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Laluzi

Laluzi

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Laluzi
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  • @deckyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2228113#Comment_2228113

    the way they phrased it makes it sound like survivors will be getting a new objective in order to prevent you being able to mori, rather than you needing to do a secondary objective to gain it.

    specifically they said that survivors will have a choice to engage in that part of the game or not.

    so with that in mind, take a deep breath and wait for more information. i have a sneaking suspicion that this is going to be a two way survivor nerf coupled with whatever changes they have planned for keys.

    That just sounds like it's going to make getting Evil Incarnate and Blood On Your Face even more difficult than they currently are. No matter how well you play and plan, survivors have the ability to hard block you out of spite. And spite motivates much of the decisionmaking once a team has realized they're going to lose.

    Unless this change is somehow going to buff moris so they're more impactful than they currently are - like returning the 1-hook requirement, which I can't see or want them doing - this just doesn't make any sense to give survivors more of an ability to deny it. There's nothing about it that needs denying. It's a death hook, just cooler, and I completely fail to see why survivors should get any choice in whether they die to a hook or the Clown getting a McFinger.

    Unless it's just meant to wreck Devour Hope, now that I think about it. If you can't find the totem, just run off and do your anti-mori thing, now it doesn't matter if the killer gets more stacks or not.

    Editing to your more recent post, destroying a hook is almost inconsequential unless it's right next to the gates or the survivors used petrified oak and you're in a particularly bad area. I have over 1k hours in the game and I can count on one hand the number of times a broken hook from a previous sacrifice has prevented me from hooking someone. (It's twice. That's it.) Moris do not have an impact on the game that merits allowing survivors to prevent them.

  • @CLB198 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2228337#Comment_2228337

    They also said that if the survivor does not want to be Moried they cannot be.

    The hell does that mean, though? It's not like the killer needs the survivor's permission to camp them or tunnel them or remove them from the game at 5 gens, and I care way more about that than I do the killer doing a cool death cam on me. Why should it matter what the survivor wants? The only reason for a survivor to deny a killer a mori is to try and prevent them from getting an achievement, or force them to pick them up because they have a perk they can use to get out of the situation.

    That whole part of the stream was just bizarre. I am not following their understanding and design philosophy of moris at all.

  • I'm baffled that they consider moris toxic at this stage. Moris are just cosmetic. They can avoid a DS or a flashlight/pallet/sabo save - all of which a smart killer can avoid anyway, just with additional time or effort. Other than that, they have no effect on the game; if you can be moried, you were dead anyway.

    Though if they remove moris, they'll create an achievement that's unobtainable. With moonlight offerings gone, ebony moris are the only remaining iridescent offering. They're certainly not worth being an iri at this stage, but the fact remains that they're the last one standing.

  • Well, probably Fixated (I focus deeply on whatever's caught my interest or whatever task needs doing), Empathy (I'm pretty sensitive to how other people feel and try to do unto others), Autodidact (I don't have a great knowledge pool to start, but I learn very quickly) and Pharmacy (does a prescription count as a green medkit?)

    But can I have Infectious Fright as a survivor perk? Not to help me or anything. I just make loud noises when I'm startled.

    I might also have the Oblivious status effect permanently applied.

  • Normally I'd advise you not to pet buzzards, but hey, if it works out...

    Really, though, I love Wraith. He's one of my favorite killers to meme with because of his bing bonger; he's naturally built for it because he comes with a really obvious cue when he's trying to be funny and non-aggressive. People are wary of him now after the buff, but I still have plenty of fun playing normally and then busting out the meems once everyone's on death hook or the game's towards its end. Some of my favorite Wraith things to do are:

    -Follow a survivor around cloaked, uncloaking just far enough for the bell to ring once, and keep doing this. Just be their partially invisible personal soundtrack. This is way funnier if you've been playing the match normally until that point, so they're expecting you to be hostile. Continue for as long as it takes them to figure out that you're not attacking them, or until the heat death of the universe.

    -Similarly, follow a survivor around and just keep getting in the way of wherever they're trying to run, invisibly.

    -Stand still in front of a hex (that you know survivors have noticed, or you'll be waiting years) or exit gate switch cloaked, and wait for a survivor to bonk into you. Usually they're confused for a couple of seconds, trying to move around to get the prompt, and then they hear the growl and either freak out or start pointing.

    -Trap a survivor in a corner, politely bing the bong to inform them of their predicament, and re-cloak and leave.

    -If the stars align and send you to Gas Heaven, man the retail shop. Just because Philip's in the realm now doesn't mean he's unemployed. Hit survivors that try to go behind the counter; employees only.

  • Maybe take a step back and reload those sweet tonics? It's not like the any other killer is large enough to fit the Clown-sized spot in your heart. Nothing wrong with migrating around a bit to return to the One True Main later, when they start to get stale and Mr. Puddles is ready to lumber across the map again. You do sort of recalibrate the way you play a killer when you put them down for a while; you're more careful about it at first, where excessive comfort with a character can lead to getting sloppy or making overly daring plays.

