Laluzi
Laluzi
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- Laluzi
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@stikyard said:
Just because you started doing an action, doesn't mean you aren't being tunneled.
So, I get unhooked and try healing myself and here comes the Killer to come find and tunnel me. I'm not being tunneled because I tried to heal myself?
Yes and no. The killer coming back to the hook may mean they wanted to tunnel, but killers often go to hooks because there should be two survivors there - you're guaranteed to find a target and even if you're explicitly avoiding tunneling, you'll still have someone to chase. But if you do that and there's a wounded survivor sitting right under the hook, the only reason to ignore them is to be nice, which doesn't exactly pay dividends in DBD. Doubly so if there isn't another survivor healing them and they're the only person you see.
Healing yourself under the hook, or only a few steps away from the hook, is a risky gamble that relies on the killer being far away or being occupied with another player. If you aren't sure of either of these, you should make some distance from the hook.
But then again... I personally think self-healing shouldn't deactivate DS unless it completes (or to prevent 99s and aggressive behavior, have it deactivate at 33 or 50% of the healing bar), because you're right, you will have killers that follow you off hook, and if they were close enough to start with, you can't get rid of them between your cries and the blood trail. They will pick up chase again. Thinking you have time to heal in some jungle gym corner for a second before the terror radius shows up and closes in on you shouldn't deactivate DS, in my opinion. I'd still consider that tunneling. But while I'd rather that be changed, I can live with it when the nerf got rid of so many more unfair situations than it created.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2189840#Comment_2189840
I see. It is a strategy after all, just an annoying one.
Please don't hunt me with that...It's really not - you're just wasting most of your traps to make a survivor go 'what the #########' and freak out at a random point in the match. I just think it's hilarious.
But yes, the ear is two kinds of terrible - it's terrible because it's such a headache to experience, and it's terrible because it doesn't actually net the Hag any kind of benefit. A player who runs into a phantasm trap is already disoriented and panicking and hears a terror radius right next to them, which is either legitimate or fallacious; a disruptive lack of sound doesn't make much difference to how people react. The absolute most value you would get out of it is that if the player keeps running and doesn't look behind them, they won't be able to tell if you're following them or if you didn't visit the trap. Or they could just look behind them. All of Hag's purple addons need a serious look taken at them; they're either useless, worse than useless, or terrifyingly strong in the case of the shackles.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2189754#Comment_2189754
Haven't seen one since 2019... And no, I am not complaining here.
I like bringing the ear, then setting eight or nine traps in a tiny area like shack or in a straight line through a long, narrow corridor.
Call it psychological warfare.
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The movement speed isn't really useful because you don't want someone running behind you or alongside you in a chase - that's double pressure and it guarantees one of you is going to go down fast at a window or the like. And if they're staying nearby, but out of sight, to give you the speed boost, they're not doing gens or anything useful, they're sacrificing all of their pressure to make your chase last longer (which wastes more of their own time), and the killer will hear them and go for them eventually. So the movement speed bonus usually only ends up being useful to get the both of you to a gen faster, or to get an initial tiny burst of speed when you scatter because the killer was coming up on your heal.
When you take out that aspect, it's just a threadbare Empathy that might bring someone over to heal you too... and you could use the perk to occupy the killer for a very long time if the following conditions are met:
-You're in a SWF with comms
-Both you and the randomly-chosen obsession are very skilled loopers, so the one who's currently swapped out can react quickly to any sudden moves the killer makes and never leaves themselves out of position
-All four players are alive, so decent gen progress is being made while two players are occupied
-The killer isn't ranged and lacks any kind of anti-loop power
-The killer doesn't recognize you're running the perk between the unusual movement speed and your buddy swapping in and out of chase, and drop chase early once they figure out it will take too much time to catch you
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@Rullisi said:
If you kick Victor, he should be gone for at least 30 seconds and not to be instantly spawned again. ######### twins
This is the nerf they should have made. Maybe 20 seconds instead of 30, but they should punish unsuccessful uses of the power, or reward very good plays by survivors with a bit of a breather and a chance to run away before Victor's right on them again. Not punish the Twins for using their power well and getting downs. This design choice makes no sense.
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Certain killers have custom menu music and some don't. Or are you not getting custom music on anyone?
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@KlapzCheeks said:
https://forum.deadbydaylight.com/en/discussion/comment/2188916#Comment_2188916
Please enlighten me when I said it was ok to bully people? PLEASE DO. I said if it is getting them BP then no it is not. Its not the players fault they are trying to maximize the points they can get. Anything after that, ok. Until your BP is maxed youre not bullying. I have ran around looking for totems after the gate was opened to get more points. If I knew I was a much better player and can loop to get more bold points, I am gonna do it. I am not doing it to "bully" I am trying to get BP.
You tried comparing gameplay in DBD to playing twister and physically hitting someone. The whole topic ended there as you reached so far and dropped the straws. Bullying and talking nonsense has no place in the game but that doesnt make everything toxic because you have a bad game. That idea is absolute nonsense. Teabagging at an exit game celebrating the fact you won is now bullying? Really? Taking the entire time is another deal, that shouldnt happen.
