Laluzi
Laluzi
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- Laluzi
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New maps, maps for the killers that got skipped, an apology and immediate withdrawal of the concept of breakable walls, addon pass for Pig, basekit yellow trapper bag for Trapper and/or removing the mechanic where he has to go all over the map to pick up his traps, Myers overhaul, improved hitboxes for Plague, more cosmetics and tomes for licensed killers.
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@[Deleted User] said:
That's just a normal Plague game. If you're downing only a single survivor with an usage of Corrupt Purge then you're playing Plague wrong. Use Discordance or Infectious Fright.
Hit two survivors with the same stream of Corrupt Purge, not the same fountain. That is vastly more specific and pretty much requires you to be at a hook or to get the drop on a group gen (which requires undetectable or the survivors to commit despite CP, because Plague isn't exactly stealthy.)
It happens during normal gameplay, sure, but not reliably unless you're camping.
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Isn't that one in the bottom right corner inaccessible on this path?
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@MadLordJack said:
That's pretty easy. Hooks exist, as does basement. Give it a few trials and you should have it done.
But for that, I have the same issue as I did with the Borrowed Time challenge, or the 'be undetected within 10 meters of the killer for 60 seconds as Dwight' challenge. Rift challenges shouldn't be encouraging players to play like asshats and screw over other players for the sake of their challenge. It's bad design unless they genuinely don't care about what they're incentivizing. Given how Corrupt Purge can't be bodyblocked, this challenge may as well have been "facecamp a hook as Bubba 2 times in one game" and the effect would be the same. (Or hit two survivors in one chainsaw sweep, but that's the same issue as Corrupt Purge - it's rare you'll find two survivors right next to each other and moving in the same direction in any other situation.)
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...And this is only level 2. Yikes.
I mean, it's not hard to do this once in a game, but twice is asking quite a lot. Honestly, your best bet with this challenge is to:
-Run Discordance and Tinkerer and then spray all over the place while approaching a gen
-Proxy camp unhooks and try and hit both survivors off the hook
-Spray survivors that are tbagging at the gates.
-Just ######### farm it, man.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2199255#Comment_2199255
Might I suggest simply changing up the crow system to actually WORK on these hostage holders?
I would be completely game for that solution too. Give all survivors crows if no gens have been completed in ten minutes (with all crows dissipating once someone is hit), or any survivor crows if they haven't completed any actions/earned any points in any category in a shorter span of time.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2199237#Comment_2199237
The Killer can still troll by just forcibly ending games when they start.
To me, that's not really any different than if you get an AFK killer, someone who just wants to facecamp the first person they see, or someone who's just memeing and won't play the game normally.
Bust matches are bust matches. If you want to prevent this kind of abuse, make it so the killer can't do this until 10 minutes from the start of the game. I'd still like a non-DC way to get out of games where the last two survivors are hardcore stealthing and not even trying to do gens and finding them can take several more games' worth of time, or games where a bully squad won't complete the last gen because they want to keep ######### with you.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2195923#Comment_2195923
Because then the Killer can just immediately open the Exit Gates at the start of the game to force depips.
I think the solution to that would be making it so that if the gates are opened early, everyone has a floor of black pipping (in addition to no endgame perks working.)
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Oh, amen. Please. It might be the most well-known RE meme there is. And it'd be so easy to make a charm referencing it. Hell, you could just have 'Jill's Sandwich' and call it a day. Or a sandwich for the killers...
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/2198150#Comment_2198150
But that's Second Wind, not Babysitter ;)
I'd argue that For the People would be a better choice but since the point of the build is to work alone I think it's perfect as it is
No, see, Second Wind is actually a stroke of genius. Because you have No Mither, you're already broken, so the killer can't see your status icon coming off the hook and tell that you have Second Wind! They'll never see it coming.
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I mean, yeah, it was fun barreling through pallets like they didn't exist, much like it is more gratifying playing in a giant dead zone than one with all its pallets intact and undropped, but any fun killers got was at the expense of survivors who weren't getting rewarded for good plays and were instead going down for them. The lack of frustration on one side came from an increase of frustration on the other; it wasn't fair, and it had to go.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2198012#Comment_2198012
DH would be easy to change, just remove the invincibility from it and keep the dash. Solves a lot of problems on both sides:
- Survivors cannot complain about getting exhausted on the ground since the perk doesn't grant Immunity towards attacks
- Killers will only see DH used to gain distance to a pallet or window, not to dodge attacks that would otherwise be considered a down
As compensation, I'd like to see the distance this perk covers slightly increased as well as the speed curvature being slightly more aggressive. We could experiment with other compensation changes, but I don't know how much TO compensate since I don't know how damaging removing the invincibility from DH is.
