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Laluzi

Laluzi

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Laluzi
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  • @MrPsych said:

    https://forum.deadbydaylight.com/en/discussion/comment/2176638#Comment_2176638

    True, but I still don't like the idea of having to run specific perks just to get mileage from an add-on.

    That's something I really don't like about addon design lately. You're seeing a lot of killers in addon passes getting new addons that are meant to complement their base perks, or just function as more situational versions of their base perks. #2 is bad because they're generally redundant and #1 is worse because base perks are not basekit and assuming players run native perks only makes sense if you're taking your data from rank 20s.

    Addons don't have to be game-changing, but useless addons are just wastes of space, bloodpoints, and potential, and Billy has a lot of useless addons.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2176847#Comment_2176847

    The Executioner didn't trick the OP into running through his Rites of Judgement; he didn't hide it behind a corner or in the tall grass. The Executioner straight up dropped him onto it and forced it.

    And he wasted about 30 seconds of his time to do so, and gave him a chance to run away when he could have hooked him. All this saves him is 10 seconds going to a hook at some point.

    If this strategy accomplished anything other than ticks for a daily quest, you would never see anyone do it, ever.

  • Who cares? Torment is a very weak status effect. The only PHs I've ever seen doing this were trying to get their daily/the steam achievement for cages, because it is a profound waste of their time otherwise.

  • ...There has never, ever been a time when as a survivor, I had any need to tbag the killer. I agree playing both sides is a great way to both gain some empathy and better learn the game, but people trying to justify tbagging as anything other than taunting is just mental gymnastics and it will always baffle me.

  • Yeah, you're obviously not playing to her strengths.

    1.) Charge only when you know you're about to have clear LOS on the survivor in a second, like as you're prepping to turn a corner. Don't hold the vomit at full charge; there is no value in chasing someone with a full charge, they're just going to get further out of position. Spray in streams with VP and wide arcs with CP.

    2.) Let them cleanse in those badly located fountains and don't drink from them. Now they can only cleanse in better locations.

    3.) They get a heal, you get 60s of machine gun hatchets that will take way more than one health state out of their team if used well, which you can activate at a time of your choosing. Don't let already-injured survivors get infected so they can get a free heal unless you specifically want fountains and don't care about losing pressure elsewhere.

    Infect lots of players when you have no fountains and avoid infecting players when you're at 4-5 fountains - that's when you want to drink up and wreak havoc. Always make sure you know where someone is before taking a fountain. CP is especially cruel at unhook situations because it can't be bodyblocked; it shoots through both survivors.

  • You carry no hope for escaping and define your win condition as being able to do useful things in the match and get over 15k BP.

    The occasional killer that wants to meme keeps me going.

  • As a Plague main, I'm thrilled running into so many Vommy Mommies in the wild. It used to feel like finding a shiny Pokemon when you first poked around the map and heard the sound of running water. Fingers crossed that players will learn to stop worrying and love the vom.

    (The hilarious thing is that I'm an emetophobe. Plague just doesn't bother me because, as you say, it's so overdone. Doesn't sound like actual retching; it's just silly. Plus I love being able to puke on a downed survivor for doing something annoying.)

  • @Drixpy_Jayyy said:

    I think she does because she is quite strong although she is underrated. I honestly see no point in cleansing if we are going to get sick again and give her the corrupt purge ability. I know her counterplay which is not cleansing till deathhook or end of the game or just overcleansing and when she gets her power we camp pallets to stun her out of it but it seems to me some plagues are just smart to counter it. It would be nice if cleansing would make you immune to vile purge for maybe a min. Idk what do you guys think

    I really like Plague's power because the counterplay is very determinant. Both the Plague and the survivors need to decide whether infecting/cleansing is the right move at all stages of the game. (Yes, there are wrong times to infect players - not just times where you'd be wasting time vomming on them, but times it can backfire and undo your pressure.) Sometimes you truly screw yourself over by not cleansing, if the Plague you're playing is very comfortable mindgaming you you and you shouldn't be more afraid of Corrupt Purge than you should be of her M1. Sometimes you really need to commit to not cleansing because she can be looped, but she wreaked hell with her first fountain and it seems like she'll snipe you all down if you give her another. And of course, the right course of action depends on what your teammates are doing, too, because you need to cleanse if she has fountains and she knows how to aim them. Once a few fountains have been corrupted, the best thing you can do is cleanse so much it resets them (but not in a way that gives her time to respond and start drinking them up.)

    Not fond of the idea of temporary immunity. I can't count the number of times somebody kept cleansing while I was right there and moving towards them - I should be able to punish that. Or survivors cleansing and then immediately getting sick again through unhooks/gens. It's your own fault for mismanaging sickness and cleansing when you were obviously not going to stay that way. When you cleanse, you do it with a purpose - either you're trying to buy a health state that will be useful to you, as in you'll end up in a chase before it runs out, or you're trying to reset her fountains.