I will teabag at pallets mid-chase and click my flashlight to tilt the killer and make them keep chase. Its not bullying, some of what youre saying is but not all. Youre blanketing everything into 1 and thats not how this works. Its like expecting the killer to be nice and let you get away. Its an entitled state of mind. Oh no I am not having fun or I dont think this is fun so its automatically bullying.
Well, you haven't, because you and I have pretty different definitions of bullying. I can't cite that because your entire argument is that none of this behavior is actually bad to do. But I could cite any of your posts on how survivors being rude or dragging out the game isn't bad because they get points out of it, and all the ones telling me it's my own fault for not wanting to deal with people being unsportsmanlike at me.
If this is all for BP, then explain to me all the bloodpoints people get from spam-vaulting the killer over so they can open the hatch in their face, or waiting at the gates until the killer shows up so they can tbag before they leave. You don't need maxed BP to bully people... I'd also ask you to explain why it's so hard to show some basic empathy for fellow players, but that might be overreaching. Like, for example, for a red rank squad to show a bit of compassion for the rank 15 killer that's plainly given up and just wants to ######### move on to the next game, and isn't even trying to chase them anymore, but they won't let them because it's too funny watching them flail and because they can still extract some bloodpoints by running around just out of reach, but apparently this is all okay and you don't have to act like there's a human being behind the screen as long as there is a material benefit to screwing with some poor sod that's trying to play a game, and I know when to pick my battles. I will however call bullshit on the material gain being the impetus for this kind of behavior, because no. It might be a factor, but I call bullshit on it being the reason. Occasionally, yes. Some people are just mercenary with no psychological strings attached. Maybe that's you. But if most people were in it for the bloodpoints, they wouldn't be tbagging after every whiffed hit and they wouldn't be laughing in the endgame chat calling the killer names and telling them to play Civ 5 because they're ######### at the game. (Or screaming about crutch perks and undeserved kills when it turns out the killer as NOED and he actually takes some of them out when they finally stop screwing around.)
Because doing that is nasty. It doesn't matter if you're getting something out of it or not. It's being a dick at someone else's expense and there's no moral high ground to be had here.
You're cherrypicking my posts and grabbing whatever points are convenient to you, and you're making just as many assumptions about me as I have about you. Me not having fun does not equate to bullying. I play many perfectly by-the-book games where I don't have fun due to misplays, bad luck, map offerings, et cetera. Players that follow me around clicking, I ignore, because they're just trying to get me to chase them and that means I probably shouldn't spend time on them unless I have no idea where anyone else is. But I do understand their intent, while annoying, is purposeful. But players behaving in ways that have zero benefit to them, or would require a taxing routine of mental gymnastics to pretend were done for any other reason than to piss me off, is... bullying isn't typically the word I'd use for anything other than dragging a game out when the other side clearly cannot keep up with you, or doing crap like slugging people and refusing to hook them for four minutes, but definitely rude and pretty draining to encounter.
The whole post this took off on involved me conceding that certain things have functions beyond griefing the killer, but saying I didn't encounter them as much as I encountered players being rude for the hell of it, when there was no other reasonable explanation for their behavior - and that they were still frustrating to encounter. Which you did too, but you've been acting like that's all I'm talking about and ignoring everything else. My last few posts have been centered around that area, purely spiteful gestures with no gain attached, and you keep dodging the point. I don't see a reason to continue debating this with you as long as you continue to fixate on analogies instead of actually addressing the meat of the argument.
Also, thank you for confirming my belief that yes, you do take part in this behavior after all, you just don't think anyone has the right to have a problem with it because you achieve a result from it and therefore there's nothing wrong with trying to piss someone off as a strategy. Like I said, people don't defend these things unless they identify with them. I'm going to be extremely generous and take you at face value - as in, you don't actually find these things fun to do and you'd be just as happy playing DBD without an in-game language to piss people off with. It's just useful to you, nothing more.
I'm curious. What are your thoughts when the killer facecamps you or tunnels you out of the game in response to the tactical BMing? Is that fair turnabout, or are they at fault for taking your very logical strategy personally? And is it the killer's fault for thinking you were a nasty person who was making fun of them when you were trying to make them mad, but strategically?
Because I'm pretty sure if the target can't tell the difference, it's still functionally bully behavior. Just because you got something from it doesn't make it not mean.
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@KlapzCheeks said:
https://forum.deadbydaylight.com/en/discussion/comment/2188858#Comment_2188858
I actually DONT play like that but its nice to assume things on the internet. just because someone gives you a counter doesnt mean they are that. I was quoting you with the party game line either way. i never said anything that you are saying. If the survivor is doing things that gets them BP then your arguement is not valid. So it wasnt fun that you got looped to the extreme, IT HAPPENS TO EVERYONE.
If we are being honest if a simple teabag gets you so tilted you need to go on the forums to rant about it being bullying, dude you probably should take a break.
You should not assume things about someone who doesnt agree with you. THAT IS RUDE. Good-day Sir
You're the one who came in here to rant about how bully behavior isn't bullying and it's everyone else's fault for being oversensitive on a thread complaining about how new players are being driven away by highly experienced players being dicks, and then proceeded to drop the laundry list of the usual reasons why it's their own fault for not enjoying other people being rude to them and wanting to be able to play the game without being subjected to it.