That might actually make Dead Hard stronger. Dodging an imminent attack is the weakest use of Dead Hard - barring Huntress/Deathslinger shots, you don't buy yourself significant time by doing this, because you're still right next to the killer and they can just hit you again. The speed boost to the pallet or window lets you make it a few more rounds around your current loop, or even make it to another tile. Turning it into a pure 'gain distance on command', and increasing the amount of distance, makes the headachey part of this perk headachier while weakening the part that killers could afford not to care about.
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How is a player that's doing nothing whatsoever toxic? Yeah, you got a boring game, but they're not bullying you or blocking you in a corner for 20 minutes or telling you your mother should have gotten an abortion in postgame chat.
You could say these are the players you like the least, but calling them toxic is a gross misuse of the word.
Also, the ... names are usually from Chinese players using a VPN. The game doesn't translate the symbols. They have a name, your computer just isn't parsing it.
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Plague and Myers are the killers where your teammates can directly screw you over if they're really stupid (and Oni to a lesser extent), but I'd say killers that require universal knowledge of their perks to counter their gameplay, or intelligent teamplay to get out of what they can do with their powers - Freddy, Bubba, Hag, Twins - are probably the worst to go against in solo queue.
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@Adeloo said:
Well it's not possible to open a gate while being in T3 madness.
Experienced it today :
- started opening the gate while in T2
- Doc charged his Blast
- I went into T3 and only had the option to remove madness
Either it's a bug or it's intentionnal
I'm not certain of this, but I'm pretty sure your environmental prompts reset after being hit. This is why you can be healing a downed survivor or opening a gate, get hit, and suddenly the same button makes you self-care, wasting critical seconds that see you go down before you can reorient. The default moves to the top again and only gets shuffled back down after you move and re-prompt the game to give you access to the object you're interacting with.
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Because otherwise it could become completely impossible to escape. It's the same reason you can unhook in madness 3, so that the Doctor doesn't have the ability to completely deny survivors the ability to make critical plays in crisis situations. It's fair enough to assume that other players should have to snap out of it before opening the gates when there's multiple survivors on their feet, but when you're the last one left and the Doctor's found you? You're not getting out of there even if you had the gates up to 99 before he zapped you. Anti-stealth powers, you're randomly screaming and broadcasting your location, you can't snap out of it mid-chase, and the action only saves progress in 33% intervals - which is 3 seconds solid, so the best you can do is drop a pallet/pallet stun and then waste the majority of the time that buys on getting a third of the action done. And even if you do somehow snap out of it, he'd just need four more shocks, or two more and a static blast, while you're running back to the exit gate to make you do the whole thing over again.
Doc's already better than most killers at interrupting actions from afar. I don't think this is a buff he needs.
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Just had an incredibly frustrating game. I'm pretty sure I got matched against players who got hit by rank reset, because either I'm way worse than I thought I was or those were not purple ranks. Two of the three people I got into a chase with knew exactly when to stay or leave their tiles and made very few mistakes I could capitalize on.
I start off chasing a Cheryl that successfully mindgames some distance on me after the first hit, so I go back to the most likely gen. Chase Claudette off of it, one gen pops during the chase, pick her up. Get side-blinded by an Elodie and lose the Claudette. There is a pallet in literally every corner I try to lunge around in the ensuing chase, three more gens fly by, it's Azarov's Resting Place and the last three gens are just all over the place, and I'm tired of Elodie blinding me at every pallet stun, so I do what I very rarely do, say '######### this', and stand in a corner and wait for everyone to leave.
About a minute later, exit gates light. I hear footsteps behind me and turn around. It's the player I haven't encountered yet, Zarina. She drops her medkit in front of me and crouches. Immediately I'm no longer frustrated, just 'aww.' I think she wants me to hook her, but I'm not having that, so I lead her to one of the few pallets that's still standing and let her stun me, then take her to the gates, where she beckons me to send her out with some hits.
Thank you, Zarina. I needed that. You were on console, but you got a heartfelt thumbs up from me.
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@Lx_malice said:
https://forum.deadbydaylight.com/en/discussion/comment/2197270#Comment_2197270
Bro it's really not that deep. They're just some random idiots you're likely never going to run into again. You're right; who cares what they think? You're not proving anything to them. You're proving to yourself that you have the dignity to end the game on your own terms.
Nah. If you hit them out, they laugh at each other and go "LOL LOOK HE'S SO MAD." If you don't visit them, you waste their time as much as yours, and there's four of them and one of you. I'd rather leave them blueballed while I go around kicking breakable walls and puking on lockers or something.
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If I'm right at the gates and survivors start tbagging me, I'll hit them out, because I'm losing dignity either way, so I'll take the route that wastes less of my time. Otherwise, enjoy butt dancing at nothing for two minutes. The survivors that spam loud noises are the worst - they're desperate for your attention and the best thing you can do is not give it to them.