  • @Airless said:

    What if there was a rematch option? Where if the survivors and killers chose to they could play again.

    Oh, I'd really like this! Sometimes you get those magical pair-ups where both your fellow solos and the killer are all really chill and good sports, and you wish you could go a few rounds more with all of them.

    I guess the only downside, at least in BHVR's eyes, is that it becomes easier to organize meme games/games where people make agreements before the game starts and use it to farm, or cheese achievements and rift challenges.

    Like the OP's suggestion too - removes the possibility of farming and just makes it so that I can play with a nice team without having to bloat my friends list.

  • Gatekeeper emblems could be fixed somewhat by not doing the thing where they give rewards per gens left per second - this means using Corrupt Intervention will give you huge early game gen defense points as long as you're vaguely competent, and playing a killer like Trapper or Hag that sacrifices their early game to have a powerful late game suffer heavily in this area, because even if it took the same amount of time for all gens to be completed, the game rewards you more for protecting the first gens than it does the last ones. But the first gens are also the ones most up to your perks, killer, and the RNG of how survivors spawn and how hard it is to down the first guy.

    The game should also automatically give you iridescent gatekeeper if the game ends and the generators were not completed. Change the +28 to a +100 so there's no funky situations where you get gold because you won the game too early.

  • @JHondo said:

    "Sexy men" is censored, I was in a lobby with three David's and a new cosmetic Bill and posted "Look at all these sexy men" and it censored just "sexy men"

    That's probably the thing I hate most about the censor - it censors so many non-inflammatory, random words that it creates the impression you're being hostile and insulting someone when you're not.

    It also makes communication unexpectedly hard while barely denting other players' abilities to be mean to me, but having my text turned into ####s when I'm trying to compliment somebody or joke with them really gives the wrong impression.

  • The rate of earning shards does fluctuate between brackets, but it's so minor it barely matters - it always hovers at 1 exp = 0.07 of a shard. The levels that take more EXP to complete reward you with more shards. Devotion just tells you how much you've played, really.

    I'd like to see rewards for devotion. Exclusive cosmetics, maybe a growing multiplier for bloodpoint/shard gains, something.

  • I'm meh on this strategy. On the one hand, if you all run into the uncorrupted area, the killer finds someone fast. On the other hand, if you spend the whole early game hiding and the killer finds someone anyway, even if you immediately run to a gen, you wasted an immense amount of time and your strat returned no value. And if you do all successfully evade the killer for two minutes... congrats, you've accomplished the same thing as if somebody had found a hex totem in that time and basically nothing else. The killer has 3 perks, and got 2 minutes to clean up breakable walls and ID the map. Mega RIP if your opponent was a Hag or a Trapper.

    I'm more of the mind that you should wander around the corrupted area doing any side objectives you see rather than explicitly hide. If the killer follows you into the corrupted area, everyone else is free to do gens. If not, free pass to do whatever.

    Stealthing's super easy if you stay away from gens, but I'm not convinced it's worth it to stall the match for two minutes and cross your fingers the killer doesn't get a head start anyway.

  • Same reason tbagging is censored. I guess they thought they could lower toxicity by censoring the things people were complaining about.

    (Spoiler: It doesn't work.)

  • I'm perpetually discombobulated on new Coldwind. Red auras are hard, yellow auras are harder, and sometimes chase music starts and I just spin around going 'huh?' because I did not and still do not actually see anything through this extra-strength corn.

    Wish the brightness was toned down to Glenvale levels, at least. Make it dawn instead of midday.

  • Depends why you're running it. If you're using it because you're playing a killer that doesn't like certain items, or because you saw items in the lobby you didn't want to deal with, or even just because recently every game would have at least one key in chests and you needed to preemptively remove that - it's just a tool for a purpose.

    If you're using it because you feel like griefing survivors, then yes, you're being toxic. Intent's what matters, not mechanics.

  • While I do like the idea of applying further status effects the longer you remain infected, I'm not sure I like it as a continuation of the meter. Rather, I don't like the notion that the Plague could immediately bring you to supermax infection just by really determinedly vomming on you - that could be too oppressive. I'd previously toyed with a similar notion, where once you hit max infection, you have a timer that applies Exhausted if you don't cleanse in 2 minutes and Hindered if you don't cleanse in 4. Or maybe instead of status effects, 5% action speed penalty per minute fully infected. Plague's choices remain the same as usual, but survivors have ramping incentives to cleanse over time.