  • I never understood how somebody could get catharsis by being nasty to a different person than the one who made them upset to begin with. Like, I get being in a bad mood and lashing out at the next person unfortunate enough to cross your path, but setting up for targeted cruelty as a means of venting when you know full damn well what you're doing? I'd just feel like a scumbag.

    I like to play this game pretty chill. I'll turn relentlessly nasty against a team that wants to click and tbag and bait me, but if they all get away and I don't get my justified payback... what the hell did the next group of survivors do to deserve my ire?

    There's nothing laudable or healthy about taking your anger out on a third party. You're just spreading the same disease you caught when another player was a dick to you for no discernible reason and said "no, you're not having fun today." Whether or not it was cathartic for them doesn't matter to you, and whether or not this is cathartic to you sure as hell isn't going to matter to the survivors dying in a pile in the basement. I guarantee you some of them are going to be the ones coming here to whine about how killer mains are scum and tunneling needs to be removed from the game.

    Go ahead and do whatever you want, but don't delude yourself into thinking you've stumbled upon anything helpful here.

  • I think Wraith has one of the best sets. Very few weak ones, lots of different gameplay styles supported by mixing and matching, and he can really afford to play with them now that he's not addicted to Windstorm. Same with Doc, he has lots of fun spins on his power, though many of his are functional clones of each other for the effect you get in game. Spirit's are just nuttily helpful. Huntress has a lot of fun ones too - Plague's aren't the most exciting until you get into the iris, but they are all noticeably good. Hag has amazing browns through greens but really iffy purples and iris that are either super good or super bad, no in-between. Still, I wish every killer had a brown through green game as good as hers - they really improve her stats and it feels so good.

    Kinda noticeable that more recent killers often have more cautiously designed, less incredibly helpful addons, though. Not always, but often.


  • @Northener1907 said:

    I only breaking 2 walls on this map. One on shack, other on main building near to windows. Thats all. Why you are breaking all of them lmao? Some of them dead traps for survivors.

    There's three main walls I want to break on Dead Dawg. Shack, the one on the main building ground floor next to the window, and the one on the main building second story above the bar (which is also next to a window.) The first guts the shack and the other two remove an infinite loop.

    There's a lot of breakable walls on this map you shouldn't be breaking, especially the saloon backrooms which will actively help the survivors if you do, but there's plenty in the RNG-ier buildings opposite the shack and saloon that are next to windows and are useful to break, just not as hardcore necessary as those three.

    Mostly I think breakable walls are stupid and implemented stupidly. Most of them are just infinite loops that the killer has to go to at the start of the match and defang, or helpful openings for survivors that you should never break. Saloon's one of the few maps where there's middling ones that you could take or leave and both are a valid strategy, but even so, giving the killer extra chores if they don't want to get 5-gen looped around the same building and disguising it as additional dimension of gameplay is still bad.

  • I love the zombies! There's something magical about watching them shamble around the map. Makes DBD feel like a whole new game.

    Plus it's nice having mini killers to annoy survivors off gens for a little while.

  • It's super fun, but the problem is that survivors learn this one immediately. It'll trick people maximum of 4 times, once if it's a full SWF. They'll still touch the gen if it's one with a lot of progression, but they'll check for you nearby or tap it and bolt, and they might wait out Dragon's Grip before returning to it. So in the later game, it's more that you get Undetectable for a while and good regression, and Trail of Torment doesn't get turned off as enthusiastically... or they just designate their injured players to be the ones tapping gens.

    Still hella fun, though. That synergy.

  • Plague for me. Wraith was second.

    Survivor was Claudette, then Jane, then Dwight. That's currently all of my P3s (only had the game for a few months.)

  • Yeah, I still see people saying moris are toxic and freaking out when a killer brings one. I'm a little baffled that the devs still consider moris a problem. Granted, I think their current state is bad - they're just cosmetic, they don't do anything to merit being a rare and expensive offering - but them agreeing that moris are toxic at this stage is just bizarre.


  • @velosinhooo said:

    https://forum.deadbydaylight.com/en/discussion/253300/perk-wise-is-yun-jin-lee-really-the-worst-survivor

    Ace Visconti is the worst survivor when judged by his perks, Yun Jin Lee has the exhaustion perk that is not that bad but also not that good, the Self Preservation is very occasional as it only works if you are in chase and someone bodyblocks a hit for you, then you leave no scratchmarks and the Fast Track, it is a meme gen rushing perk as you are able to use the Brand New parts without having it and you can combo with resilience, spine chill, fast track, stake out and someone other then you with prove-thyself, you can complete the gen way faster then with the brand new parts if there are 2 guys with prove-thyself( 1 buffing 3 guys and the other buffing the first guy).About Ace Visconti, he has a semi Iron Will built in, his perks are, Open Handed, increases the aura reading ability for survivors by 16 meters, Ace in the Hole makes you get add ons on your plundered item( you can check the table of drops here: https://deadbydaylight.fandom.com/wiki/Ace_in_the_Hole#:~:text=Ace%20in%20the%20Hole%20allows,Item%20has%20equipped%20upon%20escaping.&text=of%20all%20Survivors-,Lady%20Luck%20always%20seems%20to%20be%20throwing%20something%20good%20your,Very%20Rare%20Rarity%20or%20lower. ) and last one is Up The Ante, another meme perk that combos with the luck set up, usually used by players that are ghosting the killer that have Devour Hope so they can get out of the hook without having Deliverance. I really hope that this helped you in some way to decide which one is the worst survivor in the game when ranked by perks. Peace out :)

