Laluzi
Laluzi
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- Laluzi
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This is such an awesome change! Goes a long way towards making it feel like you really are playing a different character. It's small, but I really love that it was included.
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So it's going to end right before the new chapter drops? That's sadge. I wanted crowns for all the new characters. It would have been a great time to farm the event, too - tons of activity.
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I really love the zombies! They make DBD feel like an entirely different game. The ambiance is incredible and seeing them on maps like Silent Hill and Lery's is its own brand of awesome.
Though they do seem pretty powerful just as passive survivor slowdown. I don't expect them to get much if any damage by themselves, smart survivors won't get hit, but being able to bother survivors away from gens, heals, safe loop spots, is difficult to balance.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2215444#Comment_2215444
Imagine calling game mechanics "toxic".
Walking up to someone and preventing them from moving for the rest of the match is a game mechanic. Using survivor perks to locate your fellows and sell them out to a cooperating killer is a game mechanic. Hiding for literally two hours and refusing to end the game is a game mechanic.
Something isn't not toxic because it's part of the game. Toxic is intent, not action. If you're doing something to play and win, not toxic, if you're doing something to grief or troll other players, toxic.
That said, BMing players to make them mad is pretty toxic, but it's not reportable or bannable, and the new system making it such is a major problem.
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@DeathByGiggles said:
https://forum.deadbydaylight.com/en/discussion/comment/2215463#Comment_2215463
Hey there! To be clear, the feature is still in development, which is why we said to sit tight for more info - we're waiting for finalized details that we can share, too! ❤️
What kind of information can you actually share, though? Telling people what your system considers when it delivers auto-bans is telling people how to weaponize reports. I don't see a way around this - either it's a complete mystery and nobody trusts it, or you give some explanation and people figure out how to work the system in their favor to ban players that they got mad at, or who didn't play the game the way they think the game should be played.
Reports are not reliable information. Like, I play absurdly nice, all survivor rulebook entries checked, and I've still been reported for:
-Playing Plague
-Not saving someone in the endgame collapse
-Farming
-Being nice to one survivor but not another
-'Hacking' (killer couldn't understand how gens got done so fast and assumed I, as the only PC player, must have been auto-repairing gens)
And that's just reports I was told about.
Now, I'm not personally worried about volume of reports because I usually manage to avoid making people mad when I play the game, but people who use unfun-but-legitimate strategies? People who BM and taunt the killer but don't break any rules? You cannot use volume of reports as a criteria to get rid of them, because angry players are going to report regardless of whether the behavior is allowed. Someone who plays constantly and hard tunnels/facecamps is going to rack up more reports than someone who plays only occasionally but lag switches/abuses exploits/cheats.
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I'm really wowed by the look of this. They went above and beyond with the power design, it's way less of a Plague clone than I was expecting, everything looks incredible, and that map is just whoa. I can't wait to throw my money at this DLC for real!
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@DeathByGiggles said:
https://forum.deadbydaylight.com/en/discussion/comment/2215474#Comment_2215474
We definitely understand the concerns, but we also wanted to clear up some of the confusion around this, too. I saw some people worried that it was already live! ❤️
As mentioned, the feature is still being developed, so we don't have any more concrete info for you all at this time. That said, rest assured we're aware of everyone's concerns and will do all we can to ensure that this will not be abused!
I just don't see how an automated system couldn't eventually be figured out and gamed, no matter how careful and intelligent the design behind it is. If people learn that reporting players for doing things they don't like works (even if 'works' means 500 different people have to do it), they're going to do it in much greater numbers, and people that camp/tunnel/slug/tbag/click/play meta killers/use meta perks are going to be at high risk.
This feels very dangerous and I can't see how it couldn't be abused. Even a system that works 99.9% of the time and gets innocent players 0.1% of the time is an abject failure. For something like this, it has to be flawless, or always err on the side of letting bad eggs go.
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Incredible idea. I'm so excited about this AI aspect - I never expected they'd pull it off, but we can really get some improved Legion and Twins gameplay now, and Doc hallucinations can become a lot more convincing at fooling players.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2215433#Comment_2215433
And i'm arguing that if if i like to play spirit or nurse that i'm going to rack up 100 reports in a day or 2.