You can't get all surprised Pikachu when people assume that you're a part of the behavior you're very explicitly condoning. People generally don't defend bad things unless they identify with them.
And for the record, since one of your posts came in delayed - how is it not sadistic to derive enjoyment from making someone else feel bad? That's douchey no matter how you slice it. Forget the themes of the game. They're window dressing, and an excuse. 'It's a game about killers so you should expect me to be nasty' is as dumb as 'it's a game about killers so you should expect me to actually be violent and kill you.' It's a game. People play games about racing cars and slaying dragons. Games do not fundamentally change who we are as people and the only people that genuinely believe that are the middle-aged busybodies who think Pac-Man is corrupting the youths.
My idea of a good time involves not having random people go out of their way to be asses to me for the express purpose of provoking me into an angry reaction. I don't expect other people to go out of their way to make things fun for me, I expect them to not go out of their way to not make things fun for me, because that's not playing a game, that's just trolling someone. This extremely discerning standard applies to most people, so I'm not exactly the one demanding something unusual - it's the people who want to rain on everyone else's parade and think they have the god-given right to do that that are the aberrations and the ones who generally mess things up for the majority. I'm not talking about players who get tilted and play nasty in response, or the players who use unfun tactics because it's the best way to win and they like winning. I'm talking about the ones who start up a session of DBD to see how many ragequits they can cause in one day, or how many angry comments they can fish out.
I'm gonna be honest, the whole 'you're the entitled one if you think people don't have the right to treat you like crap for their own amusement - think of their amusement' is... pretty damn entitled. Why would I owe any consideration to the kinds of people whose bread and butter is giving no consideration to anyone else? It's obvious BHVR wants to cut down on the nastiness present in the community - the fact that they run surveys about this and then implemented a filter that (very badly) tries to prevent people from discussing heated topics, rather than just blocking slurs and calling it a day, makes this evident.
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@Beelzeboop said:
https://forum.deadbydaylight.com/en/discussion/comment/2188728#Comment_2188728
This is one of the reasons I make it a point to always play nice.
I don't want the survivors to leave the game thinking I treated them unfairly.
I even avoid doing particularly powerful plays because I know that they're completely unfun and cheap for the survivors. I've only ever intentionally slugged once (I wanted their friend to pick them up so I could get my Mori daily), I've ran NOED one time (I had no other perks that had any actual value to fill my last slot), I only camp if there is virtually no chance of me getting another hook, and I only tunnel if I see a key or an Object (you are literally asking for it if you run OoO).
I want to feel powerful, but I know that that is absolutely not an excuse to ruin someone's day.
Players like you are a credit to the game. Always love running into people after a match with your kind of attitude.
My favorite way to play killer is to get everyone or most on death hook, then either ignore the players who are already on death hook in favor of the ones who aren't, or leave the death hook players slugged so that someone else can pick them up. I'll keep whacking them around past the point where I'm hooking anybody, and I'll make them work for the last gens, but I won't kill anyone and I'll goof around if survivors get the idea to approach me. Everyone gets to play the game. Nets me a lot of positive messages after chat - and I'll admit, I feel the same way. I don't want survivors to leave unhappy over something I did. Same thing as a survivor - I'll often offer myself up if there's a 4-man escape and I didn't need the escape for something or other. But that's my brand of feeling powerful and feeling nice, anyway. Never used NOED, though I've been having a lot of fun with Devour Hope lately.
I only tunnel if I'm going for an adept/4k rift challenge and someone unhooked before I had a chance to leave - or if the player really made a point to BM me, because at that point, you get what you give.
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@KlapzCheeks said:
https://forum.deadbydaylight.com/en/discussion/comment/2188826#Comment_2188826
If they are able to leave and get more BP for themselves, why not? Its kind of ironic that you bring up the fact its a party game yet youre complaining about how others decide to play the game.
https://forum.deadbydaylight.com/en/discussion/comment/2188802#Comment_2188802
So saying if someone doesnt play a game YOUR way is self-centered is literally the pot calling the kettle black. Fun is how you perceive it and in no way should anyone be forced to play how you want them to because youre not having fun. PERIOD. THE END.
https://forum.deadbydaylight.com/en/discussion/comment/2188816#Comment_2188816
If tea-bagging at an exit game tilts you that bad you might want to take a break from the game my dude. You can use that time to clean up pallets or you could simply just pull up a youtube video.
Yeah, I'm unsurprised at anything you're saying here. This is the standard spiel - it's your own fault for being bothered that I'm rude to you, it's your fault your skin isn't thick enough to put up with online games and you should get off the internet for a while to get over it, it's your fault for not liking that my idea of playing Dead By Daylight is to annoy you and I have the right to treat you however I want as long as I'm not calling you slurs you so you're the one who's wrong for expecting anything else when you bought the game.
Using the guise of 'it's a party game' to justify any behavior is ridiculous. That's like claiming I could join in a game of Twister and spend the game 'accidentally' knocking everyone else over, because it's technically within the gameplay, it's a game, and I am having fun screwing over and hurting the other players. A game is not a game when all the players involved don't agree to the same standards.
But the worst thing is, your kind of player is so comfortable in the environment you've created that you don't even care how many people are driven away by it. Once everything boils away, you're the dominant strain that remains in the petri dish.