    I'd argue that it's Quentin, not Ace. Up The Ante is worthless. Luck is a joke. Open-Handed doesn't do anything for him if he's going au naturale with his perks, but if you're not doing Adept Ace, then it pairs wonderfully with perks like Bond and Kindred, and applying to the whole team is a nice bonus. Ace in the Hole also isn't bad. Opening chests is a bit of wasted time, but the items you'll find will be way higher quality than the usual - medkits with bonus heals or even a styptic, toolboxes with extra charges, keys with aura reads or that you'll keep after the trial no matter what, etc. It's also the only thing you can do in-game to actively build up your addon stock, so that's nice. It's not a good perk, but it's got its uses. So for Ace, 1/3 garbage and 2/3 meh.

    Quentin's perks are a bit more garbage than that. Vigil doesn't shave off enough time to be worthwhile and the only effect you'd care about with it is Exhaustion. Wake Up doesn't do enough for what it is - if you last that long in the trial and you're the one in position to open the gates, great, you do it 3 seconds faster. Could possibly save you in a last-man endgame collapse scenario and that's it. Sure, your teammates see where the gate is when you're opening them, but they already get that info when the gates are powered. Pharmacy is the best of the lot, and it's really just what it says on the tin - you open a chest and get a green medkit, which is a quick self-heal. Great? It does have uses, but you'd be better off just bringing a medkit - it's more reliable. I give Pharmacy points for the situation you want to bring another item but want a reliable heal too, but considering the effort to find and open a chest, Self-Care is going to be the better option in nearly every way. Pharmacy's best use is just getting your character a lot of green medkits, which you can then bring later without using Pharmacy.

    So that's 2/3 garbage and 1/3 meh.

  • Plague's always been my main, though I played a lot of Wraith too back before I'd unlocked anyone and just had Plague, PH, and the basics (I bought those two DLC with the game.)

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2224099#Comment_2224099

    While that's a fair argument, it's not a good enough one to keep the terror radius increase in my opinion, as you have to run 2 perks to make this work.

    Few killers run Starstruck and what I noticed when using it with Agitation is that survivors are wary of it and try to stay out of the terror radius.

    https://forum.deadbydaylight.com/en/discussion/comment/2224815#Comment_2224815

    And why is that relevant? You are carrying, other than with Starstruck, an increased terror radius does not benefit you in that state whatsoever. Distressing on the other hand works all the time.

    It's better than Distressing because it's only active when Starstruck is. Distressing is a hindrance when you aren't currently getting value out of your only-in-TR perk; survivors will start running away from you sooner and you're less likely to find anyone there when you reach a gen. Distressing also gives survivors accurate information on whether they'll be hit with Starstruck - if they're in the TR, they have to get out of it. With Agitation, they can think they're probably safe, and then you pick up the survivor, your TR grows, and Starstruck bonks them.

    I can't stress that enough - Distressing, on its own, is a horrible perk. It's bad. It hurts the killer in exchange for bloodpoints you could have gotten anyway. The only killer who gets basekit usage out of it is Doctor. Everyone else needs a perk to make Distressing worthwhile.

    Agitation/Starstruck is very good because you can move across the map a bit and expose people with a larger TR, a longer wiggle timer, and a faster move speed. I see no reason to remove the terror radius increase - you generally don't care about your TR while you're carrying someone, because you're not trying to find survivors during that time. If it offers synergy with other carry perks, awesome.

  • I want a completely healthy Plague - and with her original face render used, because the one in the Maiden Guard looks more like Meg than Adiris. I also really want Robert Englund Freddy.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2225450#Comment_2225450

    I did the same, still do!

    It's why I never run Sprint Burst, I run around the map too much as it is.

    I recently went back to Meg to clean out her items before I prestige her, and I'm coming to really love Sprint Burst! I don't particularly go out of my way to preserve it unless the thing I want to reach is a very short distance away. Mostly I find it useful for working on gens - I'll usually have it by the time the killer shows up, and the head start is great. It's also not a bad anti-tunnel perk because it reactivates when you get hooked, so if somebody unhooks you close to the killer, you can rocket off and the other player becomes a more appealing target. I've also had the same thing happen when being picked up from a slug. Not the most altruistic playstyle, but half the time in solo queue it's tit-for-tat with the way your teammates play, and if the other player needs to avoid being hooked more than I do, I can still bodyblock for them.

  • Dead Hard - I got it fast because I wanted to level up David for We're Gonna Live Forever. It was also the most intuitive to use, since you just press a button when you want it. (Whether I ended up exhausted on the ground is another story.)

  • No, Fast Track and Smash Hit are both pretty decent. Steve, Quentin, Ace, and Ash are all bottom-tier picks with their native perks, and Leon might be joining them in that pile pretty soon.