    Incapacitated is a neat effect to use like this. It could be unexpectedly nasty if it procs when survivors are in the middle of cleansing a hex, or have a gen mostly done but Ruin is up and the nearest fountain that the Plague doesn't really, really want you to cleanse in is a 45 second round trip away. Which could just mean survivors need to calculate how much time they have to work before their options are taken from them, and that becomes part of the experience playing against her... but I'm not sure I entirely like that survivors would be outright forced to cleanse in order to continue progressing objectives? I'm more fond of effects that make survivors decide it's in their best interests to cleanse than one that goes "stop, you're useless until you do this" - effects survivors might choose to ignore if the Plague is busy somewhere else and there's something very pressing to do now.)

    (Though hindered has its own problems tacking onto her kit. Apart from being super overpowered if the Plague can trigger it at will, it'd make you very susceptible to being camped and farmed off hook. But besides those, I liked the idea of it not stopping you from anything you were doing in the trial, but becoming a death sentence if you didn't cleanse by the time the Plague found you again. Overall, good survivors are just much too comfortable staying injured for the entire trial.)

  • I'm fine with her gameplay, barring the hit registration. The only thing I truly want changed about her is her Deviousness points. Girl struggles to get 4-5k even in a game where she uses her power like crazy, gets tons of Corrupt Purge downs, pukes on every survivor she sees. Needs more points for infecting objects, successful infections, and CP hits.

    Edit: Oh! Almost forgot. Instead of having her fountains reset, the CP auto-activation should only consume one fountain at random. At worst, make it consume 2 or 3 fountains. The Plague shouldn't be able to prevent survivors from being able to cleanse, but I dislike that all of her built up power can be removed by several survivors choosing to cleanse at once. Sometimes you're put in a position where you have to abandon a chase just to keep survivors from neutering your power.

    Also, if a survivor cleanses and you immediately pick up a fountain before CP activates, it'll still wipe your fountains a few seconds later. Fix that.

  • Another issue with killer emblems is that Devout and Malicious reward the same thing. Because Malicious erases its points with overhang when survivors heal (as in, more points are lost for healing than gained by damaging - which is not a good choice, imo, the killer cannot be everywhere at once and there is zero reason to punish killers for survivors healing if the killer ends up smacking them back down anyways), the quantity of Malicious points that actually matters is tied to hook states.

    I can't really think of how to fix this, because making Malicious focus on damage turns it into a clone of Chaser instead.

  • To my knowledge, they didn't, but you're penalized if you miss checks on the second phase, which can make people die faster. The last two are pretty small and I imagine newer players don't last as long on the hook as they did when all they had to do was mash a button.

  • @QwQw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2172200#Comment_2172200

    Alright, wait, am I missing something?

    like can you actually see Plagues vag? Or is it just a very high cut cloth? I'm only asking this because you can see Hag's nipples, and Yui also has nipple textures from what I've heard.

    It's a Barbie crotch. There's nothing down there, but you can see it.

    oops.jpg


  • @Lost_Boy said:

    They actually broke pallets. Constantly getting stunned like 5 foot away from a pallet. I can visibly see the gap between me and the pallet and even have to run after the stun to get in range to break the pallet.

    This was always the case, at least as long as I've been playing. The hitbox is wider than the pallet itself.

    As for the topic, I wish that if the game had to cancel a grab, it applied a damage state. It's profoundly unfair that you would have gotten the hit had the game not decided to turn it into a grab and then decided that actually, a grab couldn't happen. If the grab didn't happen, it would have been a hit. Make it a hit.

  • I expect NOED more on certain killers. Trappers seem likely to run it as a failsafe for if their setup fails and too many gens fly before they can get the ball rolling. Bubbas tend to run it not because Bubba makes any significant use out of it when he can already instadown, but because Bubba is a favorite of salt farmers and NOED gets some high-grade salt out of survivors. And killers that don't play very well are likelier to have it, because it's a sign they're lower rank and lower ranks love NOED (as opposed to higher ranks, where it's a rarer sight.)

    Also, if the killer is AFK all match, do bones. This goes double if it's a Wraith or Nurse. Lots of players do meme endgame builds and I'm always suspicious of a killer that's just standing there, especially if they're standing near an exit gate.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2172104#Comment_2172104

    Plague has always been rather revealing with her clothing.

    However its usually covered up by her leprosy plague causing no real normal skin to actually be shown because of well the plague.

    Ps. The hag is even more revealing then the Plague but she's also half tree so look at the above but replace the leprosy plague with bark.

    Plague's pretty revealing (ancient standards aside, she lived in a desert), but to my knowledge, this is the first time where the cut has been so high that you can see her crotch. I've spent a lot of time trying outfits on her and this is the first time I've noticed that you can spin her and remove all modesty, so to speak; usually the forward strip comes down in a V shape or is wide enough to not flap out of the way.

    You can see it in the Shroud of Awakening, but she has body wraps under it, similar to Spirit. Something like that just needs to be edited into this skin, I think.