Yeah, this is a major, major issue, because if people learn that reporting people for camping/tunneling/slugging/tbagging/clicking/playing the 'wrong' killer/not letting them do what they want works, they're going to do it in way greater quantities than before.
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It's scary, because even a system that predicts this behavior can't prevent it. That's the problem with automation - people learn how to game it eventually.
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@Mandy said:
There'll be more information about the autoban system in due course, I don't think anyone needs to worry about this at the present time.
I'm going to be honest, I would have more faith in this if we didn't just get a chat filter that does a better job preventing people from using random words and discussing the match civilly than it does people from actually insulting each other. I have enough faith in BHVR to know they'd realize just counting reports and letting it smack people would be a bad, bad thing, but in practice... their last attempt at automating community behavior has me extremely nervous about the result.
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Holy ######### yes. I need all of them. Plague and Wraith especially, but all of them.
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I'll need to play him to be sure, but he sounds a lot like Plague, but more. Infect, anti-stealth, build power and ranged attack from infecting. It sounds awesome on its own, but it takes a lot of her design elements and I question how much she'll be able to do that he can't, considering he's also got zombies and the survivors have more limitations towards their 'cleansing.'
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For killers, Twins, Billy, and Plague outside of her current tome challenges.
For survivors, Jeff, Tapp, and Quentin.
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@Polishnope said:
idk why Shadowborn B tier ,idk how M&A is S tier its only good on like 2 killers,idk why play with your food is S+ ,idk why Franklin's demise is S tier ,idk why thrill of the hunt is B tier,idk why cruel limits D tier
I don't disagree with any of the other placement questions you brought up, but M&A is a great perk on anyone who isn't a stealth killer, Huntress, or Doctor (ironically.) It's amazing on a few killers - Deathslinger to snipe before they hear you, Myers to get an 8m terror radius for most of the game. But for everyone else, -8m TR is still really solid even if they don't have an especial synergy with it. Survivors have less time to hide or gain distance when they hear you coming and they will frequently think they're safer than they are until you're right on top of them.
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Honestly, no. Mindgames are fun, a medium 45-second chase is fun, but being run around good tiles, getting the pallet to drop, having the survivor run to another strong tile, repeating the process - it's not fun. If I could solely commit to the survivor, it'd be fine, and I don't mind these chases at all when they're the last one left or EGC is up, but the stress of knowing that I need to catch them before they waste any more of my time or I'll lose the game, and that I often have to abandon them having traded well over a minute for a couple of pallets and nothing else, ruins it for me.
It's difficult to enjoy a long, skillful chase with a survivor when your house is on fire in multiple places and the chase is preventing you from putting any of them out. Killer is all about time management and you don't have time to enjoy a good chase where the survivor can, through skill or resources, evade you for several minutes.
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Firm handshake! This is my first anniversary in DBD and I'm hella excited to see what's in store.
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2 survivors seems more feasible than 2 killers, because survivors are just reskins with perks. Killers are far more design-intensive, individually. As much as I'd love it, I don't see it happening.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2212338#Comment_2212338
Agree, it kind of annoys me when people say "you are immature to get mad at someone pressing ctrl", as that is a ridiculously reductionist argument.
Someone "pressing ctrl" and tea-bagging, is actually using the limited controls at their disposal to send you a message, and it is usually one of asserting dominance, e.g. you got outplayed at that pallet, now I teabag, or you got outplayed that game (nothing to do with the balance of the game, ever) now I teabag at the exit gate for the longest possible time, whilst denying you points on a final hit, to add insult to injury. When you combine this with the absolute stress-fest which DBD gameplay can be, it can really make the game worse.
This is an excellent post. You're exactly right - pretending gestures are just button clicks is like pretending "your mother should have gotten an abortion, [insert slur of choice here]" is a string of sounds. I hear it as an argument so often, and it's obnoxious - it's unbelievably disingenuous to pretend there's no context to an action that has a widely agreed upon meaning. If it was just pressing ctrl, people wouldn't do it. I don't give a damn that a player is pressing a button any more than I care that someone is producing syllables with their face hole; I'm mad because they're going out of their way to be rude when I haven't done anything to earn it.
