Laluzi
Laluzi
About
- Username
- Laluzi
- Joined
- Visits
- 4,175
- Last Active
Comments
-
Can't the rescuer just kick Victor before unhooking? I'm not saying camping isn't a serious problem with the Twins, but I've had more of an issue with the Twins plonking Charlotte down next to a hook and then using Victor to go harass some other part of the map, not the other way around.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2168844#Comment_2168844
Actually, there's only two proper counters to NOED: Checking totems after fifth gen is done, and hoping the killer has identifiable perks.
'Do bones' is the old adage but it misses the mark in a somewhat subtle way, and Small Game's revamp actually highlights this. Yes, you can scramble up and down the map looking for totems to ensure that all five are down, but the problem with that is that it makes NOED a better slowdown perk than Thanatophobia, especially in solo queue where, unless you have Small Game or Detective's Hunch, you have no way to confirm that all totems are gone. You could be going around an area that someone else already cleansed, too, making the totem in that area suck up twice as much time.
Additionally, the idea that you should just bring perks to counter it is also a problem, since we only have four perk slots. We need Small Game or Detective's Hunch in case of NOED, Unbreakable in case of a slugger, Borrowed Time in case of a camper, Decisive Strike in case of a tunneller, and Iron Will in case of a Spirit.
On top of all of this is the fact that NOED isn't declared until it activates. You could say that, unless you can pinpoint all killer perks (For instance: Ruin, Undying, Iron Maiden, Dragon's Grip. All perks that are easily identified), you should be preparing for NOED. But what if there's a trickier perk in play that you can't identify as easily, such as Discordance, Surveillance, Monitor & Abuse, Nurse's Calling or Barbeque & Chili?
In that case it's a complete gamble. Yes, you could run Small Game/Detective's Hunch into it and spend a good minute or two hunting down totems in an effort to block it, but what if it turns out that perk number 4 was actually just Enduring? That means you used up a perk slot and a bunch of time to counter a NOED that wasn't picked up.
It just boils down to four scenarios:
A) All totems were done, and there was NOED: Killer got heavy slowdown.
B) All totems were done, there was no NOED: Killer got -free- heavy slowdown.
C) Not all totems were done, there was NOED: Killer gets a free kill, possibly more.
D) Not all totems were done, there was no NOED: Neither killer nor survivor benefit.
Add Small Game/Detective's Hunch run as counters and the situations get worse for survivors. (Barring the Inner Strength combo)
The mere existence of NOED is forcing a lose/lose onto survivors. That's why it's creating such a fuss in the community. It's not fun to play against, and the only counter makes it not fun to NOT play against either.
At the absolute -minimum-, the totem counter should've been a universal, baseline aspect, not tacked onto Small Game. It would at least alleviate the NOED tax a little bit.
There are more scenarios than that. I can't count the number of times I ignored a bone next to the last gen, and it lit up the second I finished. Killer enjoys 14 seconds of 3% movement speed. NOED has many clauses where it doesn't get value. Killer isn't anywhere near survivors when the last gen pops, checks the wrong exit gate, everyone's in the clear. Killer gets one down with NOED, can't find anyone else, NOED gets cleansed, and then the survivors go in for the save and there's little the killer can do.
NOED can be countered by doing totems. NOED can be countered by not doing totems and remembering where they are, so the odds of NOED spawning in an area you can predict outweighs it spawning somewhere you can't find, and you didn't waste any time earlier on. NOED can be countered by a map. Even if you weren't paying attention earlier and don't have a map, NOED can be countered by searching for totems before trying to save - players with some experience in the game have a better idea of where totem spawns can be, and you will generally not be pressured during this search because NOED users are going to be at the hook or the exit gates. Hell, Soul Guard is a fantastic counter to NOED because if the killer picks you up to hook you, someone else can run in and unhook their previous target. And I consider it a counter to NOED when survivors just go 'screw this' and leave instead of running into the meat grinder. There's nothing wrong with a 1k and the notion of 'it's not a win if we had to leave someone behind/if I played well throughout the match but died at the last second' is just as misbegotten as 'it's not a win unless I 4k.'