  • I noticed the no panties thing when I was turning around her new outfit and went :x That strip of cloth in the middle needs to be wider.

    She winks because she normally only has the left eye, so her face isn't rigged to blink both eyes. Hell if it isn't adorable, though.

  • Time playing the game is not equivalent to skill. This would just screw over players who never get particularly good and only play casually, because their ability to get games with people their skill level would dwindle as they get placed with better and better players.

  • @dtavares7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2171911#Comment_2171911

    I mean its super simple, you hear him and cant see him? he's hiding behind a wall or tree or whatever. Hes extremely easy to counter and its so obvious

    Congratulations, you have literally 2 seconds to comprehend that and run in the correct direction before he comes swinging at you. Wraith isn't a killer you stand still with (unless you're trolling bodyblocking a gate.) You are always in motion.

    Even when you run before he reaches you... Wraith doesn't care unless you're in pallet/window range. Worst comes to worst, he stops uncloaking, gets right up to you, and uncloaks again. Maybe even slips in front of you and bodyblocks the exit point you were aiming for.

  • Wraith is an excellent hit and run killer. Only potato survivors won't notice you uncloaking, but at the same time, his lack of a TR and fast movement ensures he'll get close to survivors before they notice him - with Wraith, you never have the situation where you know somebody is at a gen, but you waste 20 seconds poking around the jungle gym until you find them/give up because they're probably somewhere else now. He patrols fast and survivors have limited ability to evade him before he spots them. His lunge straight-up gives him the hit unless the survivor makes it to a pallet or window. No chase potential outside of that, but he's excellent at getting the first hit, and unlike Legion, his 'first hit' can down.

    Just swoop around the map smacking people, committing if they're out in the open and leaving for softer targets if they're in a good tile. Eventually you'll start finding clusters of injured survivors healing each other, and from there, profit.

  • Gas Heaven is my favorite Autohaven map and one of my favorite maps period. It's got three or four nice defined 'zones' cordoned off by long walls, so if a killer is occupied in one area, you're pretty safe to do things in the other areas; you won't be spotted from a distance and you have advance warning when the killer moves in your direction. But there aren't especially strong loops, and the main building is easy to corner a survivor in if the gen hasn't been completed. It's also a fantastic map for memeing with the convenience store.

  • I despise the map - it's so dreary and oversized. The docks/buildings are labyrinths, and if you down someone in there, have fun finding the exit before the person you're carrying wiggles out. The grass is very hard to see survivors crouching in, but the spawns are so bizarre and random that trying to find hexes, hatches, and any game object on that map is a chore. I'm a Plague main and so many of her fountains end up against the walls on that map. But then sometimes you find a generator wedged in the literal corner of the map, too. It's just strange.

    But while it used to be my least favorite spawn for survivor and second least favorite for killer, I'm coming to appreciate it now that new Coldwind is a thing. u_u At least I can see what I'm doing.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2171645#Comment_2171645

    I'm not referring to if they go down fast or mess up. Well all do that plenty. I'm talking about when I'm running Bond and Kindred and can watch them doing nothing.

    I have plenty of tolerance for teammates being bad. We all have bad games. I might be frustrated, but I'm not going to hang them out to dry for that. What I won't tolerate anymore is when they won't do anything useful.

    Then I don't think we're disagreeing on anything. Teammates that aren't even trying to do anything and are just waiting in the corner of the map for everyone to die are a totally valid reason to bail a game. Odds are you're going to die on hook anyway. I just didn't quite know what you meant by useless - in the past, I've seen people use the excuse that their teammates went down too quickly in a chase for the game to be winnable, or suicide because somebody (likely accidentally) brought the killer to their gen and they went down for that.

    I certainly would not slug a player asking me to kill them in a game where I can't find anyone doing gens.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2171631#Comment_2171631

    The vast majority of people who suicide on hook do so because their teammates are useless. When they refuse to touch gens and just cower around the map why do I care about screwing them over?

    It depends on the timing. If somebody runs up to me at the start of the game and points at a hook, they're just trying to get out of the game. I'll oblige them in case something RL came up, but take it easy on everyone else for the rest of the game. If it happens in the middle of the game, then there's a greater chance for them to have a gameplay reason to exit the game beyond "I don't like this killer" - and that's if I haven't observed strange/facepalm-worthy behavior from their teammates, since I've already scoped out the match a bit by this point. And if it's at the end, it's usually a surrender or a pity/thank-you kill. No, I don't know, but I can make decent inferences.

    That said, there are a lot of people who will rage-suicide if one bad thing happens at the start of the match (like a teammate cleanses HG and they get instadowned for it, or Myers traps someone in a corner and 99s EW3), and I don't support that either. Suiciding because your teammates are all urban evading potatoes is just saving yourself an agonizing few minutes, but you've gotta confirm that they are in fact useless and didn't just get caught off guard/out of position, or you're just as bad of a teammate as they are.