If survivors are friendly at the gates (walking in circles, nodding, dropping their items), I will gladly let them farm me for whatever last-minute points they'd like - I'll even go to nearby pallets and ask survivors to drop them on me - but if you just want to tbag me, screw you and get out. I'll never comprehend the mindset that wants to rub in a victory when the killer didn't do anything spite-inducing during the match.
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Sure, Bubba's got the market cornered on chili, but Billy knows how to serve up a fine rack of ribs. Every day is bacon day at the (ex) Thompson House.
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Same here. For survivor, rank reset is a push back to ranks I don't die 9/10 of my games in until I inevitably rank back up, and for killer, it's a chance to do adepts without the pointless difficulty creep of the emblem system breathing down my neck.
I did end up getting 2 adepts anyway, but c'mon, I want another spin on the rank roulette wheel. Mine didn't work.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2193766#Comment_2193766
Once again I'm finding you to be one of the most enjoyable presences on this forum. I always like reading your posts.
I love Amanda! I loved her in the Saw movies and I love that she's in the game. I enjoy using her when I play killer but again, I just don't play killers that often. I've chosen her more than most of the other available characters though. Today was my first "booping" and again, I couldn't help but find it cute that the meme is apparently known well enough that one of the four characters IMMEDIATELY knew what I was doing, for all she knew I could have been crouching for the dash attack. But nope, she turned right around for the boop, and then survivor 2 and eventually 3 (and, finally, 4) joined the line. It was just neat. How could I kill these people after that?
I DO like playing the game as killer to the extent that I can get some chases, hits and hooks, but as previously mentioned I also go out of my way to leave them alive. No camping, no slugging, and I prefer to open the exit or bring someone to the hatch if possible. Someone's accused me (in general, he was accusing multiple people) of simply making excuses for not being good. I don't need to make excuses, I'm NOT very good as the killer, lol. But still I can more or less hold my own. I just legitimately enjoy being decent when I can, because the couple of killers who went out of their way to be decent to me left a big impression. There's too much hate, negativity and tribalism in this world. If I can make just a tiny, wee little difference in someone's day, make them feel just a bit happy even for a minute in a silly video game, then hey, that makes ME happy.
I guess if someone goes for the boop I'll have to just figure out a way to indicate to them during gameplay that I respect them for their trust and would like to play as normal but in a friendly, not especially aggressive fashion. I'll have to think on that one, lol.
https://forum.deadbydaylight.com/en/discussion/comment/2193813#Comment_2193813
Nice, thank you! I try to play this game every day, at least every couple of days, roughly daytime to evening US Central time. If you ever see me online, feel free to invite me to your game!
That Bubba situation sounds really cool. I've never quite experienced that myself but I've heard of it. Someone here once said that they were brought to the exit by a killer (might actually have been Bubba, coincidentally), but they (the survivor) shook "no" to indicate that Bubba had earned the kill. Bubba shook his head no in response and left.
I said this elsewhere a couple of days ago but it bears repeating: It might sound like flowers and rainbows but what can I say? It's true: I care more about having fun and everyone having a good game than I care about winning.
Aww, thank you so much for saying so! It really means a lot.
While I can play the game as intended... decently enough when there's an achievement or archive on the line (I just had to kill someone asking me for mercy at the exit gates to get Adept Clown last match, and I still feel bad about it), I find I'm just having way more fun when I don't kill anyone and instead play extreme tag with them. I'll get my two hooks on everyone and then just start messing with people - or even earlier, if something funny happens. Everyone gets out, everyone gets a lot of points, and everyone had ample chance to play the game - everyone has a good time, and good vibes all around is what makes me happy. If throwing a match gets me nods and item donations at the exit gate, I'll happily throw the match. And hey, the lack of heavy upwards pipping that comes from rarely getting more than Bronze devout keeps me out of red ranks, where I'm likelier to run into less fun, more competitive survivors. (If friendly survivors at the exit gates make my day, clickers and tbaggers do the opposite.)
I've had some fun nonviolent matches today like so - I played Hag, got Rotten Fields, groaned because the entire map is 'Do you like eyesight? Too bad.', and just decided to spam all my traps in the killer shack and chase away anyone approaching it like a grumpy old homeowner. After about three downs without hooking anyone, the survivors started approaching me. David started getting cute and popping all my traps while I tried to reset them, playing chicken with the angry old lady, and Yui built me a shrine of items (including her white warded purple medkit with gel dressings, which was way too generous!) And I had an adept Clown attempt where I rolled Ormond, immediately decided it was not worth trying seriously on such a large map, and spent the whole game chucking yellow bottles at survivors and watching them panic until they realized what I was doing. Then Feng motioned at me to follow her and the both of us stared up in awe at Felix, who had crowned himself king of the map by glitching up onto one of the rock piles.