I'm not opposed to making the totem counter basekit, and it would be a good bridge between solo and SWF, but the OP's suggestion of making NOED spawn at the start of the game and be cleansable throughout is horrendous and essentially guarantees it will never do anything. How often is a hex still standing at the end of a match? (And NOED itself isn't a slowdown perk - the threat of NOED is, the same way the threat of a DS may stop a killer from tunneling. Without NOED, there would be zero reason for anyone to pay attention to dull totems and they'd serve no purpose except for Nancy fodder. I'm of the mind we need more perks that focus on them, not less.)
And I don't bring Small Game or Detective's Hunch because of NOED, and I bring one of those two perks pretty often. NOED is fairly rare at my ranks. I bring them because hex perks in general are very common and getting rid of Ruin/Devour is crucial. You're not wasting a perk slot on a potential killer perk, you're spending a perk slot on a type of killer perk and banking that one of them will be in play. It's the same reason you'd run Distortion or new OoO; you're not countering a specific killer perk, you're countering a field of them.
But what if there's a trickier perk in play that you can't identify as easily, such as Discordance, Surveillance, Monitor & Abuse, Nurse's Calling or Barbeque & Chili?
All of these I can reliably spot when a killer is using. No, the game doesn't outright tell you they're there, but there are signs. Does the killer always show up when two people are on a gen, but is less attentive when it's one person? Discordance. Do they show up when a gen's nearly completed? Tinkerer (though the lack of TR gives it away faster.) Do they show up as soon as you touch a regressing gen, but don't react when you start a new one? Surveillance. This handbook is essential when you're playing against a Freddy, because they're going to run some kind of gen monitoring perk and it's important to know whether piling on the gen or soloing them is the correct tactic. For the rest, in sequence... does their TR ramp up super quick, and they show up almost immediately after it starts? Do they catch you healing in very obscure hiding spots, or just always seem to catch you on heals? Do they always seem to know where to go after a hook and have high efficiency? (BBQ's really easy to spot if they go for you when you weren't on a gen/hex and were in the middle of a side objective, because there is no reason for them to head in your direction otherwise.)
Usually, by the end of the match, you'll have had a chance to identify all of the killer's perks. Some perks genuinely are near-impossible to spot - like Play With Your Food, Spies From The Shadows, or Hangman's Trick, for examples. All of Wraith's are straight-up undetectable by survivors. But these perks are very rarely seen anyway. I can't think of a meta/semi-meta perk that can't be discerned in normal gameplay. Usually, if you can't tell all four perks the killer is using, there is an endgame perk in play, and even if there isn't, it is a safe assumption to be wary about a sudden NOED or Blood Warden. If it wasn't there, great; if it is, you're prepared.
-
@Mandy said:
I'm reading a bit on the feedback to Coldwind Farm maps right now, can I please ask that if you're having difficulty seeing some things, grab some screenshots/videos for me so that I can take them back to the team - it's the sort of feedback that they need and visual evidence is always great to have!
Thank you!!
I can get screenshots next time I play on the map, but ultimately, I think that things are more visible in a screenshot than they are in gameplay. You're in constant motion - especially with BBQ & Chili or tracking a survivor through the corn, you'll be swinging your camera around wildly, trying to catch a glimpse of anything before your window of time closes. Normally there is a very sharp contrast between red auras and the gloom of a map, and here it's much easier for them to fade into the background. I feel like I'm constantly having to strain my eyes on new Coldwind, to the point where I'm actively liking getting sent to some of the maps I used to hate for visibility issues (Swamp, Ormond.)
The exit gates are especially bad - the yellow is near impossible to see and I usually have to spin in circles a few times before I can find one of them.
-
Same, it's my least favorite thing about new Coldwind. I've had a few wiggles out because I couldn't locate a hook, BBQ can be useless depending what the backdrop is, and I cannot for the life of me find the exit gate auras. The map is so overwhelmingly bright orange that yellow and red auras get lost in it.