At least you didn't try to defend exit gate shenanigans. I can't win this argument because you don't care about the consequences of your actions, but if nothing else, you aren't pretending anymore that it's anything other than what it is.
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@KlapzCheeks said:
A majority of the replies to this is talking about in game objectives being toxic? How? It is your job as a survivor to finish gens and not let the killer get kills. If a killer gets a down and you body block them long enough and make him drop your TEAMMATE you did one of your jobs. The toxicity is messages during/after the game. In game objectives that give you BP are not toxic. Tea-bagging at a pallet is not toxic, you are trying to get to the killer to make him chase you and waste more of his/her time.
Is it frustrating? HELL. YEAH. That does not make it toxic. We as a community need to stop saying everything is toxic.
SHEEEEEEEEEEEEEEEESH.
END RANT
Anyone who genuinely believes survivor BMing is done for some tactical advantage has either never played this game or has critical knowledge missing from their understanding of human interaction.
Or do you get something out of tbagging the killer at the exit gates? No? How about fast vaulting at the hatch and refusing to leave until the killer shows up so you can click your flashlight at them and then leave once they're close enough to take a swing? Refusing to leave until the endgame collapse timer runs out? Leaving the exit gates to run the killer at a nearby tile and then go back to the gates because they're so much worse than you that you can? I've heard arguments that click spamming when the killer whiffs is trying to anger them and make them play poorly (which, nice job resorting to that kind of tactic in a party game), and I can accept fast vaulting to bait a chase gets bloodpoints even if the killer wasn't occupied (though of course, the impetus is that the player is baiting because they're not at all worried about the killer) but most of the BMing I experience from survivors is at a point in the match where nothing they do will have an outcome; the match has already been decided. They just want to rub it in.
I don't differentiate between somebody telling me I suck and to uninstall in the endgame chat and someone pointing at me, shaking their head, and tbagging at the gates/after I close the hatch they were running to. They're both being rude and were not fun to play with because they couldn't win or lose like a good sport. Whether someone's telling me my mom should die of cancer or that I'm bad at the game - it doesn't matter what they say, I already know they have nothing to convey to me but spite and that nothing they say is going to matter. It's just the fact that they're the kind of person that wants to behave like that to strangers they're playing a game with that gets me. And likewise... toxic, nasty, BMing, I don't care what the word is. I don't like them and they negatively impact my enjoyment of the game.
Players do things to be dicks to each other because it's funny. Clicking/fast vaulting to take attention off another player in duress is the minority and, while still annoying, is pretty easily discerned from people who are just clicking to mock you. And for the most part, the players doing it to be tactical do like tilting the killer; they've just come up with a fancy justification why they're not bad people for doing it.
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@KlapzCheeks said:
https://forum.deadbydaylight.com/en/discussion/comment/2188658#Comment_2188658
Games are for entertainment though...
Entertainment at the expense of other people is self-centered at best, sadistic at worst. It actively makes this game worse by shrinking the playerbase and poisoning the players that remain.
The people who want to play to have a good time should not have to be saddled with the people who want to play to torment other players because that's what constitutes 'fun' for them.
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Dang, well done! That's a lot of activity - I daresay you've earned it as a pillar of the forum!
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2188658#Comment_2188658
And unfortunately they tell me that it has been all 3...wasted their money on the game and said f it went back to playing other games...its like these survivors are trying to run out new killers and kill the game quicker
They like that, because it makes them feel powerful. Being able to make other people quit is funny to them and they justify it by saying they weren't cut out for DBD and should go play the Sims instead (if they didn't feel like putting up with complete bastards every game.)
And when the new killers they do this to don't quit... getting thrashed encourages you to become better. Getting made fun of encourages you to play nasty and punish the other side - to get back at them for treating you this way. Which contributes so much towards this cycle of survivors hating killers and killers hating survivors, and justifying everything they do because the other side is worse. Some of the nastiest people I have met justified their behavior by saying they needed to do it because killers are toxic, or because survivors all run piles of second chance perks and can't git gud on their own so they deserve it - when they were the ones being thoroughly unsportsmanlike without provocation.
I've run into way more awful survivors in game (both as foes and my teammates - I've run into killers that were dicks in postgame chat, and of course I've fallen afoul of BMing basement Bubbas, but more often I run into teammates that ream people out for honest mistakes or just call each other trash without even explaining what they're unhappy about), but while I was on the Steam forums, I met a ton of people who were proud of playing killer as nastily as possible, to the point of their walls of -reps being a point of pride. There is a ton of hostility in this community and it's impossible to avoid even when you go out of your way to play generously, because people are so pissed about their other games that they'll take it out on you.
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You've got three types of players. When confronted with a killer that is clearly below their skill level, survivors will:
1.) Humor the killer, playing badly enough to give them a chance to get some downs and do some of their objectives. This can unfortunately backfire and end up with the survivor getting camped to death, which new players and frustrated players are both likely to do.
2.) Do the objectives, get out, and queue up for the next game.
3.) Use their near-invulnerability from the killer's ineptitude to make fun of them for as long as possible, dragging out the match to farm them for points, baiting them, going out of their way to deny any hooks or downs the killer does manage to make, and mocking pretty much every move they make every step of the way.