Really cool hearing from other Pig enjoyers and how they handle the sacred boop. I love that clip of the secret boop cult. I would have been so confused and anxious not finding anyone by that point in the match, haha. I also try to get the last survivor to join in if most of the survivors have turned the game into a boopfest, because it's not fair for me to single them out and only go after one person - feels way too much like ganging up for comfort. If they won't stop running away, downing them and then dropping them next to the other survivors to heal up is a good way to show that you're not aggressive. The ones that keep running away after that usually just want to leave the match and aren't interested in farming or memeing.
There's been times when I stabbed a survivor trying to boop me because I didn't understand what they were doing in time, and I've picked them up and dropped them until they're back on my feet. I think those are my favorite, because not a single one of them has ever run away when given the chance. They just go straight back to boopery. Pig's my second favorite killer because there's this elaborate agreement around her where both parties have a universal language and cues to initiate, and no matter how many times people go against Piggies that are out for blood, they still try to check to see if the next one has a friend switch on her snoot.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2194730#Comment_2194730
oh I just think Adiris deserves it a little bit more after reading Wraiths tome. He is definitely up there in the top three I would set free still, that’s why I mentioned him.
but he did let his anger and thirst for revenge be careless for those that needed him and that actually saved him before. And he might be my number one choice after I re-read Adiris backstory or after her tome story gets revealed…
He'd already lost everyone he cared about by the time he gave into revenge. Back when he had anyone else with him - his grandmother, Funanya and the other orphans, he was trying not to let his rage consume him. I'm pretty sure it was exhaustion that led to him being careless, and you can't really blame him for that.
Plus I find it hard to even take a moral stand against him burning the killing crews. If he hadn't, they would have gone on to massacre more innocents for money and amusement. It was the same thing with Azarov. Both were revenge killings, but they weren't just revenge, it was removing an active evil from the world.
I don't know. Nurse and Legion both got much less sympathetic from their tomes than their initial lore presented, but Wraith (as well as Spirit and Hag) didn't become any less sympathetic through theirs.
Plenty of love for Adiris, though. So far she seems like a genuinely kindhearted person, just completely indoctrinated never to question anything divine. And she did everything she could possibly think of to save her people - even unto death she was still sacrificing herself.
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A few.
Finish 4 generators using Dark Senses: Pretty much impossible unless you have a SWF, all of them take aggro for you and handle unhooks the entire game, and nobody finishes gens without you. Best I've ever done uncoordinated was 3.
Kill all 4 survivors in the basement: I just can't! It's too mean! The only way to reliably get this is to be a basement camper and I'm not going to do that. The 4k rift challenges are hard enough on me.
Then there's ones I can occasionally do but have problems with - 4 unhooks in one game (I've pulled it off a few times, and gotten the challenge, but it's so luck-based), 4 stuns/2 blinds in one game (the killer gets wary of you after you start doing it and doesn't want to fall for the same trick twice), be within 10m of the killer without being spotted for a minute (only works if the killer is afk/memeing, otherwise you have to be useless for several minutes and will probably die), several grabs in one game (only doable by farming, all the stars have to align for even one grab), iridescent unbroken emblems (pretty much asking me to have an afk killer or Blendette all game), and iridescent malicious emblems (these are just so obnoxiously finicky - because of the way malicious works, your actual hits don't matter, just your hook states, and it's basically asking you to get an iri devout and maybe it will work.)
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Survivor: Really tough choice, but I'm going with Adam. Man was finally finding his stride in life and he deserved to keep it.
Killer: Wraith. He does not deserve to be here - the Entity had to screw with his mind to make him a killer. I would also say Plague and Hag, but with the state they're in, both of them would die the second they were removed from the realm, so what good would it do besides putting them to rest?
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Hell yeah. Welcome to the Pig side. We have survivors randomly running up to you and gesture spam. Oh, the number of times I've charged straight at someone only for them to crouch and point.
Every Pig has different booping etiquette. I turn nonaggressive to that survivor when booped, and I'll just go completely passive and stop attacking anyone if 3 survivors boop and the last one is scared, but others will play the game normally but spare the booper at the end, or give special treatment to the first or last player to boop them. Decide what you want to do with the friendly survivors and then do it.
I keep trying to help survivors find the gnome, but I'm being extraordinarily unlucky with it - I've only managed to spot the little bastard a few times, so mostly I just end up leading survivors on a merry tour of the map and then hitting them for that speed boost to the gate once things start cutting it close.
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I'd quite like the change where cleansing doesn't heal a survivor unless they became injured via sickness damage, but other than that and her dubious hitboxes, and the fact that all of her fountains get wiped when they fill instead of just one/a few of them, I'm very happy where she's at. She also has a pretty good spread of addons and while I'd like the addons you're suggesting, I also think they're on the powerful side, especially the regression.