  • @Bonquiqui414 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2223327#Comment_2223327

    I personally think if you can see through walls there should be some sort of drawback. I get those two are bad but it’s for a reason

    Eh. Drawback, yes, drawback so bad that nobody touches the addon outside of meme games or weird livestream builds, no. Addons should never take more than they give. I don't get why every killer has to have a useless brown meme addon, but at least they're supposed to be like that. When you get purples and iridescents that are in never-used territory because they cause worse problems than they solve or grant virtually no benefit to the killer? That's not balance, that's bad design. They're clearly not supposed to be like that.

    As said before, nobody uses Amanda's Letter because it guts the bigger part of her power, and while Jumpscare Myers is a fun build, it pretty much has to be used in indoor maps because Myers cannot catch up to anyone like that, much less loop them. 105% and no lunge - on an outdoor map, he's never going to touch a survivor who's paying attention to their surroundings. It's always Lery's or Hawkins offerings with Spooky Myers because he's hobbling himself otherwise.

  • It's a pretty strong addon by today's standards, but that's because addons have been getting weaker and more cautiously implemented. Take a look at Billy's addon pass as an example - near-everything that gives him something noticeably good now takes something important away. Good steering? More penalty. Faster chainsaw? You're a 110% now. I don't like this and I don't think this should be the standard... but by that standard, 12m wallhacks when you're not in a chase doesn't add up.

    I'd rather not see it go, and I quite like the effect it has on the game - and of course the tradeoff is that he can't use it while actually chasing someone, only locating - but I can see how it doesn't line up anymore. Pig has the same addon as an iridescent with a load of drawbacks that make it basically not worth using. That power level sure as hell isn't the right answer either, and I'd be horrified if they made that the standard, but Wraith might need the power or versatility of his reduced. Possibly a slowdown to uncloaking, so that its use is less oppressive and he can't use it mid-chase once at certain tiles?

    But I'd hate to see it completely removed or reworked - All-Seeing Spirit, too. I think Wraith has one of the best addon sets in the game. Simple enough to be easy to understand, lots of varieties, lots of different playstyles. Few that are actually useless. Him being able to wallhack suits him perfectly - it's the magnification of all of his perks. He's meant to be a tracker.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2222419#Comment_2222419

    https://forum.deadbydaylight.com/en/discussion/comment/2222427#Comment_2222427

    There's a difference between clicking the Leave Match and crashing/disconnects.

    Remember who the Devs are.

    ...

    I can't even. I truly cannot even begin to even.

    Shouldn't that be the exact opposite...!? Why on earth would you have a difference here if your official stance for DC penalties on crashes is that you can't detect the difference, and then punish it backwards?

    Shaking my head right now. Just, what.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2223093#Comment_2223093

    Targeted harassment is nothing new, it's always been in the game rules, if someone specifically targets a player in multiple games in a row, griefing and verbally attacking them, then it's targeted harassment.

    Once again if you want to tunnel everyone you see, it's not against the rules.

    In regards of the second part of your post, smack talk and verbal abuse are different things, if you call someone bad you are not going to get banned, trash talking in a multiplayer game, as childish as it can be, is something you kinda expect.

    Of course if you think something crossed the line, feel free to report and the ACMs will judge if it's enough or not.

    Thanks, that explanation does clear things up. Chat evidence being the lynchpin of targeted harassment makes a lot of sense, especially since it will always come with its own admission and context (such as any reason why player A is targeting player B - it might be that they're both in the wrong.) I suppose that puts console players out of luck, though.

    That's also pretty relieving to hear in regards to the upcoming autoban system, because I think a lot of people don't actually understand what BHVR considers bannable behavior - which is why heightened sensitivity to volume of reports is scary, because everyone gets reported for everything under the sun here. (And I agree with that verdict, for what it's worth - I have a marked dislike for people who enjoy putting down others, but I would have been pretty disconcerted if the game would have booted you for typical comments section behavior. 'Insults' was just... very vague. Too vague. That may need to be changed for clarification.)

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2223031#Comment_2223031

    While the autoban feature is still being developed and we don't have details to share yet, you can be assured that as long as people play within the game rules, they won't get banned.

    You can check the game rules here if you have doubts: https://forum.deadbydaylight.com/en/kb/articles/139-game-rules

    I'm still rather confused that the bar for harassment seems to be set much lower as long as you're doing it to the same person, and that it seems like you can play like as much of a dick as you want as long as you're getting a fresh team each time. Like if you're a Bubba who always facecamps and kebabs the first survivor you find, and repeat until all the gens are done or everyone's dead, you could do this as much as you like, but if you got the same survivor three times in a day, they could report you for harassing them and intentionally ruining their game, when in actuality, you do this to everyone and they just got unlucky that you found them first each game. I don't really get that behavior's being considered harassment depending on repeat instances against the same person, not repeat instances to anyone when there's still a confession they were doing it for the purpose of being nasty.