Though @Beaburd raised a very interesting point about gestures becoming worse because they don't have a specific meaning beyond negativity. It's not something I'd thought about, but it rings pretty true. Granted, there are times I can tell a survivor is tbagging to be silly/to thank/out of confusion, but when there's nothing to prompt those exceptions... I don't like getting tbagged because it's a sign that the other players aren't having fun with me, they're making fun of me. It's a hostile signal and I'm not having nearly as good of a time when I'm playing with people who want me to know that they think I suck - wanting me to know being the key thing. Even if I kill the offender or wipe the whole team, I'm still in a worse mood because I was brought to approach the game with a more aggressive and personal bent than I usually do, because I like to play this game chill. And I don't differentiate gate/pallet tbags from people telling me I'm trash and to uninstall in the endgame chat. It's all the same; you wouldn't be doing either if you weren't trying to taunt me.
But at the same time, I can easily be taking it more aggressively than somebody meant it, because different people are going to have a different connotations to the action depending on what communities they're familiar with and what their friends do. Some people might butt dance at the gates because it's their cheeky victory lap while other players do it as a "haha ######### you loser", and I am automatically going to assume anyone doing it is making a personal attack because I've encountered so much of the behavior that unequivocally meant that and there's no nuance for me to differentiate the severity of intentions when it doesn't.
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To me, toxic is acting in a way that's meant to piss off, belittle, or harass another player. Doesn't matter what vehicle you're using for it, ingame actions or chat - if your intent is to be an ass, you're being toxic and you're a problem in the community.
But on the flip side, actions that are taken for the purpose of winning aren't toxic, no matter how frustrating they are to put up with. There's a big difference between somebody basement camping as a Bubba because they want a 4k and somebody basement camping as a Bubba because they want to 'punish' survivors and farm -reps for their profile - or someone doing sabos and flashlight plays because they want to protect their team or do a challenge versus someone hook denying because they want to see how mad they can get the killer and don't want to let them get any points.
This does mean it can be difficult to distinguish between actual toxicity and people playing to win, and a lot of the false accusations of toxicity come from people assuming the worst from everyone they play against. I try to give the benefit of the doubt until people start doing gestures (which, to me, cements their intentions as intentionally taunting.)
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@CashelP14 said:
Not fully OP. High risk, high rewards perks are good but I wouldn't want a broken OP hex perk on Hawkins or Midwitch. Especially if they have Undying.
That problem doesn't feel intrinsic to hexes, but rather map design. Maps shouldn't be in this inconsistent area where they can have Where's Waldo levels of difficulty or they can have hexes just sitting buck naked out in the open - or hex perks shouldn't be map-dependent in order to last more than a minute on average.
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@Beaburd said:
Please people, remember that most of the Dwights this person is selling were NOT acquired humanely.
We Dwights are timid creatures with feelings.
We are meant to be free-ranged souls, to be admired from a distance as we graze near our personally selected lockers. Approaching even one of us in the wild results in us quickly withdrawing into said locker, which can then unfortunately be locked tight by a Viktor until auctioned off. We are not allowed to leave the locker until sold, and that can have a negative effect on our mentality by dissuading us from using them for safety again in the future.
As a Dwight player myself, I feel it is necessary to speak out against the slavery of my fellow locker-huggers, and the treatment we endure prior to sale. I also wanted to bring light to the employment of children in this trade (Viktor), which is also morally distressing.
Do the right thing instead, and give Dwights every hatch you see in-game as both a killer and a survivor.
#DwightLivesMatter
This is extremely distressing news. The
childdefinitely a man labor in this trade aside, the methods used for Dwight farming often produce 'defective' Dwights - ones with severe post-traumatic locker disorder, which will no longer display the charming behaviors endemic to the species and shy away from lockers, especially when watched. Some will be too scarred by the experience to even approach generators. This frequently leads to abandonment of these Dwights by irresponsible owners, who are left to urban evade through the outer corners of the map and possibly be abducted by the Entity.(I laughed so hard at this. My only regret is that I have but one like to give you.)