To me, the best attribute of Vile Purge is that you can tag environmental objects. Primarily this is generators, though you can puke on pallets/windows in areas with difficult LOS (mainly shack and high wall loops.) What you get is either herding survivors away from the object (moving them to more favorable loops, making them wait on a regressing generator, or making them waste time looking for a clean generator) or a combination of time bomb and information. That little touch of infection from a thrown pallet isn't going to get you a damage state in chase unless you vom on them or you chase them for way longer than you should, but it will make them loud and easier to locate. Which is overall alright. But infection from starting up a random gen you hit? Way better. They'll be injured or well on their way by the time that's relevant to you, or you can see the flash of yellow in the HUD, go 'that person touched one of my gens', and backtrack to harass them. You can also do this with your hexes, though the ambiguity of what was touched makes it harder to react if you're also tagging gens.
But regardless. Either they cleanse before they encounter you, and you get a free fountain with very little effort or loss involved, or you come across random noisy injured survivors for quick downs.
You're also discounting the use of Vile Purging a healthy survivor in chase. No, you don't do this every time, or often (unless you brought emetics.) But if you do it against survivors that are running out in the open, or running towards a strong loop in a predictable line, Vile Purge can be more effective than two M1s because sickness damage doesn't grant a speed boost, so you can M2 straight into M1 with no catch-up involved. And for survivors that are successfully running you in low/windowed loops, Vile Purge can be nice to both passively and actively chip at their first health state so that when you do catch them, they go down from it. It also gives you a free infection on whoever unhooks them, which is nice.
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Ruin does deactivate after a certain amount of time, unless none of your teammates know what they're doing or you're on Midwich and nobody brought a map. In the situations where Ruin doesn't get cleansed, it's often because the killer already dominated the hell out of the game and Ruin may not have made a difference to the outcome, or gens got done anyway and nobody felt the need to go and look for it.
Others have already said that Ruin already has a deactivation clause and doesn't need another, but there's a few things wrong with your proposed scenario why this is necessary.
If the killer is guarding a 3-gen... no matter what, 4 survivors will always win a 3-gen scenario eventually. Which you did. Either the killer goes and chases one of them, allowing the others to do the gens, or he can't commit and survivors dipping in and out of range win his battle to kick the gens they're working on by attrition. And there's going to be 4 survivors if the killer is bad at chases and drops them super quickly to return to the area he wants to protect.
Ruin removes a step from the gen-kicking battle and makes a 3-gen way more viable. Except... Ruin never lasts in a 3-gen unless survivors let it. If the killer has Ruin and is fiercely guarding 3 gens, he can't pressure anyone who's going around the map doing totems, which is what several survivors should be doing. Look for Ruin. If Ruin spawns within his 3-gen, you're in a rougher spot, but you can deal with this by having everyone else pile on the farthest gen while he harasses one or two people trying to cleanse Ruin.
I can't stress this enough - if a killer is guarding a 3-gen and has Ruin, and there's no gen that's nearly done, abandon the 3-gen for the moment and go and fund Ruin. Either you get the totem for free because the killer can't follow you there, or the killer leaves his 3-gen after it's clear everyone is totem hunting, and people can slip back in and start doing gens.
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@GeneralV said:
Freddy.
The one true answer to this thread. He and Quentin have their own little sadness corner, where even Myers and his wardrobe of two gazes pitifully upon them. (Or maybe he's just stalking them.)
They really need to try and negotiate something. Freddy is Freddy. He deserves more than this.
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Wraith and Plague. I'm always a huge sucker for the tragic figures. I also really liked Legion's initial lore as four kids spiraling hard out of control, though their rift lore paints at least two of them as aspiring sociopaths the whole time, which feels a little less... real, to me.
Hillbilly's rift story is absolutely incredible, though. Wraith's was great, and Plague's isn't fully out yet, but eesh, if there's one in the archives that shook me, it was this one. The constant juxtaposition of the lives he sees through the TV and his knowing that his own shouldn't be like this as he falls deeper into insanity and violence, and finally accepts it all and goes to forge his own way free of all of them, is just brutal. "He's own kind of hero today." What a line. It's not often you're brought to root for the guy who kills his whole family and a police squadron, but the whole thing was so painfully human.
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386 votes and 19 comments so far on Reddit
It's worth a shot...
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Plague, Jeff, Jane, and Zarina.
I'd also desperately like more options for Piggy and Myers, but I'm pretty sure that's not happening.
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Ghostface wins all for style points, but I'm a big fan of Doctor's trailer for that mugshot at the end, Plague's (that dramatic lighting, eesh), Trickster's (I give them massive props for the style deviation, and the art and seamless segues between his public and private life are great), and Legion's (which... it's a real pity their gameplay doesn't reflect that, since it's an absolutely awesome mood.)
None of the spotlights in particular have really caught my eye, but I've only watched a few of them in full, so maybe I can't really say.