-
@fr0sty1223 said:
https://forum.deadbydaylight.com/en/discussion/comment/2168764#Comment_2168764
First off I shouldn’t need a perk to see how many totem are left, that should just be a counter that is always there. Secondly there is no room for small game or detectives in my build. I have a specific build I go for my specific play style and small game/detectives don’t give me enough to warrant replacing one of my perks. I run perk to change my playstyle to have more fun with the game, I should have to run one specific perk every game because a killer could be running an op unfair perk.
You're basically saying the game needs to change, because you don't think it's worth it to replace one of your perks with the perk that counters the thing that's wrecking you. It doesn't work like that. Either it's worth it or it's not. If you're worried about NOED and you cannot play around it, you should take something to counter it. Otherwise, you chose not to use the tools at your disposal and it's your fault for prioritizing other things above NOED removal. That's like not going into a locker when BBQ fires and then complaining that the killer came straight to your gen, or continuing to do gens when Devour Hope gives its 3 stack warning and then going surprised Pikachu when you get moried on your first hook. This game requires constant awareness of your opponent's tactics. When you can't account for all four of the killer's perks, or you're playing someone that seems newish/a Trapper/a Bubba, you should be alert for NOED.
NOED has counters at every stage of the game. I've never run it myself, but it's survivors' fault for seeing dull totems as an objective not worth addressing. New Small Game works wonders for bypassing soloQ's lack of coordination. Even if nobody was running Small Game - your Bubba would not have gotten a 3k unless people kept trying to extract the first person he caught. If you can't find the totem and you don't have something like Borrowed Time, bail. NOED is powerful, but it's only powerful for a short stage of the game, can be completely denied, and relies on survivors being overly altruistic to get more than a single kill with it.
-
My happy ending in a match is to get 2 hooks on every survivor, and then down them and leave them enough times for them to figure out something's up so that they eventually start memeing/approach me/stop caring when I show up at their generator. That's where I'm having the most fun.
I'll switch to killing them if they BM me. Though it's also satisfying to finally down that person who's been looping you for a hot minute throughout the match. Successful mindgames really do feel good.
-
@GeneralV said:
Ok, for a moment I thought "Sprint Burst / Balanced Landing / Lithe" was a build.
And then I was like: "Why would you run BL and Lithe with SB?" And then I realised...
I am ######### stupid.
Well, if mobile Twitter recommends it...
Anyway, I've experienced this too - if a survivor who is dead in front of you activates Sprint Burst/Balanced Landing, your lunge will miss even if realistically they shouldn't have had enough time to build the distance to evade it. Seems like a problem with hit prediction.
-
That's kind of the reason Spine Chill isn't OP, though. Most of the information it gives you, you could have gotten on your own by paying attention to your surroundings. You're spending a perk slot on something you could do yourself, barring the occasional approach through walls. Whether a survivor has Spine Chill doesn't end up having that much impact on my Pig and Wraith games; sometimes the survivors who evade me the second I so much as think of heading their way aren't running it, and sometimes the potatoes that get spooked and run straight into me did it because Spine Chill told them I was coming. (Myers suffers for it because he has to stare at the survivor to escape tier 1, and they'll realize they're being stalked from distances where most regular players wouldn't notice you - people tend to track motion and Myers doesn't give them that, especially from a far balcony or window. But against killers who just need a stealthy approach, it's fine.)
Spine Chill encourages bad behaviors. Survivors that aren't paying attention to their surroundings because they're expecting a perk to do it for them won't know what direction you're coming from, and you can trick them completely by strafing, which you can't do for someone that spotted you because they were rotating the camera.
Also, Spine Chill being better than Premonition doesn't mean Spine Chill is OP. It means that Premonition is terrible.
-
@Heartbound said:
https://forum.deadbydaylight.com/en/discussion/comment/2166862#Comment_2166862
Mine didn't cooperate with me. They mainly got infected by unhooking someone and having it tick down on their own. I just helped out where I could.