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While I'd like a stronger killer over a weaker killer... Blight wasn't all that long ago, for people claiming BHVR will only make castrated killers to please the whining survivor masses. And the three killers that came before him are all solid in their own right.
I dunno about another S, because S tends to imply something is busted somewhere, but a good A would be nice.
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Do they come with accessories? I'd like my Dwight gift-wrapped with a Hawaiian hat, if at all possible. I promise he will live a very fulfilling life with lots of lockers and unbothered mechanical repair.
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If they know the gen's being worked on and they don't have an extremely good reason to need the killer off of them, it's stupid, but oftentimes without comms, people don't know where the current gens are and it's just bad luck the jungle gym they ran to had an active gen in it. There's been times I realized the space I was going to was occupied and tried to veer away, but by the time I'm in hearing distance, so is the killer, so they'll often switch targets regardless of what you do at that point.
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They're not licensed; both are public domain monsters. They're just expensive because they're legendary skins that turn the killer into something else.
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...Why? It's not any longer than it'd take for the killer to pick you up, throw you on a hook, and the entity to claim you, and you can't skip that either despite seeing it endlessly.
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I'd say Nurse unless she's a 4-man slugger - I find her counterplay really fun and I'm better at it than I am regular looping. I also have tons of fun with scratched mirror Myers, Pigs when they use the traps as slowdown and not kill devices (I'm fine with the addons, but having the Pig prevent you from accessing boxes isn't fun), and Demodoggos.
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@Ghost_Face_Main said:
Have yet to face an Executioner that doesn't use his Torment status mechanic to hard tunnel survivors.
How does that even improve on regular tunneling, though? Torment's main use for tunneling is getting the quick kill on death hook. If he cages a survivor, he doesn't know where they are anymore and he has to cover a large distance to reach them again. Half the time, caging sends a survivor right next to another survivor and they both get a huge head start on them. He's better off hooking people if he intends to chase them off the hook. He can deny DS, but most survivors don't run DS anymore anyway, and BT isn't relevant between the cage spawning in a random far location and the cage relocating if PH is nearby.
Surprised at everyone saying Myers. Looping Myers isn't interesting, but I never find stealth killers boring because you're always on high alert for threats you can't see. And scratched mirror Myers is my favorite killer to face, hands down.
For most boring, I'd say Legion or Freddy. Both of their powers are stall tactics. Legion runs up to you, hits you, and then leaves you for someone else while you mend - so as a result, I'm rarely even concerned when I see Legion running for me, just "meh, this again." And Freddy constantly chases you off gens with gen regression perks for mind-numbing game slowdown, and the only way to stop constant teleports is more time-killing slowdown.
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@Aneurysm said:
I found her stats, I think she might like huntress a bit more than trickster
https://us.v-cdn.net/6030815/uploads/T1FB0GBZ6F0K/screenshot-20210524-144112.png
How do you find those stats? That has me curious.
Anyway, I can't imagine playing DBD to that extent. That implies you don't have a job, or leave the house, and at no point did you ever get bored. There has to be farmed hours in there.
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I love the idea of having a calm/nervous animation swap, and agree the old idles were more atmospherically appropriate, but the old run cycle is super artificial compared to the new one (especially on turning) and I'd be pretty meh on having that one in a chase instead of the new one. The idea of buyable animations is fantastic, though. I love the possibility of unique moris and idles that that could bring.
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Echoing the previous points about PWYF and Rancor, and Remember Me and Fire Up ain't A-tier either. Spies also isn't F-tier, it's got more general uses than the other perks in the trash bin. I think I'd also move Distressing to D because it's an awful perk on its own, and its only use is to pair with other TR-dependent perks to magnify their AOE. If you're going to put Stridor in D despite its clear usefulness on Spirit, then I think Distressing belongs in the same category, because it's a handicap perk otherwise.
Other than that, list largely checks out to me.
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2210103#Comment_2210103
I get your point but this entire post assumes four things:
- That Hag has trapped said vault.
- That Hag has trapped a vault specifically (this has a lesser chance of working on dropped pallets, Survs can just fast vault back to the other side)
- That someone has not already defused it.