    I'm also a little confused at insults. Slurs make sense as an instant yeet, and I'm glad about that. But if somebody just says "you guys sucked lol", does that mean I could actually report them? I would think that report would amount to nothing, but if that person often said things of that stripe and kept getting reported for it - "you're bad, uninstall", "go play the sims", "trash", "tryhard", "get good noob", but nothing more serious, just a consistent output of the shallowest tier of bad sportsmanship, would action eventually be taken against them? I was under the impression you had to be wishing harm and... well, not to put too fine a point on it, but getting creative, for post-game rudeness to matter.

    The actual words used never mattered much to me, I have an equal dislike for anyone who feels the need to talk trash after a game, but I'd always accepted it as an endemic evil.


  • @SMitchell8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2222956#Comment_2222956

    People know you exist, but do people in a game NEED to know your sexual orientation or gender? I can't understand why people can't just play the game and leave personal things to one side. I'm straight yet I don't feel the need to wear a badge or advertise it, I just play the game for the fun of it.

    I guess my point is that if you don't care about it, it shouldn't matter that it's there, and it shouldn't matter that people are quibbling over it because there's no stake in the whole situation for you. Even here, most of the people raising issues in this thread aren't worried about the charm, they're worried about the statement in conjunction with the autoban announcement that people were already very worried about could lead to them getting banned over normal gameplay (because people of all banners on the internet are dicks and which of us hasn't met survivors who would have kicked us out of the game if they could.)

    I don't consider my sexuality (ace) as a strong part of my identity, but the charms are important to people and make them happy, they let people who feel marginalized bond, and I don't see any reason to humor the people who actually do have a problem with this, so I don't see what's wrong with having them here. I don't need to have an innate empathetic connection to the concept to understand it's important.

  • @SMitchell8 said:

    If you wear a rival football shirt in a certain town, you'll receive stick and likely harassment, same goes for a political symbol in a game. If you want to introduce a concept that some people still don't agree with or don't want forced upon them, prepare to meet some kind of intolerance/backlash.

    If the Dev's did an Israel/Palestine, Donald Trump, Brexit, BLM etc charms, you'd equally get a backlash, hence why I believe they should leave political symbols / issues out of gaming whilst people can't get along nicely.

    "I exist and I have a right to exist as I am" isn't a political statement.

    For political divides, yeah, leave those out of games wherever possible. I don't want Biden/Trump 2024 charms or Israel/Palestine. But when it's a tolerance/intolerance issue? Refusing to acknowledge the issue out of fear of backlash... I'm not trying to turn this into a 'you have to be with us or against us' thing, because you can very legitimately just not care about what other people do or think, but what you're suggesting is siding with intolerance, continuing along the marginalizing status quo indefinitely by not introducing anything that could offend intolerant people's sensibilities. BHVR's already expressed that they want wide representation in their characters and a welcoming community. This isn't out of left field.

  • @Mandy said:

    If you're playing normally and not actively targeting someone because they're wearing a charm - then you really have nothing to worry about.

    There is no change to our game rules, targeted harassment has been in the game rules for a very long time.

    See, I don't think I understand what harassment means in these terms, because so often I've been made to understand that many things done in game aren't reportable no matter what.

    I think I get that if I encounter RandomBob69 in four killer games and I decide to hunt him down immediately, ignoring all other survivors until he's dead, and facecamp and kebab him in every game, that's harassment. Okay. What if I'm doing it because in game 1, RandomBob69 BMed the hell out of me, clicking and tbagging and pointing, doing everything survivorly possible to deny me hooks whenever I got a down, and I'm reacting because he gave me a reason to hold a grudge? Is it harassment if I keep doing it and he stops? Is it harassment if I keep doing the bad behavior and he keeps doing the bad behavior? Is it harassment if neither of us ever communicate our intentions in postgame chat, or do I have to verbally express that I hate him as proof?

    What exactly is harassment? Is calling me trash and telling me to uninstall in the postgame chat harassment, or does it have to be more like 'you should have never been born and I hope you drown in the bathtub tonight while washing off all that sweat' levels of trash talk? Is it harassing if the killer slugs all four players and kebabs their bodies as they bleed out, refusing to hook them, or is it not harassment because they're doing it equally to all four survivors even though their intent is clearly to ruin somebody's game experience? If RandomBob69 plays the way he does because his idea of fun is to tilt killers and that's his only goal while playing Dead By Daylight, does that make it harassment, or does it only matter if he keeps running into the same killer?

    Edit: To clarify, I'm not asking this question in the context of the thread and ambiguity over tunneling, I'm asking this about DBD gameplay in general, because this isn't how I understood the ingame rules about behavior and I'm confused.

  • Unfortunately that's not reliable - the killer can tunnel just one player for many ingame reasons. They can want one person out of the game immediately and not care who, they can panic and realize they need pressure at one point and switch to tunneling to remove a player when the game's going out of their favor, they can just not have any idea where anyone else is or keep running into that person because they're unlucky/not trying to hide. Targeting a specific player can also be because they don't like the player's item, they saw that player is running a perk they hate, they interpreted that player BMing them, or they suspect they used an offensive offering (by their place in the lineup.) They might even just hate the person's name. You can't know. The issue is that a lot of times, survivors and killers will disagree on whether something was tunneling, because they don't understand each other's reasoning at the time or the context leading up to where people ended up when the 'tunneling' started.

