play with you.

    I'm here for fun. I'm not particularly skilled at the game and I like to mess around and try new things. I don't really pay attention to skins unless it's a Dwelf (since that's the national animal for nasty players) - P3, bright clothes, Blendette, whatever. But if the survivors have matching names, so free comms on whatever I do, and are equipped with items that are going to neuter my current build or killer, I'm not going to have fun - doubly so when kitted out comm SWFs are a dozen times more likely to BM me and taunt me than anyone else - so why should I have to play with them? They can be someone else's problem, ideally somebody who's more willing to play cutthroat than I am.

    If you queue up for DBD geared up like you're preparing to fight a war, you can't really complain when you get a parade of mother-daughter Stridor Spirits. It's just the other side doing the same thing as you are.

    Or really, you can complain about whatever you like, but it's not going to change the fact that the way things are set up, some killers are going to skip you when your lobby sends off a bunch of warning signals. Either they have the power to get back on even footing with the perceived sweat level or they're going to bail. The result is generally going to be the same - your lobby looks strong, you're going to face strong killers more often than not.

    Belittle me all you want. I'll be over here having a good time.

  • @nursewannabe said:

    Yeah i don't want to go back to those times were some killer would just switch to a stronger one with stronger builds just because they suspect they might be against a, may jesus forgive me for saying this word, swf

    Yeah, so instead, your threatening-looking lobby gets dropped seven times in a row before the game finally finds a killer who either feels prepared for it in their current state or just doesn't care. Fun waiting times, right?

    If I'm playing Hag and I see a single flashlight in the lobby, I dodge because my options are Franklins (which I don't find fun and don't currently have on her anyway) or risk barely having a power. I'd play that lobby if I could do virtually any other killer, but since I'm locked in, I'm out. The same is also true to a lesser extent with Wraith and flashlights and Trapper with maps, though really, anyone wanting to play with a hex build isn't going to like seeing a map in the lobby.

    And if I'm just trying out Demo for the first time and don't even know how to use a portal yet, or I want to try this weird Trapper build with no trapper bags, and I get four people with coordinated names and four toolboxes? Yeah, no. If I was playing a killer I was more comfortable with, I'd give it a shot, but as it stands, I'd be setting up for a 4-minute match where the survivors end up really obnoxiously baiting chases around the exit gates just to get some boldness points out of the whole fiasco.

    Killers still have the freedom to choose whether they want to play with you in their current state. They just don't have the option to switch to a different killer, so their choices are to go ham with perks/addons or to ditch you.

  • @deckyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2228379#Comment_2228379

    just to double check, are you aware that this change will also make moris basekit? they'll be present in every match no matter what your offering is, which is the big part of why survivors are being given the secondary objective to do.

    also, i don't think this is going to affect Devour Hope at all. DH doesn't "enable the ability to mori", it "allows you to kill survivors by your own hand". so i wouldn't worry about DH in all this. well, i would, but that's because of counterforce, not because of the upcoming mori change.

    But a mori is killing by your own hand. Like, that's what it is. That's the description of every mori, that's the interaction it opens. A mori offering lets you do this after two hooks and the survivor's downed, Devour Hope lets you do it when you have five stacks and the survivor's downed, Tombstone Myers lets you do it when you're in tier 3 and the survivor is not downed.

    I'm not seeing the evidence that moris are going to work the way you're postulating - this is extrapolation based on context clues. Making them basekit isn't the problem, it's this allowing survivors to deny it if they don't want it business that has me confused and concerned. I fundamentally do not see why survivors should get a say in this, seeing as they don't get a say in anything else the killer does. Nor do I see why survivors would want to do any distraction activity to prevent a mori unless moris themselves were more impactful than they are now.

    I can't stress this enough. Moris in their current state barely do anything. You haven't been addressing this at all. There's no incentive for the kind of slowdown you're suggesting. Even if I'm running DS, or Flip-Flop/Power Struggle, the odds that I'll end up in a situation where these perks could have saved me if I was picked up are low and unlikely to justify taking action unless that action is so quick and conveniently located that it's not a significant detriment to gens, whereupon the slowdown factor doesn't exist.

  • As survivor: Team-oriented. I bring perks like Prove Thyself, Kindred, and We'll Make It, and gun for safe unhooks where I can heal you up after and breaking future 3-gens while the killer's occupied. If the killer interrupts an unhook-heal, I offer myself up as a free hit and take them away from the unhooked survivor.

    As killer: Everyone gets a chance to play and everyone gets sweet bloodpoints. I avoid tunneling and switch up my targets whenever I have the choice to pick between two. If I see a survivor got left on their first hook to progress to second stage, the next time I down them, I'll leave them as an apology freebie. Though oftentimes I won't death hook anyone and just leave people slugged for teammates to pick up at that point. If I really dominate the match, and the survivors weren't BMing me, I just start memeing. Other than that, I usually don't commit to chases for too long, I abandon TL walls and shack if the survivor proves to me they know what they're doing, and I respect the hell out of pallets and break them unless there is zero use survivors could get out of that pallet later. (With the caveat that once survivors expect me to respect pallets, I'll switch it up and start lunging.)

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