- That you need a SWF to shut down her power repeatedly and make it much more useless. Running over her traps intentionally and then running to a loop does not require a SWF, Hag can be bullied by a single solo Survivor who has game sense. If the Hag teleports, she wastes time occupying a single Survivor while the others do gens. Hag's power can be turned against her like Thrill can be turned against Killers.
If the Hag isn't trapping loops, I question what she's doing. Obviously not every loop is going to be trapped, but a decent Hag is going to identify which structures are near key gens, which loops will give her the most trouble without help, and which medium loops are in the sweet spot of useful but not extremely predictable. Not literally every vault you go to is going to be trapped, but it's the fact that she can lock down good tiles and force you to run through dead zones to worse ones or take a hit that makes her dangerous. Yes, if your teammates have removed her traps in the meantime, it's useless. (And yes, that means it's easier to predict where she'll put traps without having to waste time watching her.) But if they haven't, you're screwed either way you run it. Her power gives her free hits when a survivor moves through an area that they didn't predict or couldn't avoid and it doesn't have that much opportunity cost to set up compared to Trapper, especially later in the game when she has a smaller area to consider.
It also works fine on undropped pallets. Survivors run towards the pallet with their mind already set on dropping it or running straight through. If the Hag wasn't stupid and placed it far enough away that she wouldn't be able to get pallet stunned in her new location, the survivor needs to react very quickly to be able to turn around and drop the pallet from the other side. Getting the vault back's also tricky unless you're doing what you were doing and triggering the trap because you expected it. If you weren't expecting it, you're surprised and the Hag isn't (so if she's any good at Hag, she is spamming the hell out of her designated key and preparing to swing), and you also have to rotate your camera away from the auto-lock that is going to face you forward. Inexperienced Hags often teleport on a delay; experienced Hags don't.
Bullying the Hag in solo queue is all well and good until she goes full angry grandma on you and takes you out, sets up nearby around your hook, and your teammates have no idea what to avoid (or how to play against Hag, period, because most solos seem to forget that traps are a thing that exist and run around with their pants off.) You get unhooked and either go down again immediately if the teammate was particularly stupid and didn't crouch all the way, or you get away successfully because you saw/can guess where she set up, but the solo runs right into one of the nearby traps she set up (since you just freed up a bunch of hers before this, it would be bizarre of her not to set them at the closest good loops/chokepoints) and goes down. Or the solo is cautious and looks around for traps, but because they don't know where to look ahead of time, this is a good opportunity for her to catch up. Meanwhile, unless the solo tripped no traps and she doesn't return to the hook, you don't have the ability to defuse her new traps until you find a third person to heal you or until she picks someone up, because you are injured and she's already grown to expect you screwing with her traps - you're likely a higher priority than the other players. She can also start predicting your behavior and start trapping her traps - place one in an obvious area and secondaries in the areas you run to (which won't work if you're watching her, but if you're watching her, you're not doing anything else.) Or she can place traps in loops that aren't right next to the vault point, but in the lap someone takes around the loop, so that you're more exposed after you trip it.
The issue I see is that you can monitor her and defuse her traps when you're in the area, but you can't communicate where the rest of them are when you're hooked/in a chase/on the wrong side of the map, so you have to spend the whole game being a patsy and drawing aggro because none of your knowledge helps your teammates unless you are there to act on it. And while you have aggro, you can't do anything about further traps. Being the only person in a position to hinder the killer isn't a good spot to occupy. It can be doable, and your games are proof of that, but dealing with Hag on solo is very unreliable. It's way too easy for your teammates to run straight into her meat grinder despite your best efforts, and one person can't stop her if she starts snowballing. And if she's good enough, it won't take her too long to get rid of you and return to picking off everyone else at her leisure. You're 1v1ing her and hoping that you buy enough time for everyone else before you die and they go back to being exactly as good as solo queues are against Hag. A 4-man SWF doing what you're doing annihilates most Hags because she can't solve the problem by tunneling someone out of the game.