    It's going to have to be if they fess up to it, since I don't think the game would keep data like escape rate of survivors with the charm versus without it for each player. Luckily, the kinds of people that do this generally want people to know why they did it, because if they're not making people upset, then there's no point to it for them.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2222444#Comment_2222444

    In my opinion if they wanted to create the best possible character who's LGBTQ it'd be better to do it from the ground up

    I dunno, I personally feel like it'd be more impactful to highlight an existing character in the tomes. Or better yet, some existing characters in the tomes. Being LGBTQ+ shouldn't be the core building block of a character when you cook someone up or you risk ending up with a caricature, pandering - it's way more real to show the fully fledged individual you already know is also gay/trans/queer/etc.

    I'm not opposed to a new character, don't get me wrong, but I'd worry about them doing something kind of forced and then going "that's our LGBTQ+ character", and that's the end of it. I think there's plenty of room in the existing cast for some incidental representation, and that frankly it'd be weird if we had 51 characters already and every single one of them was cishet. (Granted, ones like Demo and PH can't exactly count, and they can't touch licensed properties period, but you get my point. There's 36 characters that BHVR has total control over on the lore, 37 if you count Ghostface.)

  • This is absolutely not my experience. When I run into SWFs in solo queue, I'm nearly always in for a strong game where players know what they're doing and people lead the killer around intelligently - people don't run them straight back to the hook, or leave the unhooked player as bait. I've also found that SWFs are more likely to try and do a coordinated hook rescue at the endgame when the hooked player is far from the gates, where solos will mill around uncertainly by the gates and some will just leave (prompting the others to also leave, because if they weren't sure about doing it with two or three people, they're not doing it now.) When I get solos, it's a tossup whether it's a decent group or if someone is just aggressively farming pips/points at the team's expense, or ragequitting, or doing tome challenges that screw over the entire team, or urban evading everywhere, or just aren't at their computer period and it's a 3-man game from the start.

    Selfish SWFs that dick over the survivor not a part of them exist, but they're far from the majority.

  • I could see it! I mean, my favorite DBD fanfic ships him and Dwight so I can already see it just fine, but I think it fits really naturally into his story. Jake despised his rich upper-crust family - he had an okay relationship with his mother but hated his father, and he was in constant conflict with both of them over his lifestyle. They had a very rigid expectation of the role he was expected to fill in and he didn't feel like he fit into it. Sexuality/identity slots super neatly into this picture, and it wouldn't even be forced or overtake the rest of his tale - it's just another piece of who he is that didn't fit the mold and that his parents couldn't empathize with.

  • @Mr_K said:

    DCs are -1 now. It was -2 and long ago it was -3 (if I remember correctly)

    Its -1 now because players were DCing to derank.

    Untrue, I lost connection a few days ago and got a -2. Players who DC to derank get hit with timeout penalties that make it prohibitive to do on any large scale.

    Anyway, I'd hate to see a -2 for really bad games, just because the situation where you lose that badly usually doesn't have much to do with how you played? Yeah, you'd double-depip if you went to a corner to self-care each time you got hit, or urban evade around the map instead of doing gens, and that's as things should be. But players doing those things rarely pip up. In my experience... more often, getting barely any emblems means you got tunneled or camped out of the game very early, your entire team collapsed very early (which... half the time, in my experience, it's because you have an AFK or a player that suicides immediately), or nobody bothered to unhook you.

    Personally I think the threshold for pipping up at yellow and green ranks needs to be higher, and emblems need to be reworked so that you don't get people pipping up on other players' work (unbroken and benevolent can both reward you entirely on your teammates' contributions and evader rewards you handsomely for stealthing around the killer - lightbringer is the only one that actually requires you to help your team.) More emblem weight should also be placed on looping to ensure that players who move into the red ranks actually have skill at the game and not just the ability to do objectives when not bothered by the killer.

  • Claudette. I was terrified and understood that she'd be the hardest one for killers to spot. Not proud to say I used her exclusively for a while - though the second one I played was David in order to unlock We're Gonna Live Forever.

    First survivor match was against an Oni in Lery's - first killer match was as Wraith in Badham against a 4-man SWF with 4 BPS that just wanted to farm. Honestly couldn't have asked for a better introduction to killer mechanics.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2222284#Comment_2222284

    It can be redeemed permanently, it's not time restrained!

    That's awesome! I was worried they were going to limit it to an event and future players might not be able to get it - because if there's any charm that shouldn't be one-time-only, it's this one.

    So glad it's finally out! Can't wait to find some in the wild.

  • Better to have it and let dickbags be dickbags than to refuse to implement it out of fear of the dickbags. That's letting the regressives win.

    It's a frustrating situation, but difficult to do anything about due to how hard it is to police ingame actions. Players like that were already the ones being absolutely horrible to everyone in their matches. Perhaps they'll be possible to report if they admit their intentions in postgame chat (because that's just begging to bleed over into hate speech.) Hell, you might find the opposite and find players that are friendly to each other when they see the charm; charm = hatch, charm = walking up to the killer and booping them, etc.