I don't think they were as happy about it as I was though.
Oh, okay, so it's 6 Sickness Damage pings, not 6 'puke on a survivor to damage them's. Good to know!
Though for survivors that won't cleanse, you can usually scare them into cleansing if you get a couple of quick chases in and the cost-benefit of staying loud and injured stops looking good. If they really don't want to cleanse, pick up your default fountain and watch as four more light up in the distance. Otherwise, they'll cleanse right after the final gen pops, so just puke on them then and send them out the exit gates with a healthy helping of bubonic plague.
-
@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2166852#Comment_2166852
Okay I'll give it a shot. I'm real close to finishing her up and prestiging her to three so trying to get these challenges in before then.
If you're about to prestige, that's perfect - take your strongest emetic and this should be pretty easy. If it actually wants it to be the projectile (which is pretty unforgiving for a tome 1 challenge, so I don't know if that's true), the biggest enemy is having it be a survivor running that ticks it over into broken and wasting all the hard work. More points per projectile makes it likelier that it'll be the thing causing the damage state.
Just gotta hope the survivors cleanse. :U But good luck!
-
I got it on my first try, so I can't be sure, but I took it to mean 'have a vile purge projectile be the thing that ticks a survivor into broken.' Just spent the whole match following people around, puking on them, and then bailing the chase if I saw someone else I could hit. I don't know if that's necessary, but it definitely worked.
-
That's incredible. I love that moment of realization. Oni starts after the girl with the temerity to rob him of his prey, only to realize Nancy did his job for him.
The way they look at each other in the end. "I won't tell the cops if you don't."
-
@Mat_Sella said:
Survivors can't see you through the corn just like you don't see the survivors through the corn. It goes both ways.
Not really? Unless you're a stealth killer, corn doesn't help you in this way. The survivor doesn't need to be able to see you when they have an audible indicator of how close or far you are and what direction you're moving in - and that's most of the info that they need. Being able to see the killer provides better information on whether you should stay still or keep moving, but in corn, you pretty much have your answer already. (Also third person camera versus first person camera; survivors are a little better able to see through the corn.)
As long as they aren't being chased, survivors don't need to know where the killer is to play the game. Killers need to know where the survivors are to play the game.
-
Why on earth should a survivor perk help the killer? Open-Handed isn't even particularly strong and there would be negative reason to bring it if it could superpower Nurse's and BBQ, one of which will be in play most games.
I still think you're wildly overestimating the average power of Kindred with this perk, but even if it were as bad as you're making it out to be, this would be the wrong answer to the problem.
-
Billy has too many bad and gimmicky addons. The absolute worst of the lot are the ones that give Billy an effect for something the survivor does to him - this is so situational and a terrible precedent. Mother's Helpers only works if you get pallet stunned. Black Grease only works if a survivor is trying to blind you. Mother's Helpers at least has a strong effect tied to its bad activation clause and might let you pull a quick chainsaw on a survivor mid-chase; Black Grease would be a fairly good addon if the requirement didn't exist, but with it, has virtually no use. Survivors are going to be trying to blind you either across a pallet or while you're picking up another survivor. Decreasing overheat does not help you in either of these scenarios because you are not in a position to attack with your chainsaw. I get they wanted to make an addon to synergize with Lightborn, but just, no. That is not an effect that helps you in the case where it's activated - and even then, you're bringing an addon that does nothing unless the survivors have a specific item and they happen to use it when you had a lot of heat built up. Bad design.
Then you have Big Buckle, which decreases your TR when the chainsaw is overheating... but for that to happen, generally, you are revving the chainsaw and therefore extremely loud, probably in a chase, and survivors don't need your TR to tell you're close by. This is only useful if your chainsaw starts to overheat mid cross-map sprint, and at those speeds, your TR passes very fast. 8m doesn't make much of a difference. Bad design.