People like feeling powerful. Combine it with an unwillingness to recognize the player on the other side is a real person trying to have fun and not a bot that exists for their amusement, or the kind of sociopathy that actively takes enjoyment in rubbing someone else's face in the dirt, and you see a lot of #3.
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@trashgirl said:
https://forum.deadbydaylight.com/en/discussion/comment/2188586#Comment_2188586
I wasn't aware that space could grab them. I thought you had to tap the attack button?
I might be wrong, since I don't play Trapper super often, but space grabs survivors from his traps while M1ing downs them. Which is good for building STBFL stacks or avoiding DS, but otherwise there's no reason not to pick them up.
All other kinds of grabs rely on M1 taps.
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Grabbing someone from a trap isn't inconsistent for me? The survivor can't do anything that would desync the grab, unlike gen/hook grabs where they can cancel their connection to the object. Just walk up to the trapped survivor and press space.
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If I want to compliment someone beyond the usual good game/well played/good luck and have fun in the next, I'll tell them they wrecked me or played really well, and either mention something funny/terrifying that happened in the match, or mention something I was trying to do to keep up.
I usually experience pretty friendly after-game chats as killer. Or crickets.
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Just played a match in Shelter Woods. I was giving Pyramid Head another shot, because he was among the first killers I bought, but I was never able to find my stride with him and gave up on him pretty quickly. Had a pretty standard start of the match until I ended up in a chase with a Steve at a TL wall. He was behind the T wall, and instead of continuing Benny Hill simulator, I started trying to hit him with Rites of Judgement - and I was really bad at it. After maybe three failed attempts, he starts shaking his head at me through the window and walking back and forth. So we started playing an impromptu game where he'd do the shooting gallery thing, I'd fire, and he'd walk back to the window and we'd both shake our heads after I missed. Took about ten tries before I finally got him; he wiggled at me, I nodded, and I sent him off in a cage.
I played normally for a few minutes after that, but when I ran into Steve again, he went up to me, so I drew him a little heart with my trails and everyone started crawling out of the woodwork to dance on it, so the match fell apart after that. Steve ended up finding the gnome and escaping at the very last second possible.
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Survivor: Jane, Cheryl, and Dwight are the ones I play most - they all have pretty attractive cosmetics and they're not disadvantageous, stats-wise. Except Dweet, but I can dress him up as a present and I can stick a locker on his hip, so I can't say no to him.
Killer: Plague because she's drop-dead gorgeous and I love her lore (tragic figures will always appeal to me more than the psychopaths), and because her power has some amusing applications as well as deadly ones. Pig because she's got a really fun playstyle and she entices survivors to be friendly out of nowhere, which leads to pretty fulfilling games for me. I also play a lot of Wraith and Hag, because they're both pretty strong killers who can catch players terribly off guard, but also have some hilarious meme potential in them too.
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Those two? No. Left Behind is a perk for hatch campers and I'd dread anything that makes it more attractive, given the playstyle it encourages - meanwhile, Blood Warden is already very effective at what it does. Since nobody wants to leave unless all survivors are dead or at the exit gates, you're very likely to be able to use it in a game you didn't already sweep, and you can bait a full team into an inescapable 4k just by proccing it at the right time. Adrenaline and NOED hardly need additional effects either.
I think No One Left Behind needs a buff, though. Because of the way EGC works now, nobody wants to open the gates until people are able to escape, making the perk nearly worthless; the window for using it went from small to miniscule. Changing its conditions would help it a lot - giving it a flat altruism buff throughout the match would be another. Hope might also need a buff to make it attractive; something that's useful throughout the match would be great for it.
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@Beaburd said:
Just make We're Gonna Live Forever's point stacking with protection hits base kit. Same with BBQ's point effect.
That's literally all I want. Keep the other effects on the perk itself and buff it if need-be.
While I like the idea of incentivizing actual altruism, this also leads to people being morons and running out in front of a killer carrying someone and trading a health state for a WGLF stack for no effect other than multiplying their bloodpoint gains. Or sandbagging someone mid-chase because they don't know what they're doing and their attempts to bodyblock the killer ended up bodyblocking their friend instead. Or sometimes people will even run a killer towards a group of injured people healing so that they can take a 'protection' hit.
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/2188413#Comment_2188413
I think we got everything we need tbh, we just need smarter teammates, and devs can't do anything about that.
The game can't be balanced when some survivors have every possible info perk built in, and others don't.
Anyway, I'd like to see a chase indicator - you get it for one survivor, I don't know why it can't be all four - and I'd like a clear sign that a hooked player can use (in either hook phase) to say that a killer is near the hook. It can't just be wiggling around, because that unfortunately doesn't have a unanimous meaning anymore; it'd need to be its own emote.
Closing the gap between solos and SWFs would take way more than this, like survivors being able to place markers as a default or straight-up adding comms baked into the game (which... yikes, I don't want to imagine the abuse I'd encounter), but these two would be a start towards being able to make more informed decisions in solo queue.
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Doesn't bother me that much. Breakable walls are stupid and I have having to pre-visit a loop to make it livable, but the god window can be dealt with ahead of time and the other window isn't that bad. The pallets in the building are frustrating, but once they're dried up, that gen up there becomes very dangerous and the asylum becomes fairly useless to run to. Right outside the asylum are a ton of dead zones and weak loops - the map is kind of spaced where there's a bunch of good tiles at the walls and in the center, but you can't move between the two unless you had a ton of distance to work with as a head start.