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Hag is good because you run to a pallet/window and either see the trap there, forcing you to take a 90* turn or a backtrack that leads to her hitting you, or you run/vault through and she teleports to the other side and hits you. She's one of the few killers that can go 'lol' at the basics of looping. Her traps are way less visible from a distance than Trapper's and blend into most maps' terrain, she has more of them, they're all instantly available, they take less time to place, and they grant her very high map mobility.
Everyone knows that Hag can hook camp, but even when she's not doing that, she can kick plenty of ass just by trapping the strongest tiles and turning them into instant hits when survivors run to them. She can also quickly force a survivor leave a strong tile she doesn't want them to be in by placing a trap (and chase them towards the structures she does have trapped.) She can shut down everything around a 3-gen and she's also got a good game for finding survivors just by random triggers across the map.
When she does trap hooks - obviously you can crouch, but the downside is that if you take your sweet time walking up to the hook and walking away from it, she can gain distance the old-fashioned way, especially if she traps smart and places them at choke points a short distance away from the hook, or at loops near the hook. Devour is too unreliable at high ranks for her to take advantage of not technically camping, but Make Your Choice is nasty on her.
She can be rendered toothless by a team that's using third-party communications and always has someone hanging back to call her traps and defuse them when she's busy, but it requires all the players to understand what the goal is and act in very specific ways, so many SWFs struggle with it regardless. I don't think it's as easy as you make it out to be, especially when destroying her traps involves either an item you have to have (and if you bring it in, most Hags will run Franklins), or the Hag omae wa mou'ing you if she's not occupied in that moment. A good Hag isn't going to leave you to screw up all her work.
She doesn't have the same power ceiling as Nurse, Spirit, or even Blight, because a team that's good enough can consistently waste her setup time and force her to really sweat for value, but she's more than just a pub stomper and she's more dangerous than other killers that can wreck pubs but struggle with coordinated teams.
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Her power would be very easy to neuter into complete uselessness, so I'm wary of balance changes.
The only change I think she could use is a max distance from an occupied hook where a trap can't exist. Create a radius where traps can't be set, and a somewhat smaller one where existing ones vanish (so that nearby trapped hexes and pallets probably won't be destroyed by hooking near them.) Some killers do have mechanics that aim to stop hook trapping - there's PH's trails, Trapper can't place traps within a certain distance of the hook, and Twins won't let you switch characters near an occupied hook, though it has a workaround by leaving Victor there before hooking. It wouldn't damage much of Hag's potential by stopping her hook camping; she's still extremely powerful, especially in maps with choke points.
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Hah, I love this tier list! "Oh... it's you again" is such a mood.
I see Clowns and Ghostfaces more often than you, and Trappers, Doctors, Legions, and Myers less. Trappers, Ghostfaces, Legions, and Doctors maybe on the middle tier, Myers endangered, Clowns on almost everyday. Demo, Billy, and Hag are also endangered for me. And I'd consider Plague somewhere between an endangered species and extinct outside of the current tome challenges.
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There's admittedly a lot of things to hate about the Twins. Other people have addressed to death their camping and slugging, but a major gripe I have is that I get zero points for being chased by Victor, no matter no long I juke him or what plays I make. My boldness points in those games are crap and literally all of my evader emblems come from incidentally being near Charlotte when she's taking a snooze. Bad design.
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I'm pretty sure the game gives a higher priority to perks that the character already has at level 1-2 than it does to random new perks in the bloodweb in order to speed up getting perks to useable levels.
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There's a big difference between being bullied and playing against survivors that are just way better than you.
Bullying requires the survivors to be actively trying to screw with you, taking actions that aren't necessary and don't help their position at all just because they can, and feel safe enough to. It's all intent. If you're playing a match, it's going awfully, and the survivors won't finish the last gen because they want to bait you into chases you can't win, clicking at you when you ignore them and tbagging every whiffed hit or pallet stun - yeah, you're being bullied. If you're playing a match, it's going awfully, and you chase someone for 5 minutes, finally down them with one gen left, and someone else swoops in with a flashlight - this is just being outplayed, and you screwed up at several points along this chain of events that could have allowed the game to play out differently had you made better decisions. Or maybe there really was nothing else you could do, but the survivors aren't being malicious, they're just trying to escape and they've read their DBD handbook cover to cover. (Flashlighting your only down all game isn't nice, no, and it could become bullying if they start taunting you after that, but as long as you can't differentiate between survivors trying to win and survivors trying to mock you, you have to assume they're just trying to win.)