    In both survivor and killer games, most hook suicides I see are either "don't bother rescuing me"/"go get the hatch" type suicides, or so early on that it's difficult to imagine them as anything other than rage against a bad chase or a desire to play against a different killer.

  • I'm gonna be honest, while I'm against griefing/acting in ways specifically to annoy other players in nearly every other circumstance, suiciding on hook is a cheap attempt to bypass the DC penalty for quitting a game. I see no problem in punishing players for doing it, because they're already screwing over everyone else on their team; it's not an unprovoked action. If the community wants to discourage selfish plays, great. It's not that different in my eyes than when a killer is chasing two people, the person in front drops a pallet that traps the person behind, and the killer chooses to ignore the closer player to get the sandbagger. It's vigilante justice aiming to discourage the behavior.

    If the player wants to die because they have to get off the computer and do something, it doesn't matter whether they're slugged or killed ASAP. If the player wants to die so they can fish out a match against a killer they like better, they get a pseudo MM penalty to replace the one they're trying to evade.

  • Giving up can mean a lot of things. Are you talking giving up because you saw a Spirit and went "aw hell naw"? Giving up because your galaxy brained juke at the start failed and the killer got a stretchy hit in that downed you right before a pallet? What about giving up and running to the killer because a teammate DCed at the start and you want to try again in a game you have a chance to win? Giving up a few minutes in because you have two teammates that won't do anything but tbag and urban evade in tall grass? Giving up because the oven went off and your pizza's going to burn? Giving up because all of your team is dead and you don't feel like dragging things out? Giving up so the last player has a chance to find the hatch?

    I think players with a longstanding pattern of quitting matches early/suiciding on hook should be looked into and potentially penalized, but it's difficult to draw the line between an acceptable quit and an unacceptable quit. A human can pretty accurately analyze a situation and make a common sense judgement call, but a bot can't, and the game doesn't save match data besides. Also doesn't differentiate between any real life thing that forced a player away from the computer unexpectedly.

  • Coxcombed Clapper is absolutely fine. Its only true use is to position yourself behind a wall and surprise lunge out, and you can do that with almost the same ease by using the yellow bone clapper. Wraith still has visual and audible cues in his shimmer, his uncloak animation, and his growl that give him away at close range. You'll still catch inattentive survivors and struggle to surprise attentive ones. To me, Coxcomb represents the perfect kind of iri addon - something that improves a fundamental aspect of a killer's power, but at the same time doesn't change their counterplay very much.

    All-Seeing: Blood is an anti-stealth addon - 12m wallhacks, but it's difficult to use in a chase, so its main use is locating hiding survivors/somebody you just lost. I'm neutral on whether this is too powerful or perfectly fine. The reason I think it may be too powerful is that it's a purple, and Pig has exactly the same addon as an iri, but it also gives her major drawbacks that render the other part of her power basically unusable. Granted, I think that Pig addon is terrible and needs a rework, but there's clearly a power disparity here in the design. I think All-Seeing might be better if it prevented you from uncloaking until 5-10 seconds after you cloaked, to completely neuter its chase applications (cloak for wallhacks, position yourself where you can zone the survivor whether they vault a window or not, and lunge.) Slowing the uncloak would also help with this.

    Apart from All-Seeing: Blood, I think Wraith has one of the healthiest addon spreads in the game. Few are overpowered, but nearly all of them are viable, all give noticeable effects, and there are different options for different playstyles (like pallet buster Wraith, quick lunge Wraith, two different brands of extra stealthy Wraith with his clappers and the Ghost addon... hyper bing bong Wraith if for some reason you bring Blink addons.)

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2171014#Comment_2171014

    That's what 'Micah Bell expy' mean,s yeah. Hope they don't

    @Laluzi I wouldn't be too certain he gets satisfaction from causing pain per se, but from getting revenge on those who wronged him. That's how I read it.

    It's the fact that he snickers whenever wounding survivors, and his speargun is such a cruel device (when he primarily used it to catch bounties, which were just part of a deal, not people who'd personally wronged him.) That said, going from that last bit of his lore, it's a little ambiguous whether he recognizes the survivors are just a bunch of random people or if he's been mindscrewed like Wraith, because there's an implication that he thinks he's punishing Bayshore/the warden/his bullies. If that's the case, then his sadism makes perfect sense.

  • Caleb's an interesting character. He's a nasty guy, and derives clear satisfaction out of causing pain, but he's not a straight-up serial killer like many in the roster are; more that he's got an incredible temper and holds grudges unto hell. I don't know about a heart of gold, but I'd definitely like to see him loyal to his men, and play up those differences from characters like the Doctor and the Clown.