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You're only going to die to an RBT if:
- The Pig is harassing you while the trap is active, chasing you away from boxes and hooking you in other locations
- The Pig is running some combination of Jigsaw's Sketch, Tampered Timer, and Crate of Gears, and you get unlucky with boxes
- You are very dumb with your time and heal yourself or work on a gen while it's active
Gens aren't going to save you in situation #1 or #3 - or they could, but the game will never get done that way. There are times you should 99 gens against the Pig, like situation #2 (it doesn't have to even be until the survivor gets the trap off, just let them search a box or two first), but other times you're just giving her free regression by getting scared of her traps.
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@Chilli_man2400 said:
I actually made a video about Wraiths perks but for predator here’s how I buffed it
https://us.v-cdn.net/6030815/uploads/0UR1RAKN5IUR/27075eb1-c13e-417a-9e7c-92d6e264a07e.jpeg
Additionally to this I would make it so footstep sounds are louder
Scratch marks lasting longer isn't actually a good thing. Yes, it can help you find someone when you have no idea where anyone is, but it also means that any given scratch marks you see are less accurate and the survivor may be much farther away than the scratch marks indicate.
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Play however you want, just don't slug all four players and dance over their bodies for four minutes. Anything other than deliberately wasting the other players' time is fair game in my eyes.
If this question is meant seriously... I'm happiest playing against killers that, when presented with a person who just got unhooked/is running away from the hook, and the player who came to unhook them, go after the second target. Those games always feel the best to me, whether I live or die, and I always give the killer a thumbs up and thank them if they're also on PC.
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@NightmareKiller said:
Why do survivors t-bag and click their flashlight? If the survivor wasn't toxic then they are probably doing it just to annoy and mock.
Then again, depends on what people consider toxic. If I get my first hook and I hear 3 gens pop. I'm sure as hell gonna camp and start hitting the guy on hook out of spite. You just did 60% of the game, 2 more gens and I'm out of the game with an Entity Displeased, a derank, barely any Bloodpoints and getting t-bagged at the gate.
Same as how lots of survivors justify themselves when they t-bag because "wahh the killer was mean he camped/tunneled/whatever" then I'm gonna do the "equivalent" (hitting the hooked survivor will never be the same as t-bagging, specially not culturally) and hit on hook when they gen rush, or constantly body block me and follow me around sabotaging hooks and trying to blind me, etc.
This is kind of painful in conjunction with your thread yesterday complaining about how survivors have the audacity to be proud of how they played after you killed them.
...Because you facecamped them to death because they had a pretty successful chase against you and you got mad about it?
There's a ton of things wrong with this scenario. If three gens popped, you were chasing that survivor for too long and should have recognized that you needed to go after weaker/zoned out prey, and returned to patrolling the gens. If you stick to that chase anyway, and you're getting tilted because the other player played well and took a moderately long time to catch, that's a you problem, not a them problem. If you completely throw the game and refuse to do anything else now that three gens are gone, even though you have a bit of pressure now, an area a survivor is guaranteed to run to, and a much smaller area to patrol, that's extremely a you problem. Gens go way faster in the early game than the late game and survivors tend to get cocky when the killer is doing that badly. Just yesterday I played a game where I got my first hook at 2 gens remaining, with a killer I'd barely played before, and the game ended with 11 hooks and a hatch escape. What you're describing is just giving up.
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It definitely does. It might be the most useless killer perk - it's useless at best and a hindrance at worst, since not only do you not need any help tracking scratch marks, but taking the scratch marks off trees and walls makes them harder to spot from afar, and can completely hide them in thick grass. Monstrous Shrine is hot garbage, but it has a tiny effect that might come in clutch once in a blue moon.
Increasing the sound and hear range of footsteps would be nice. It'd be a perk that'd be way more useful on Spirit or Nurse than Wraith, but it'd have an actual use. Another thing I could see Predator doing is adding short-lived, faint scratch marks for walking. Not crouch-walking, that'd still be invisible, but walking now creates faded scratch marks that last for 3 seconds.
Though that'd destroy what little counterplay Spirit has, so maybe not.
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@Orion said:
If a killer is carrying a survivor on their shoulder and drops down, the survivor is immediately incapacitated and cannot wiggle any more. Y'know, because their stomach just got slammed against a hard surface.
Also because they were already dying when the killer picked them up, and being manhandled and then dropped suddenly doesn't magically put them in a state to run again. So I propose they just flop off and the killer has to pick them up again.
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Not having a great time. It didn't reset me at all and it's impossible to tell how I played relative to my opponents when a rank 14 might be a rank 14 and might be a rank 1.
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Plague becomes one of the worst killers. Being vommed on her now takes several days before you start showing any effects and being bonked by an incense burner takes way more than two hits to down you.
Also, she probably collapses and dies the second she spawns into the trial.
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It's a bit rude, since you're acting like you don't consider the killer a threat. But it's not something I'd get tilted over in a vacuum - I'd need to see other signs of BMing, or truly and well getting looped to high heaven, to start taking it personally. After all, the purpose is obvious.