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2206862#Comment_2206862
I did it with Bubba, revealing the Devour Hope only when I already had 5 stacks. The sheer panic that followed was hilarious!
That's hilarious. They were probably all rejoicing that they were playing against a Bubba that wasn't camping, and then that skull appears on the HUD.
But yeah, it's a pretty good strategy for killers who have a damaging power that doesn't count as an M1 hit. I'd be curious to know if the Pig's ambush dash or the Blight's lethal rush reveals it or not, since those are kind of in a grey area of being M1s but not basic attacks. I know they don't benefit from Exposed, so...
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My ideal solution for this would be to allow players to have a regular challenge and a master challenge up at the same time.
My reasoning for doing it like this is because master challenges are always complete-in-one-game, and are often an advanced difficulty or rely on luck more than skill - like completing 2 gens in the killer's terror radius, hooking all 4 survivors in the basement, getting 4 unhooks in one game, getting 2 grabs in one game, staying 10m from the killer undetected for 60 seconds, getting 2 corrupt purges that hit 2 survivors in one game, or getting 4 pallet stuns in one game. It's a total Hail Mary whether the stars will align in a way that's possible to do these challenges or whether your opponents just won't let you, and you can play a dozen games and never get them - and that's frustrating as hell, because you could have been progressing so many other challenges that are designed to gradually complete over the course of several games (break generators, hit different survivors, hook survivors, kill survivors, cleanse totems, open chests, heal teammates, unhook teammates, etc.) Going for the really lucky challenges feels like a waste when there's so many other challenges you could have been getting out of the way instead... but when you switch, and then end up completing the challenge's conditions when it's not active, when you know there's nothing you can do to replicate the situation? That's hell. So being able to run 'cleanse 20 totems' and 'finish 4 generators with Dark Sense' at the same time would really help alleviate the frustration with the latter challenge.
But there are non-master challenges that are very luck-based (like do a hook save in EGC) and master challenges that are super easy (like get one blind), so maybe the better route would be to have challenges sliced into luck-based and non luck-based, and then allow one of each at a time.
Also, yeah, make completed challenges take you back to that tome, not the current tome. Searching through the archives, trying to remember which tome and page your challenge was on, is a PITA.
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Farming with survivors really depends on what survivors you get, but there's a few things you can do to maximize chances of friendship once you've found most/all of the survivors and gotten them to stop running from you.
-Bring a few hex perks and lead survivors to the totems.
-Go under pallets and hit them until survivors drop them on you. Do this a few times, and let different survivors do it so that more than just one of them likes you - you need two for this challenge, after all.
-Telegraph hostile interactions you're going to do if you have to initiate them. If you want to down people, go up to a hook first and hit it so that they expect it. For this challenge, lead them to the pool and hit it before drinking up, or vom on one of them and hit a clean pool so that they give you the fountain first. You can also wait around a bit to see if they'll lead you to a hook and ask you to hook them, and then you can get the challenge right then because they won't run away when you attack them.
-As such, don't immediately gather the survivors and then start attacking them. Hang out for a while and let them take the lead. Don't let them finish all the gens, because they may just leave, but let them do a few gens before asking for help with a challenge if that challenge involves hostilities.
-After you down someone, if everyone else flees, pick them back up yourself re: picking up and dropping. The other survivors will see the aura and may clue in that you're not suddenly trying to kill them all.
When I got the challenge, two of my entourage scattered, but the other two stuck with me, and that's all you'll need. If you're lucky, you'll get survivors that are aware of the challenge and will figure out what you're trying to do. If not, always next game.
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It kind of reminds me of Plague without Plague being a thing. It's bad if you're trying to keep survivors in T2, but it's good for random detection (both the screaming and illusionary doctors on survivors you haven't actually met yet), and slowdown from tripping T3 way more often than you would otherwise. It can also be good for determining when survivors are meeting together - like, unhooks are obvious, but those sudden zaps can alert you to a group gen or a heal. It's also a good warning if you're slugging, since you'll hear it when someone comes to pick up your slug.