    So far, our track record with archives, characters who weren't presented as explicitly evil, and new directions on their lore is this:

    Spirit: Unchanged, she's just a schoolgirl with freaky bloodline wrath.

    Legion: Went from a bunch of kids with a bad egg leader who got in over their head with a single unplanned murder to at least two aspiring psychopaths who wanted to literally and figuratively set their town on fire and actively wanted to hurt people to do it. Susie still looks sympathetic and Joey is still unaccounted for, but Julie went from an unknown to the most twisted of the lot.

    Huntress: Unchanged. Wasn't exactly sympathetic, but it's pretty much what you'd expect from her at that stage of her life, and explains quite a bit about why she became such a misanthrope.

    Hag: Unchanged. She seems like a pretty timid but empathetic person. What happened to her friend was not even slightly her fault.

    Wraith: Killed more people than we previously knew about, but has extremely understandable and sympathetic motives, and wasn't made evil for it.

    Hillbilly: Unchanged. We could already infer what happened with him before his archives, but it painted him in an incredibly sympathetic and human light.

    Nurse: Previously seemed like she snapped and murdered everyone in the asylum out of a desire to spare them the endless horrors of Crotus Prenn (considering that she killed the staff too, and her mori is relatively painless and has a fond/sad gesture at the end.) Changed so that she killed because of perceived worthlessness and scorn, and killed by lethal injection instead of smothering.

    Plague: So far, she seems like a genuinely compassionate person, just blinded by dogma in a pretty barbaric religion and unwilling to think critically if it means challenging her beliefs.

    So Legion and Nurse got the unexpectedly evil treatment, but more often than not, it seems like the spirit of the character as presented in the original lore blurb is carried. Trapper also got super humanized despite him not exactly being a candidate for killers you'd expect to have ever been good.

  • I have way less problems with glyphs than I do certain other archive challenges. If you run across them mid-match, cool, spend 5 seconds and get a debuff. I preferred when you could get them on killer, because killer is likelier to comb all areas of the map, but I run into the glyph organically every other game. (Got moried over one yesterday, which was a :( moment.)

    But take Time On Your Side, which asks your teammates to swarm the hook and unhook you in the killer's face. Same issue with challenges that want 3-4 unhooks in a single match, because they encourage people to get hyper-competitive about unhooks and focus more on beating other players to the hook than unhooking conscientiously. Or Dwight the Brave, which wants you to be useless and hug the killer's butt for sixty seconds. Engineer's Elegy, which wants you to run all over the map touching gens instead of actually sitting down and repairing anything (because if you wait too long, too many gens will be done for this challenge to be possible.) Risky Repairs, which incentivizes 99ing gens and luring the killer over before completing them. The Shield, which encourages you to make unsafe unhooks, run in front of the killer while they're carrying a survivor for no reason, or lead the killer over to an injured person to farm protection hits. Craft Time's Over, which doesn't have the one trial requirement that codifies bad play but whose obnoxiously high counter asks people to waste time cleansing every dull totem they see. There are many challenges that ask you to play memeily or badly, and this is way more of a problem on survivor than killer, because you have a team to screw over if you do them.

  • My favorite thing is when a teammate comes off a hook with an active trap, wants me to heal them, and then self-cares when I shake my head and point instead.

    Though doing gens with an inactive trap can be fine, especially if you've already searched a box or two so you know the search will be shorter. It's a good idea to give yourself extra time in case the Pig chases you mid-search, but you have a lot of breathing room unless she's running Tampered Timer/Crate of Gears/Jigsaw's Sketch.

  • I've noticed it too sometimes, where a perk I don't pick shows up in the next bloodweb, sometimes a few times in a row. It's not guaranteed, but it happens frequently enough that I think it must be a function of the bloodweb to give higher odds to something you just missed on the previous bloodweb. Which - I guess that's appreciated if you don't manage your bloodweb well and the Entity eats Borrowed Time or something, but for the most part, you don't pick the perk because you don't want it. You always gun for the perk you want most, right?

    It also seems to like giving you tier 2s/3s of perks you already have and favors those a bit over pure random selection, which would mostly give tier 1s for a long time when you first start the bloodweb.

  • 20210504123614_1.jpg

    My Vommy Mommy. Only character I've gotten around to purchasing a full outfit for, but I love her to bits.

  • I'm neutral on this. These strats all have places when they're the smartest thing you can do in order to tilt the game in your favor, and I'd never advocate for removing them like some people would love, but they're also annoying to play against because they rob the targeted survivor of the ability to play the game and typically force depip. (Less so slugging, moreso camping and tunneling. Slugging is only an issue when you're left on the ground for most of your bleedout timer; slugging to catch someone who's obviously nearby is nothing to cry about.) This is a game, and personally I'm in this for the fun. I avoid things that I wouldn't like to play against and generally feel they shouldn't be used when unnecessary for that same reason. If a killer tunnels me because I'm a weak link/the most exposed player and they need a survivor gone by this point in the game, that's cool. If a killer tunnels me from the start of the match because they want a 3-man game at 5 gens, then I leave the match feeling that was cheap. Same with being facecamped during the endgame collapse because there's literally nothing else worthwhile for the killer to do, or being facecamped because I found a key, versus getting facecamped by a Bubba who just wants me to salt in endgame chat and maybe add to his wall of -reps.