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@danielmaster87 said:
Justifying Tombstone add-ons is playing devil's advocate. "It takes so long to get ready." "You can tell he has it because his hand is like this." "You can tell based on how long he took to stalk." "Just break los." None of these matter. Instantly moriing someone out of the game is stupidly overpowered to the point where nothing can justify it. It is old moris on crack, pretty much as powerful as original original moris where you didn't have to hook anyone, just down them. But with these add-ons, you don't have to down anyone, you don't have to injure them, you just have to walk up and press a button.
Tombstone Piece is broken. Not going to argue that at all - its drawback is barely a drawback and deleting someone from the game two minutes in because Claudette didn't see Myers watching her on a gen is absurd. Judith's Tombstone is a different story.
Is instant mori-ing extremely powerful? Yes. Is it fun to play against? No. But Judith's Tombstone works in one of two ways. Either Myers isn't running it with Tuft of Hair, which means you can survive either by waiting it out in a locker or by looping him for the duration of EW3 - and this is more doable than it sounds, because he's barely better than his T1 speed when he's running this addon. Which is something survivors can easily notice as a warning. He'll also probably not get T3 until middle/late in match unless your teammates are extremely incompetent.
Or he's running Tuft and you can't outrun him; he can wait forever. Except the thing is, if he's running both Tuft and Judith's at the same time, he needs to near fully stalk everyone. He can't just leech off the weak links, he has to spend time tracking down everyone and milking them despite their efforts to block LOS. He can't waste time on actual chases - he's still very slow and they just don't help his objective - so he has near-zero pressure. So Tombstone + Tuft games end up as a race - does he get T3 before the survivors do most of the gens? If yes, Myers wins. If no, he's only getting one or two people max, zero if he never makes tier 3.
It's not going to be a fun game. No matter who wins, pretty much everyone involved is going to depip. But it's not nearly as unbalanced as you're making it out to be. He has to, from the perspective of every other killer, throw most of the game to do this.
I like the tombstones as flavor for Myers - there's a level of tension against him that you don't feel with other killers, and I wish there was more of that. And if they remove the tombstones, they'd create an almost impossible achievement in their wake, especially with Moris being so conditional nowadays too. But I'd much rather see Piece changed into something fundamentally different than Judith's.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/2190436#Comment_2190436
Yeah. The biggest jump scares are when survivors pallet stun me.
Or when you open a locker looking for a reload and suddenly Kate is screaming in your face.
Survivors are terrifying.
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Yesterday I got pulled off a gen by a Huntress with Wooden Fox. I was staring at the building I thought she was chasing someone in, waiting for her lullaby to grow louder or quieter, and suddenly, yoink from behind. Definitely made me look at that addon in a new light.
Anyway, mostly stealth killer jumpscares. Ghostface and Myers are the best at panicking me, especially Scratched Mirror games. There was one time a hit from a Scratched Mirror Myers spooked me so bad I spazzed out and tabbed out of the game. Had to frantically close the couple of windows of File Explorer I accidentally brought up. When I switched back into DBD, he was just standing there, watching me.
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@NightmareKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2190244#Comment_2190244
Or you know, people could just accept they lost. Sometimes you win, sometimes you lose. Being delusional and reshape reailty so you still think you won when you didn't seems pretty sad.
But looking at this thread full of people who can't win the game so they pretend they don't even care about it and make excuses as to why they can't get a 4k as killer seems copium is in the air.
It's ok to lose. It's not ok to pretend you won when you didn't win.
Dude, even the devs don't agree with your idea of winning. They're adamant that a 2k is a win for both sides and that the 4k or bust mentality is bad for the game. It's not everyone else's problem that you have an idea of victory that you think is the one true way to play, and it's not everyone else who's wrong if you insist your own construct trumps everyone else's constructs when they approach this game.
It's a game. Different people play it for different reasons and have different things they want out of the experience. If I had an archive to get 4 pallet stuns in one game and I go down with that last pallet, I'm overjoyed. Of course I won that - I did exactly what I wanted to and finally got a difficult challenge out of the way. I didn't beat you, but I wasn't trying to. That's way more of an accomplishment than a game where I sit on gens the whole time and then putter out the door.
Expand your mind a bit here. Not everyone is dead set on the idea of escaping or 4king - not everyone lashes their enjoyment of the game to the total domination clause. Some people are happy if they get a really good play in, or make the other team work for their outcome, or if they just had a good time playing. You make it sound like that's pathetic - no, that's healthy, and that's less people screaming that your mother should have gotten an abortion in endgame chat when they don't make it out or fail to get a kill. For survivors, this is a team game - they have to work together and it's not expected that they're all going to make it out alive. Dying to save the team? If they hatched a plan that turned your 3 man slug into one sacrifice and 3 people out the door, they absolutely succeeded at what they set out to do. That's a victory, even if they died for it, because that was the intention all along. Or if you get solo queued with a bunch of potatoes, and everyone else died super fast, but you looped the killer for four minutes, they closed the hatch, and you went down fighting to the endgame collapse - why wouldn't you be proud of your own achievement? You couldn't have won in that scenario, but you held your own to the bitter end. You're approaching DBD with an extremely black and white mentality, and that wouldn't be a problem except that you're expecting everyone else to do it too, and essentially saying people aren't allowed to have fun or feel good about their accomplishments unless it's by your terms. That's not something you get to decide for them.