I don't think it's as good as Iri King, but it's a good addon nonetheless.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2204954#Comment_2204954
DC'ing is punishable with a timeout penalty and effectively against the game rules. Suiciding on hook is practically impossible to police - you can attempt to Kobe for example, fail then input lag can affect the hook skill check or you could accidentally miss one.
But for the purposes of discussion, wouldn't people admitting they quit games via hook suicide when they don't like something about the match be the same as somebody admitting they quit games via DC? Even if in-game, the behavior itself is impossible to punish because it's indistinguishable from an honest mistake (or even acceptable reasons to hook suicide, like trying to get the last teammate hatch or oh no my pizza is burning), all ambiguity is removed when people outright confess their reasoning.
And on topic, zero respect. Your ragequit pretty much guarantees your teammates depip, waste their offerings, and have almost no chance to get anything done in the match or earn bloodpoints unless the killer takes pity on them or is really, really bad. As a solo survivor trying to get the rank 1 achievement out of the way, when a third of my games involve a DC or someone quitting early (a few days ago, I played 5 survivor games, and 4 of them had someone bail in the first two minutes), my well of sympathy is pretty dry. Hook suiciding is just skating around a penalty that is very clearly intended to be there and seeks to prevent what you're doing. If you're not going to play the game, don't play the game. Not every game is going to be against a baby Nurse or an addonless Trapper. If there is one specific killer that you can't stand playing against, then bring perks to counter that killer. Iron Will is a thing, a great perk to have against every killer but Plague anyway, and will put you in a better position than you would be without the perk against a non-Stridor Spirit. Use it.
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@Sluzzy said:
Survivors have been tremendously nerfed since Halloween Chapter. He and several others and perks need a lot of nerfs to make things fair and balanced.
I did a double-take when I saw someone was calling for Myers to be nerfed, and then saw it was you. Alright.
Judith's Tombstone and Fragrant Tuft of Hair need some tweaking and Tombstone Piece needs to be yeeted out of the game. Literally everything else about Myers is begging to be made viable in the modern day meta. He was great when he was released, but nowadays other killers do what he does better in every way. Ghostface is better at stealth and instadowns, Wraith is better at landing surprise hits, Bubba's instadown is incredibly easy to use and always available, Oni and even Plague are better power burst killers without hard caps on their power, who need to spend way less time going out of their way to farm their power, and have baked in ways to shorten chases when they do have their power to avoid getting looped for the whole minute. Nerfing Myers is like nerfing Trickster - cruel and unusual punishment for a killer that gets his first down halfway through the game unless he's up against solo potatoes.
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Dominating a match and letting everyone go. Also that magical moment when I'm looking for my first victim and some survivors just waltz straight up to me looking to meme.
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I had a dream recently where I was a survivor running from the Twins (though it was just Charlotte) in a new map. It was an old-timey, somewhat dilapidated hotel complex with 6 floors and a long folded staircase connecting them - like Midwich's, except there were gaps in the railing and you could fall all the way down if you wanted to. Charlotte interrupted me while I was looking for somewhere to take a shower. New survivor objective, I guess.
While 6 floors would be way too much ground to cover, I think the idea of a 3 or 4 story map could work quite well if the floors themselves were small and there were multiple points to switch levels.
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What @dspaceman20 said. Slugging because there's another survivor nearby is smart, slugging because you could save a generator/totem is smart, slugging because someone is going to try and make a save if you don't deal with them is smart, slugging because you would rather hook a different player and want to bait them out is smart. Slugging because you want to down the entire team before hooking anyone (and will leave the first people on the ground for 3-4 minutes to find them, because you don't actually know where they are), or slugging to watch everyone bleed out, is just pointless dick measuring that guarantees nobody gets any points, yourself included, and is no fun at all.
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Shack. I'm decent at mindgaming other loops, but with the holes in the walls (that you can't put projectiles through on the revamped maps... what the hell, BHVR?), even if I get rid of the pallet, it seems like there's nothing I can do but abandon a chase when a survivor goes to shack and proves they know how to run it.