    We're all people playing a game, and generally people are unhappy if they weren't able to do anything in the game. It's the same feeling as when a bully squad refuses to let the killer get hooks between organized sabo/DH flashlights/Head On. They're not playing optimally by putting all their eggs in one basket and not focusing on their objectives, but it's obnoxious as hell to face because they aren't letting you do yours, either. No, you're not required to babysit the opposing team when it's obvious you're much more skilled than they are, but a little empathy is nice to have. Do unto others and all that.

    Perks like BT and Decisive Strike need to exist in order to give survivors a chance to actually play the game when a killer decides they don't want to give them a chance to do anything in a match. This game's not well balanced at high ranks, but killers are still the power role and individually survivors have very little power against them. Survivor power comes in numbers and from the fact that the killer can't be everywhere at once, so when the killer wants to isolate a survivor out of the game, survivors need the chance to byplay that and extract the player. Not a given, but a chance, which is what the perks provide - basically enough time to get to the closest loop and nothing more if the killer commits to you, and also for your teammates to position themselves between you and make it more compelling for the killer to switch targets.

    Dying to a hardcore camping killer is not a sign of a bad player. If the whole team dies, then that's the sign of a dumb/uncoordinated team, but 'don't get caught' always struck me as a pretty stupid thing to sling around. Few players can expect to loop a killer for the entire game, and when it happens, it signifies an immense skill gap between survivor and killer. How many survivor games against non-baby killers do you never get downed in? The game is not built for a survivor to be able to evade the killer indefinitely; that's why each survivor has three lives and most of their time is not spent with the killer actively chasing them.

  • I should probably take We'll Make It off the build today. :P

    Use structures to break line of sight. Plague's greatest enemy is a good set of walls. You can waste so much of her time just running in circles.

    If your teammates are turbo cleansing, see if you can waste her fountains. If you only see one fountain left on the map, beeline for it and drink up. It'll screw over whoever's in the middle of being chased, but in the long run, you're all way better off if she can't pull up a fountain anywhere on the map.

    Oh - and because they're mainly doing it for challenges, you may be facing a lot of baby Plagues that don't really know how to aim her power and will miss a lot. Against those ones, you're better off cleansing, because they will know how to M1 loud injured people.

  • @Altarf said:

    Ha, it's finally the time of the plague mains! You shall all fail to complete these challenges, while me and the two other plague mains get them first try but still end up getting 1-2 kills!

    Preach it! Though I took it to mean you had to fully infect them with the puke hit rather than just get a sickness damage score event, so I played really stupidly and was allergic to M1s, abandoned targets as soon as I saw a healthy survivor to schlurf at, didn't drink from fountains. They triggered auto corrupt purge and reset the fountains twice that game, I was so determinately spreading the love on them.

  • Huh, so it wasn't just me. I thought the lighting looked different, but I couldn't quite place my finger on how the map had changed. That's really interesting.

  • @monster89 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2169483#Comment_2169483

    Aww wow didn't think about rank being a factor. To be fair I don't play much killer so I'm always at purple ranks. And I've gotten 12 hooks and 4 kills and still didn't get the adept. I feel like Myers perks play with ur food and save best for last helped me ends chases very quickly which prob helped a lot. I know the shorter the chases the more points

    I think for emblems, it just cares about number of successful chases - so length doesn't matter and instadowns punish you because they only count as one chase instead of two. Shorter chases give bloodpoint rewards, not emblem ones. (Gatekeeper rewards you the most when the first few gens take a while to get done, with a certain number of points per second depending on how many gens are left, and also gives you 28 points if you close the hatch. Devout is obviously tied to hooks, and you'll pretty much always get iri Malicious if you have 4 kills, because it gives so many points for hook states.) But congratulations - Myers has a great set of perks that synergize really well with each other, but it's hard to play him well without any slowdown, and you didn't even bring strong addons. So nice job!

    The rank factor's just bogus and doesn't feel well thought out at all. The game shouldn't punish you for being higher rank. As it is, I try for some adepts after every rank reset not because the players are easier, but because mechanically it's the easiest time for me to pull it off.