  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/252466/i-just-realized-that-any-means-necessary-is-very-good-against-nemesis

    i disagree, nemisis is a better plague and demo, takes care of pallets in half a second, and is lose lose like old pyramid head , at tier 3, so i think if anything head on will be more worth it than any means

    I was worried Plague was going to be outshone by Nemesis, but she really doesn't play like him at all. Her sickness mechanic is very different, pushes the player controlling her to make different decisions (infecting survivors isn't always a benefit and her chases change depending on whether she wants to take out the first health state by M1 or her power) and more punishing by itself - the anti-stealth and application by M2 attack are the only consistent parts of it. The rest may as well be something else. Her ranged attack is also more dangerous than Nemesis's, differing that he can always down with M2 but it can take 3 hits/is less powerful at the start of the match, and hers doesn't last permanently once obtained and has to be continuously farmed. Still, being sick against Plague is way more dangerous than being sick against Nemesis and her activated max power is more dangerous than his activated max power. Of course, Nemesis has other things in his kit and she doesn't.

    Demo is... oddly enough is rather eclipsed by Nemesis? I wasn't expecting that one, but it makes a lot of sense now that I think about it - because people don't use Demo's portals much compared to his shred, which works extremely similar to Nemesis's tentacle but without the hit-through-vaults application. For the rest... he has anti-stealth where Demo has mobility, but they both have pallet busters and finicky and unreliable survivor detection. Huh.

    Anyway, good to know Head On works - I was wondering, but didn't have a chance to test it. Couldn't get the zombies to come to my locker.

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/2217366#Comment_2217366

    They could.at least at true running because he just looks like a joke when just moving around in the distance. Running didn't have to be sacrificed. It just makes him look like he struggles to move around as he runs at the speed of PH dragging around a huge sword.

    He's huge. Look at similar tall killers - Pyramid Head lumbers, Plague and Charlotte walk. Nemesis is bigger than all of them. Giving him a run cycle where he can appear to be moving quickly while being as massive as he is would require him to have a speed higher than any other killer - like 120% or 125%. That is unexplored and unbalanced territory that gives him better chasing potential than everyone shy of Nurse (who ignores loops) and Spirit (who's faster - and look at how much people love playing against her.) It's like playing a 115 with permanent free Bloodlust - survivors can't loop you, they can only mindgame or put as many pallets between you and them until they die. And for anyone god enough to hold you off, Bloodlust applies on top of that and puts you close to cloaked Wraith speeds.

    He can't be faster. Either you get the Baywatch cam run cycle or you get a smol Nemesis. Pick your poison.

  • Nemesis gets two zombies. (It feels like more on a small map, and... definitely feels like two on a large map. Wish his addons added more zombies.) They wander around the map and lock onto nearby survivors. Zombies exist until destroyed by the survivors or Nemesis himself, but respawn after a while. They can be destroyed by Nemesis to level up his power, and survivors can kill them by dropping a pallet on them. Survivors can also flashlight stun them, which lasts for a good while. I would like to know if those count for blinds on rift challenges...

    Nemesis is a 115 killer. He visually appears slower because he's so huge that it looks like he's running in slow motion, but he's got the normal base speed.

  • Doc already has this with hallucinations.

    Nemesis only has two zombies, which he's incentivized to kill himself and put them out of commission for a while. Oftentimes they're nowhere near survivors and do nothing of import. He has a lot of abilities that are bits of what other killers can do, but other killers can do them better. He's a bit like Demo in that he's a jack of all trades and a master of none.


  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/2217342#Comment_2217342

    I'm not saying he should have his levels of strength in RE. I'm saying the power is just like 25% of what Nemesis really is. The zombies has less to do with him and more with just RE as a whole.

    Giving him a rocket launcher and a dash in addition to a sickness mechanic and anti-stealth, a ranged attack/pallet-buster that powers up in tiers, and AI minions is way more complicated than any other killer in the game and a frankly overloaded kit. Like that'd put New Freddy to shame, and he's not exactly a gold standard for power design.

    DBD can't do total justice when it translates a killer into a playable format. Freddy and Pyramid Head can't torment the survivors with horrible images they dredge from their psyche, Pig can't create elaborate torture devices and lock survivors in deathtrapped rooms. Some elements have to be sacrificed to create a product that's feasible and doesn't break DBD gameplay.

    I do agree his mori is very underwhelming, though.

  • Nemesis can't have the power level that he has within RE. Survivors are not equipped with the power level of the protagonists of RE - they have far less ability to withstand attacks and fight back.

    I think they did a great job with what they had. The zombies are above and beyond as far as designing something unique and thematic goes.

  • Not worth bringing the perk outside the PTB where 95% of the killers are Nemesis, and even then, eh. It's definitely a good zombie disposal tool without wasting resources, but the only time you need to kill a zombie is when it's bothering people at a gen or a hook. In most locations, they are very ignorable.