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From how I understand it, you get more SWFs at night because people are all home from work/school/etc, and are more able to coordinate, where people playing during the day aren't as likely to have their friends on. Which is also why people switch to survivor at night - you can't play killer in pubs with your friends.
Of course, matchmaking throws up its hands when this happens and starts pairing rank 14s with four rank 2s, so it leads to pretty unfun outcomes.
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I really want to see him revamped to his old model, where he has to make people fall asleep instead of them passively doing it on its own, and then given powers within that - so perhaps Old Freddy can do gen teleports, but can't hit players on the gen immediately unless they were already in the dream world, so it's not as immediately powerful of an interruption tool. Or he can use snares and dream pallets, but it's less of a given that every survivor will be asleep. New Freddy has no flavor to him at all and I don't think many of his nerfs impacted his gameplay much. He just got slightly worse at doing the things he could already do, but his kit is still powerful with two types of slowdown and anti-looping capabilities.
He's a little less obnoxious without slowdown addons, but Freddy never needed addons to be able to slow the game to a crawl, just gen info perks and basic competence.
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Yeah, sure. I have equal time on both sides. As survivor, I never ran it outside of adept Laurie - I prefer BT for anti-tunnel scenarios. As killer, I never tunneled intentionally, always gave survivors a grace period if they got unhooked in front of my face or I ran into them while they were trying to get away from the hook, and I would constantly get whacked with it anyway. Players would do gens in front of my face or get in the way of my chases or jump into lockers to taunt me. The change is a godsend. It's still useful against tunneling while preventing survivors from spiting the killer unless they commit to being useless for 60 seconds, and you no longer have to keep a mental timer on every survivor for when you're allowed to pick them up.
I didn't directly answer your question because someone already did. I explained to you why the perk was nerfed. Your bias was made painfully obvious from the start and you shouldn't be surprised you get answers in kind.
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You're not being tunneled if you have time to do a gen or cleanse a totem. DS was never meant to provide you immunity to the killer for a minute, it was supposed to be a shield against people chasing you off the hook. People using DS as a shield to do objectives in the killer's face without retaliation were too common of a problem, so the perk got nerfed.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2187465#Comment_2187465
wow, amazing, you are wrong on literally ALL accounts.
Yeah, no, you're projecting. The most inflammatory thing the guy said was that the balance team favors survivors - all he said about tactics is that he normally alters his tactics to match the skill level of the players he's playing against, and that he's coming up against extremely skilled players in green ranks. You come in here yelling about how he's camping and tunneling and it's his own fault that survivors are genrushing, when the most he said to that effect was that they were very efficient on gens (right next to them being competent loopers.) He also said he can mostly deal with them with his better killers, but this isn't fair to actual green rank players who are getting matched with people who are green ranks in name only.
This is almost certainly a product of the rank reset bug - yesterday, people got sent all over the place, with some rank 1s turning into rank 9s and others turning into rank 19s - but you're the one who swanned in here with your own agenda about scummy tactics. Read the OP again.
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@KillerKirby said:
The reason for the change was Freddy because if the survivor was asleep then BT did nothing as there was no Terror Radius.
Wasn't the only reason. Wraith could bypass it, Ghostface could bypass it, Myers could bypass it if he wasn't in T3, Spirit and Demo and Hag could bypass it with their ability to return to the hook extremely quickly, Twins could bypass it with Victor or by switching to a nearby Charlotte after the unhook happened, Deathslinger and Huntress could bypass it by hook sniping outside the terror radius. Any killer with Insidious could bypass it.
I'm meh on the shorter duration, but given the choice between 15 seconds with no protection from workarounds or 12 seconds that work in all situations, I'll take the way it is now.
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Surveillance isn't great on its own, but it pairs wonderfully with Ruin, and also with Pop or any perk that incentivizes kicking gens. Freddy's also a great user of it thanks to his ability to teleport to gens as soon as he gets the notification someone's there.
A typical game with Surveillance/Ruin gives you an incredible info game early on - gens you chase people off of will become free game for you, and it will also alert you to gens that have been tapped by survivors checking for Ruin for an even earlier heads up where survivors are. Your info game drops off severely whenever Ruin gets cleansed, but Surveillance starts coming in clutch again by the time there's 1-2 gens left - now it's a focused enough area to patrol, and gen kicking either regresses gens to nothing or tells you whenever anyone gets on a gen. Survivors won't be able to do objectives without you knowing - it's just a matter of whether you're in a position to do anything about that information, or if you're spread too thin to react.
The fun thing about Surveillance is that it's difficult for survivors to tell you have it; it's not like Tinkerer or Discordance or BBQ where there's an obvious tell based on the killer's movements. After all, a gen that had progress on it that was regressing is already a target for the killer's interest and it makes sense for them to double back to it. Even when survivors do figure out you have ESP when it comes to partially regressed gens, there's very little survivors can do to counter this perk. The only way to turn Surveillance off is to let the gen go back to nothing, and who wants that? It can be a very difficult perk to work against in the endgame if the killer has enough pressure. A smart and coordinated team can send one person to a regressing gen as a patsy while the rest hammer out a gen that had no progress, but this gets harder to deal with the more people are out of the game.