His iris aren't incredible, but they're good - they make it harder for survivors to tell where Billy is. But you can't exactly use iris in every match. Lopro Chains are great for surprise hits and one of his best addons. Pighouse Gloves makes it easier to hold onto a rev. His steering addons are also pretty good, though I don't like that the purple comes with a penalty - that's extremely unnecessary.
Tuned Carburetor makes it easier for him to use his chainsaw at the cost of making it harder for him to do everything else - it barely counts as a charge time addon when the penalty is so severe, and it's the only one he's got now. Leafy Mash is a decent idea, but it requires you to slug the person you down to be able to use it. It's not terrible, pairs well with Infectious Fright, but it's on the gimmicky side. The engravings are still strong, but not nearly as strong as they used to be back when he had other addons to balance out the charge time. And everything else for Billy is just sort of there - not bad, not good, not really noticeable. Very little of it tangibly improves on his gameplay.
So Billy doesn't have many good addons, compared to when he used to be loaded with options that gave him several different playstyles. And Billy isn't bad without addons. He's still stronger than quite a few killers in the roster. The problem is that there are other killers who can do the things he does with more ease and potential, more reward for the same plays. Bubba handles his chainsaw much smoother and is way harder for survivors to dodge. Oni has nearly the same effect with his power, better handling in a sprint, and far more addon options to actually help him. Blight has Billy's famed map mobility. So between the loss of his addons and the introduction/reworks of other killers that can do Billy's job for him, there is very little remaining reason to play him, and he's become a rare sight as a result.
-
Jane's and Blight's are both pretty meh. Love the Trapper, Kate, Zarina, and Bill ones, though. Plague's is really cool - I love that she's less infected than usual - but it's just not my thing. Though I'm still happy to have it!
-
@swager21 said:
considering bill is a licensed character he cant really have any cosmetics. its a miracle this rift was about him to begin with.
Licensed characters can have all the cosmetics they want; each outfit just needs to be negotiated with the license holders. Some are more open to negotiation than others (see Stranger Things versus A Nightmare on Elm Street, or Silent Hill with how there's great variety but everything has to be a set.) But if we could have this Bill, we could probably have a younger Bill too, especially since we already have art and a story about his younger days - because they've clearly negotiated with L4D recently and most likely could do it again.
At least the devs know the community wants young Bill now. And that seems a little more reachable than shirtless Myers.
-
I did it just fine with Plague on Cowshed. Did you have survivors pass through several hook states? Granted, to not get it with 7 hooks, you would have had to have 3 wasted hook states, but I guess it's still possible if people were suiciding.
-
@Uotsumi said:
https://forum.deadbydaylight.com/en/discussion/comment/2165841#Comment_2165841
Revealing the killer's aura at a range of 64 meters around the hook is excessive.
It gives survivors a super easy game.
And it hurt not only "camper" but also non-camping killer.
It doesn't stack with itself. The potential caps at 32 - so a standard terror radius.
It definitely hurts proxy campers, but makes no difference if the killer goes to a different part of the map, and the information gets turned off when the person is unhooked, so it usually only hurts you for as long as you actively guard the unhook.
This was possible with old Open Handed, too - you just needed two people to bring the perk instead of one. All four people bringing it could get it up to 48 meters.
-
I don't mind recolors of the base outfits, but they should be on the free track. Having two on the premium track is pretty meh.
-
I'm not a fan. I like the idea of a less infected Plague a lot (still holding out hope for an unblemished Adiris one day), but the dress it's attached to doesn't appeal to me. Plague has a really elegant shape, normally? She's very tall and curvy, and I don't get that from this rift outfit; it's very shapeless and there's no ornamentation on the arms, which kills it for me. There's this big swathe of exposed skin, but it doesn't do anything with it, so it's just kind of there and pallid. Jewelry would have been amazing there. It's interesting to put the mask on different bodies, though; you can see much more of the sides of her face than you could before. Also interesting to put old crowns on the new body to see more of her face face.