    I have 9 adepts so far. They've all been pretty long games. You don't need 12 hooks - you need at least 9 to ensure you get iri devout, and more downs = more Chaser points, but a few hook stages can be skipped. And you can get them if someone escapes, I did that with Huntress, but it's best not to in case you didn't satisfy the other requirements, since it's kind of hard to tell whether the game will be happy with your Chaser and Malicious ahead of time.

  • @ItzZane_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2159294#Comment_2159294

    Then they'll end up in the void, Plus plague would still kill for the entity She wants to worship literally any god that she finds

    Less that as much that as Plague would worship any god in her religion, and there's some pretty nasty gods and practices in there, so the Entity doesn't exactly have to go out its way to masquerade as one. Her offerings imply she thinks the Entity is the god of pestilence and mayhem. From what we can tell of her archives so far, she'll do anything she believes the gods tell her to do, regardless of how heinous it is or how little it makes sense to her, because she falls back on 'they're greater than me and they have a plan, I don't need to understand it.'

    If you could convince her the Entity was a demon instead of a god, you'd certainly be able to get her to switch sides. Babylonian mythos does have major demons in it (and the Entity is literally trying to destroy the universe, it fits the bill), so it's not a foreign concept. I can't imagine what it would take to convince her of that, though. Blind faith's a hell of a drug.

  • At purple and green ranks, you can get a gold emblem and still get an adept. At yellow and grey ranks, you can get two gold emblems (or one silver) and still get an adept, allowing even more room for mistakes.

    At reds, you need perfect emblems across the board, meaning you must get all four kills, have the 10 points for 9+ hook actions, etc. Looks like you did well enough in everything else to give you the achievement. Which is well done - Myers tends to get bad chaser emblems if he uses his power too much.

    The DC will help you when the game remembers to count it - it'll count for a kill and give you some Chaser points. It screws you out of the unnecessarily necessary hook actions category if the person DCs before you ever hooked them, but that doesn't matter if someone escapes anyway.

  • This build seems perfectly winnable? You can win a game while never cleansing ruin, and this build has virtually no other perks in it but Ruin. Just ignore the hexes and pile on gens while somebody's looping the killer.

    Devour Hope is much more dangerous in this kind of setup. Ruin is a strong perk, but not game-winning strong, especially when your gen pressure is diluted between having to chase survivors off totems nonstop. And sheesh, you're complaining about this on Pig and Trickster? Neither of them have map mobility. Do the hexes when somebody's looping them on the other side of the map. If you're in a SWF, do two hexes at once. Have a friend bodyblock you to buy a few more seconds' time.

    Your 'fair' solution to try to fix a strong perk combo makes TotH completely useless. You'll always have another hex with Thrill, so it turns it into a 50/50 if you go to the hex that has a person on it, with the odds going down the more hexes you have. If you fail the coin flip and go to the wrong hex, you lose, and TotH didn't make a difference in your match. As it is, TotH hinges on you being close enough to the hex to get there in time, and not being busy with something else you can't abandon, and you rarely see it compared to Undying which will always protect your totem at least once. Your proposed version? Another garbage never-used perk for the pile.

    Seriously. "It's the killer's responsibility to protect their hexes", when half the time the hex spawns on a hill or in a jungle gym next to a gen. The only actual way the killer can protect their hex is to camp it, because once people have spotted it, they're going to jump on it the second you're occupied, and leaving the area means you lose the perk. And camping the hex means you lose the game, period, because there's no point in having a perk that regresses gens if you don't pressure gens or a perk that rewards you for getting hooks and staying away from the hook when you can't chase anyone too far away from your totem. If the killer wants to spend another precious perk slot on additional ability to defend their hex perks, that's their opportunity cost to make, and it weakens them in other ways.

    All of this sounds like you think you have the right to remove the hex totem as soon as you spot it, and you don't like that there are stacking counters that can make that difficult.

  • @beached said:

    https://forum.deadbydaylight.com/en/discussion/comment/2169284#Comment_2169284

    Victor's Killer Instinct can sense survivors around him not crouching for 16 or 20 meters (I forget which). So a survivor would have to take an absurd amount of time to crouch and kick him before unhooking. Against solo queue survivors this would be near impossible to communicate even with kindred as victor is not shown. I agree that both strategies are problematic but at least charlotte has no idea if somebody is approaching.

    The survivor has the same notification that Victor is nearby, meaning he can be spotted even if he's not in LOS. It's pretty easy to yeet him. Essentially, you both notice each other immediately when you approach the hook. Even if Charlotte starts moving back to the hook the second Victor alerts her... you were going to unhook anyway, which creates its own notification, so all she gets out of it is a few seconds' head start.

    I'm not opposed to this change, since it's patching up a hole that likely wasn't intended to be there, but it wouldn't fix the camping I've experienced with Twins. Victor can be destroyed, giving the survivors at the hook time to scatter before Charlotte arrives. Charlotte can always just wake up as soon as the unhook happens and smack you back down.

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