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@Kate_Main_01 said:
https://forum.deadbydaylight.com/en/discussion/comment/2186322#Comment_2186322
BMing? Bad mouthing? Forgive my ignorance, I don't know what BMing means. I hope people don't think I'm rude when I'm trying to boop the snoot!
I love that about dropping the item at the gate! Aww! I didn't know that that was a thing! I hardly ever take items into matches so if I have an item it's for an achievement or something I picked up from a chest so I'm not attached to them. I'll definitely start dropping them at exits if that's known to be a sign of thanks! I love doing little things like that! (especially in a game known for toxicity) Thanks for the tip! ๐
You're close! BMing is bad manners - stuff like tbagging and clicking that's done for no other purpose than to be rude to the killer. Pointing when you're right up next to the killer is usually understood as you trying to touch the killer (#JustSurvivorThings), but pointing from afar can sometimes be mocking.
If you're going to drop an item at the gate, only do it if the killer's around. It's a wasted gesture if they're not there to see it. And most killers don't like having to go to the gates because someone won't leave until they do, even if you're well-intentioned about it, so there's no point in waiting for them to show up. But yeah, if it was a fun match and the killer's at the gate, it's a nice thing to do. If the killer nods, they're happy with the gift - if they shake their head, they're likely still happy about it, but they want you to keep it. And if they attack you, they probably don't get it. :P
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@Kate_Main_01 said:
https://forum.deadbydaylight.com/en/discussion/comment/2186296#Comment_2186296
That's good to know about the item drops! Perhaps I'll start dropping items to appease the Killers if I feel hopeless about escape! ๐
I'm glad you spare the baby Dwights. I'm a Kate main but I love Dwight (he's my Kate ship haha) so that just makes me happy to hear. lol
Definitely try item drops! Snoot booping is a little less likely to work because it won't be clear if you're being friendly or BMing (which some survivors, when cornered as the last man, resort to.) Non-Pigs aren't... trained, for lack of a better word, to assume pointing is a friendly gesture. Item dropping is pretty widely recognized as a sign of respect or a plea. Some killers still won't care, of course, but I've been saved by giving up my lunchbox several times. You can also drop your item at the exit gates as a sign of thanks for a good match, if the killer's there, and that's an even nicer gesture because you're not asking for anything in return.
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I'm extremely susceptible to memes. As Piggu, booping my snoot is an instant I-won't-harass-you-for-the-rest-of-the-game card. If all survivors boop, it's now a meme game. Same if most of the survivors boop, because I don't want to be stuck just attacking one survivor while the others do gens - that's not fair.
As any killer, I'll be placid if a survivor doesn't run away from me for any reason - if they just stand there (not afk, though, I'll take a free hook if you can't be bothered to cancel your lobbies), or keep working on a gen or opening a chest in front of me despite clearly seeing me. I respect moxie, though I'll probably start hitting the generator to see if I can get a reaction out of you. And that doesn't extend to totems - you do a totem in front of me, I pluck you off. And either way, once you start running away from me, or once I leave and encounter you somewhere else, you're free game again. Unless you keep acting cute.
If a survivor gestures 'come here' at me and I'm not committed to an achievement, I'll passively follow them until they either indicate what they want, or it seems clear they didn't actually have anything in mind.
Pointing at me depends on context - some survivors do it to be friendly and others do it to BM, so it takes a little scoping of their behavior to figure out if they're being cute or rude. I'll nod at survivors that crouch in front of me, but I'll shake my head and run away if they start doing the crouch-headbob thing right up at my legs. And if I see survivors touching each others' butts, I hit them. I enforce a strict no
funlewds zone.I often spare survivors for no particular reason - I have more fun leaving people slugged on death hook than finishing them off, and I like doing stupid things like putting downed people in piles or picking them up myself - but things that always trip my mercy function unless I was going for an adept/difficult rift achievement is if you meme at me, if you give me your item and don't take it back, if you surrender as the last survivor, if you had afk/ragequitting teammates, if you got sandbagged, or your teammates hatched out and left you behind.
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Finally, a balanced hatch! /s
But in seriousness, that's been a bug since the latest update. The floating hatch is completely inaccessible; you can't fall onto it due to where it's located. Pretty much the principle of 'swamp has weird spawns' taken up to eleven.
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@piggygooik said:
https://forum.deadbydaylight.com/en/discussion/comment/2185290#Comment_2185290
i believe that happens because the particle that is hitting the surv doe not infect its just there to make the vomit look connected
If it doesn't connect, then the survivor won't react. The screaming and flinching indicates that one of the particles hit, and the particles are supposed to infect.
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True Blight is amazing, but my favorite has to be the Jekyll-inspired English tailcoat one.
I don't have Blight yet, but when I do, this is the Blight I'll be rocking.
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@TiltedBandy said:
Guys, Doctor against a good team gets rushed and looped. Killers need buffs, it's kinda boring to always win
Doctor has anti-loop in his basekit. If you time your shocks right, they're going to bonk into that window and stare longingly at it as you thwack them in the skull.