  • The worst thing about this is that the number of people reporting for unfun/annoying behavior is going to ######### skyrocket into the moon once people get the idea that they can actually punish people for playing in a way they don't like. Plenty of people will yell and -rep but don't report because they know it does nothing. Now...

    Like, this is the worst thing they could have done if they wanted people to stop reporting for invalid reasons. Virtually the only thing that could prevent that would be banning players who send too many fallacious reports... and you'd still end up banning a lot of players that are genuinely stupid, not intentionally abusing the system.

    I like the idea that an auto-ban system could quickly remove players that are amassing lots of reports and so must be doing something very wrong, like using scripts, blatantly lag switching (to where their build is built around it), abusing exploits (like the Deathslinger reel DC), or holding games hostage and really going out of their way to grief people. But players just report too often for mundane reasons. It can't work even if your criteria is reports divided by games played, not total reports, because that basement Bubba is going to get just as many reports as the lag switcher or the Breakdown abuser.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2216803#Comment_2216803

    I feel like that's way too few. There needs to be much more, or an unlimited amount in my opinion. These vaccinations are what create a very interesting counterplay to Nemesis.

    They don't do a lot compared to Plague's sickness, though. You can't transmit the T-virus to other players and you can be healed while sick, so it's mainly intermittent anti-stealth and not getting a freebie hit if you run into a zombie or get tentacle whipped. So basically a loss of a bonus health state that applies to specific actions... so the anti-stealth is the only part that really changes how survivors have to play. Either way, they're going to try to avoid all hits.

    It's harder for Nemesis to infect players than Plague does (he can't infect objects they need to interact with and he needs to be in a close chase with a person to hit them, opposed to Plague being able to spray all over the place when she approaches several survivors.) I'm comfortable with where he is with the finite vaccinations right now - we'll see how the PTB pans out and if there's an issue.

    (Though I was hoping we'd see more incentives to vaccinate, and the T-Virus would be a little more dangerous in thematic ways - like if you're moried/sacrificed when you'd been sick for a while, you spawn a zombie upon dying. Or late-stage infections cause you to make zombie moaning noises and it's confusing to your teammates, causing them to scatter away from you at first and masking the approach of actual zombies.)

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2215346#Comment_2215346

    God forbid survivors get a strong, reliable perk for once

    The issue is that Counterforce is good because it directly shuts down killer perks. The huge stacking totem speeds are the issue; cleanse a dull or two and now killers can't react once survivors know where their totems are. The only way to defend a totem is to be right there on the scene; it's flying apart as soon as you chase someone into a nearby jungle gym or whatever. A 20% buff to totem cleansing speed would already be strong - giving that a growing multiplier and showing where other totems are outclasses Small Game hard, and we'll see if Detective's Hunch remains in its own niche or its additional utility is outshone by the totem speeds.

    I'm all for strong perks on both sides, but a perk that's meant to waste killer perks wholesale when there's already an issue with very inconsistent hex value leaves a bad taste in my mouth. Making an entire branch of perks, several of which are considered among the best in the game, unviable, is... frustrating.

    But we'll see if Counterforce becomes meta. Might be worried over nothing. I hope I am; I'm a big fan of Ruin and Devour Hope and I'd like to continue using them.

  • Yeah, I don't see how I could not be scared of this considering how the chat filter turned out. Their ability to create 'smart' player interaction features leaves me very wanting, and I'll take some botched endgame chats over literally losing my account because a bunch of saltlords didn't like how I played.

    We don't have true report statistics, and for good reason, but I would bet any amount of money that more reports go out for camping/tunneling/bad manners than they do for actual cheating. Yes, legitimate cheating gets reported by more people when it surfaces, but it is so common for people to be pissed about how the other side played the match and genuinely believe that the other person was not allowed to play like that. Or, if people learn that reports can be weaponized to actual effect, do it out of malice or a self-righteous attempt to clean out the player pool of players they deem unworthy.

    I can't see how an auto-ban system wouldn't possibly be maliciously abused. Especially with how much this community hates itself.

  • Advice I really hope people follow. Save the 'authentic DBD experience' for after people have a chance to like the game. Survivors who get facecamped and hard tunneled at 5 gens and killers who get clicky clicky tbagged for their first few games are going to refund their purchase and not look back.

  • Whoops, realized the thing I was posting about was invalid. Carry on!

    Though on the censor, I always thought it was pretty bizarre they censored terms for actions people take in a match - facecamping, tbagging, unhooking. You're not going to make people any less upset by blurring out what they're complaining about, and I've ######ed people while trying to compliment them for playing super fair and not doing those things.

  • @Jasix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2215883#Comment_2215883

    The new chapter drops on June 15th.

    The 5 year anniversary is July 1-15.

    Crowns are not for licensed characters - only originals. The new characters are licensed and will not be able to get crowns.

    ...Oh. I can't read. Whoops. Thanks for straightening me out!

    Didn't know that about the crowns. Bit of a shame; I guess it'd be inconsistent which characters they could get the rights to make the crown for free, which ones would want payment, and which ones just can't be reached right now.

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