I'd like to know if these survivors are leading up with talking about their achievements in the match or if they're saying it in response to something you said first, because your comments here are leading me to suspect this isn't happening in a vacuum.
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...I've totally seen killers that are content if everyone escapes but they got 8 hooks. Some even prefer that to getting 6 hooks and 2 kills.
Not everyone has the same idea of winning or losing. For some, that's escaping/4king. For some, it's getting 4 BBQ/WGLF stacks, or doing a rift challenge. For some, it's making good plays in the match and putting up a good fight regardless of the outcome. Being proud of making some sweet moves, getting a hilarious jumpscare on a survivor, or buying your teammates a lot of time even if you died/got clapped isn't being a sore loser unless you heckle the other players about it (and the other players didn't open up by making fun of you, because the ass is always on the player that initiates bad manners.) In some cases, that's being a better sport than the alternative, which is being super pissy in endgame chat if you didn't manage to escape/kill and being unable to enjoy the game unless you hard dominate in every possible way.
If survivors are opening up with 'I died but you sucked more, haha pallet go bonk on your head', then yeah, they're being dicks. But if survivors are going 'at least I stunned you four times' after you tell them GGEZ...
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Surprisingly fun? I thought Trapper would be pretty terrible and frustrating, but there's nothing like that rush of dopamine when that survivor you're chasing starts heading just where you want them to. And oh, the sound of that trap snapping shut. Same deal as Hag, to an extent - I thought I'd hate playing a 110% and that she'd be ruinously slow, but god are these jumpscares fun, and she never has to play a long catch-up game as a result.
Surprisingly not fun: I purchased Pyramid Head along with Plague when I bought the game, liking Plague's design a lot but thinking Pyramid Head looked like a pretty straightforward and strong killer and would be a nice introduction to the game. Not so. He feels like driving a very old, very unresponsive truck, aiming his power is way more difficult than it looks, and I can't get anyone to go through his trails.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2190009#Comment_2190009
I never said anything about the actions, tell me exactly what did I say that was incorrect? There's nothing incorrect about my statement. I'm not sure why you're wasting your time and mine by responding. Anyway another point is that a tunnel can exceed 60 seconds and yet the perk provides no relief in that circumstance. Again indisputable that the timer has nothing to do with being tunnelled, you can be tunnelled beyond 60 seconds and that was the point. The timer isn't tied to whether or not you're being tunnelled as has been suggested several times.
Your statement was correct save for 'it has nothing to do with tunneling.' Because it does, both directly and indirectly. Paring something down to lines of code doesn't change that the design was based around the actions that constitute or don't constitute tunneling, inasmuch as tunneling has an agreed-upon definition, and pretending they're entirely unrelated because DS isn't written to say 'this perk is active if you're being tunneled and turns off if you're not' is disingenuous. Tunneling doesn't exist in a way that the game could codify this, hence why we got the list of actions that we did. It's an approximation that's trying to be as accurate as possible - and in most cases it is accurate, hence why it's not misleading to say that DS stays active or deactivates based on whether or not you're being tunneled. Yes, you can heal for half a second before the killer shows reaches you and it'll deactivate despite pressure never being taken off you. Yes, it stays active when you're wandering around doing nothing and you can use it 45 seconds later if you run straight into them despite them having a chase with someone else in between. But for the most part... the people who complain about DS not working anymore are the ones who were using it as an aggressive perk, and the ones that still use it just fine are the ones who were using it as an anti-tunnel perk.
The timer can run out while you're still being tunneled, yes. I don't disagree with that. But if you run the killer for a minute on one health state, you're doing very well by the standards of the game. That could be 3 gens mostly done in the background. You also have the ability to make a misplay towards the end of the timer if you feel like your chase is about to end naturally, going down (convincingly) at around 50 seconds so the killer will pick you up, get DSed, and you have another head start to work with.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2187870#Comment_2187870
Let's be more accurate and clear, it deactivates after 60 seconds or whenever you perform certain actions whichever comes first. It has nothing to do with tunneling.
It has plenty to do with tunneling when the actions that deactivate it are only done when the killer isn't chasing you, and the actions that don't deactivate it are nearly always taken as part of a chase.
And if the killer doesn't bother you for 60 seconds, you aren't being tunneled.