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Bloodhound's nice to have - I just ran it to get The Original Ojomo in Tome IV, and on Sanctum of Wrath, it led me once or twice towards survivors I might have missed. But 'makes something you can already see easier to see' just isn't worth a perk slot when there's so many perks out there that have a tangible impact on your match, effects that you could not get otherwise. I stopped running Spine Chill for this reason; it made me reliant on something I didn't actually need.
Survivor blood can be pretty hard to distinguish from random map stains, especially on dark and grimy maps, but I'd rather get faster M1 cooldown or frozen gens at the start of the match or one minute of Exposed than I would a highlight on something that, depending on the map, I might be able to see perfectly easily anyway.
I've always thought Hawkins was one of the easiest maps to see blood on. Midwich and very dark outdoor maps with lots of grass are where I struggle with bloodstains sometimes.
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There's a huge difference between items, which need to be actively used, and perks, which for the most part function passively.
T3 is ruinous enough. It doesn't need more buffs.
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Doing flashlight saves isn't toxic. It's very frustrating to have happen after a long chase, and I'd be lying if I said I didn't have a special dislike for the player that repeatedly tries to flashlight save, but you're there to help your team, not the other team. Flashlight clicking is BMing, but flashlight saving is just using the item for its intended purpose (much like keying out of the game versus fast vaulting and making sure the killer comes over to the hatch so you can tbag him before you key out.)
About the only situation I would consider flashlight saving to be nasty is if you're playing against a baby killer who very clearly has no idea what they're doing, they get their first down at like 4 gens done, and then you dive in and flashlight save - because at that point, it's just completely unnecessary to try and roll back the little pressure they have. Not exactly toxic unless it's in conjunction with other baiting behaviors, but pretty unkind to do.
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People DCing on first hook are usually ragequitting because the start of the game went badly for them/they don't like the killer. People DCing on the second hook might be pissed at their teammates or the killer; either way, it's usually a 'screw this game, I'm out' type of thing. People DCing on last hook are just trying to deny the killer some points and emblems.
People who DC in the middle of nowhere - not in the process of being downed or hooked - are more likely to have actually disconnected.
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Rank 5 survivor and rank 9 killer yesterday, and same as today. If the game won't derank me, I'm just gonna have to do it myself. Hope people are ready for some games against the dumbest killer alive, because I wanted to do adepts and it's not my fault the game decided to tie it to an emblem system that gets less forgiving the higher you climb.
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@HectorBrando said:
Nah Autodidact mechanic is fine as it is, the only thing it needs is a guaranteed token for finishing healing a teammate.
To me, this would be the perfect buff. I don't want Autodidact's mechanics to change - the - but RNG can really screw you over. Sometimes the skill checks just never happen. Sometimes you're trying to pick someone up, they're at 90%, and the killer is running up to you, and the game decides now is the perfect time to give you your first skill check. So I'm not game for Autodidact becoming a flat buff, no risk involved - but if it gave you a token for completing a heal on someone, if no other tokens were gained during that heal, I'd be happy.
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@DecisiveDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/2185578#Comment_2185578
So what it's a game I have been told I'm terrible at this game made this nicer than the actual message was I was told to hang myself because I left a Kate on hook to finish a gen while she struggled I just asked her if she feels better and moved on, I feel for the people that get offended by it I do but eventually you get a thick skin and laugh because of how pathetic they are about a game
I play this game to have a good time. If the other players indicate they're screamingly angry at me, or more interested in mocking me than playing the game with me, I'm no longer having fun. I don't play games to have to toughen up to deal with other people; I play games to have fun with other people.
I don't know - becoming jaded and flippant in response to other people's nastiness isn't really a solution to the problem of people being nasty. It's more of a contributor. People could use more empathy, and not the Claudette kind.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2185538#Comment_2185538
Oh good, I guess slurs are fine and if I complain I'm a child.
Telling people in a not nice way to to commit die is also fine, and if I complain I'm a child.
What a joke.
I would have been fine with it if they'd only banned slurs. Things like '#########' are pretty much impossible to censor in a game like this, because they're part of the gameplay ("why did you ######### on first hook?"), and ultimately no number of banned words is going to stop people from being nasty to each other - you don't need to use swears, slurs, or buzzwords to insult people. Censors that try to overreach and ban words that might be used in bad contexts cause more problems than they solve, much less them choosing to ban lots of game terminology like facecamping, tbagging, et cetera.
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I was going to do adepts today, but it didn't rank me down at all. Big sadge.
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I'm not opposed to this, but I religiously bring Kindred and people will bum rush the save even when they can see the killer's aura right next to me. Info helps, but it won't turn farmers or crouchers or rift challengers into good players, and it won't give players the ability to communicate their plans to deal with the situation to each other. It can also provide misinformation that would spook people away from saves by giving the same cue if the killer briefly goes back into the 32m radius and then leaves again, because 32m is decently far away.
So this would help, but there's still a big gap between 'knows the killer is camping' and 'knows the hooked player would rather you work on gens than try and save them.'
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Chibi charm of every killer when?
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Are you really surprised that people who follow someone for content are going to side with that person's opinion? People are tribal. Perspectives are easily skewed. Don't expect any of a streamer's followers to side with common sense if common sense goes against what the streamer says, especially not if the streamer in question acts toxic - because then their following is going to be made up of the kind of people that love toxicity and you're better off staying far away from them.