Her face seems a little different? I haven't zoomed in well enough to nitpick, but her brow is a different shape, less tapered. She actually reminds me a lot of Meg.
Mostly I'm really disappointed she didn't get a doll. I had really wanted a Plague doll for her hook. And maybe every other killer's hook, too.
-
It's beautiful, but I hate how bright it is. It's disorienting. I can't see auras (especially the exit gates, good lord), scratch marks, and hex totems. New corn is also brutal. Seriously wish the brightness was kicked down to Glenvale levels.
New Coldwind is my least favorite map. I've had Swamp and Haddonfield games in between all these farm maps and they feel wonderful.
-
I always start every match thinking "oh, it's just a Trapper" and end every match going "oh f#%^ oh s*#% oh god" Like the kalm-panik meme. There's no killer that can pull a total sweep from everything's okay to everything's on fire like he can.
And if it wasn't a galaxy-brain Trapper who predicted every window vault I'd take 6 minutes in advance, he definitely has NOED. Trapper and Bubba are the two killers I go out of my way to prep for NOED with just because it always seems like they're running it, even in the ranks you don't see NOED that much.
-
@[Deleted User] said:
There's actually a Bill doll. But yeah, it's disappointing that we didn't get a smol Plague to put on our hooks.
Oh, so there is! Thanks for the heads up. Smol Bill is precious and I'm glad to have him. Still, I need a doll of my favorite killer and I'm very sad she got left out. Toe charm just doesn't have the same kick to it.
-
Still doesn't fix the core issue with Blindness that SWFs bypass it by communicating everything that happens to them.
Blindness screws with solo teams' efficiency, and you don't need help against solo teams. Yes, this would increase the effectiveness (people wouldn't even notice when their teammates go down, have no ability to tell if the killer is in a chase or if he's looking for a survivor), but Blindness is already pretty good against the players that it actually does anything against.
-
@Palkia123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2165216#Comment_2165216
But then people can just do it on purpose when the killer isn't near you then get the rescuer killed by the time the killer gets back... just be happy I came back for you at all
You're not wrong that this would be used for trolling, but at the same time, I have no reason to be happy when Meg rushes straight at me with Bubba right on her ass, I have 40 seconds left before I hit struggle, and there was a David who was crouching in an LT wall waiting for Bubba to go a safe distance away before Meg ran through with her pants off and brought him back.
-
The issue with Third Seal is that it devastates solos and is completely useless against SWFs... and you don't need help beating solos.
Blindness isn't a great status effect overall. It has plenty of impact when it works, and you can get some great meme games out of it, but it makes uncoordinated teams less coordinated and does nothing to stop the survivors who are communicating via telepathy.
-
@TunnelVision said:
OoO users will still get tunneled into oblivion.
I'm not sure. Most of the tunneling was OoO instantly clocking over a killer's rage meter when they saw the perk, or going "ugh, it's a SWF, gotta take their mole out ASAP." Now that the perk is less threatening and more of a wildcard (it hurts as much as helps now that you can't control when you don't want the killer to see you), the tunneling-by-proxy will probably cool down.
-
My favorite to verse are stealth killers. Myers is king, but Pig and Ghostface are really fun too. I like being kept on my toes.
-
It's way too bright and orange. I can't see auras, I can't see hexes, and I can't see survivors with this extra-thick brand corn. I hate it and I hope I can get used to it, but eesh, until I do, this is hell.
I had a Swamp game after a bunch of Coldwinds in a row and I wanted to cry, the map was so dim and soothing. And I despise Swamp.
-
Hm. I wouldn't mind seeing the boost be applied to everything - it's too unreliable to make a difference in nearly every scenario except vaulting or unhooking when the killer has wallhacks - but I think the numbers are fine as is. It's like Spine Chill - the purpose of the perk isn't to make you faster, it's to give you a read on the killer. The panic speed is just a garnish. It definitely doesn't need it.
Somebody recently figured out that if you proc Mettle of Man while running Object of Obsession and get healed, you have full aura read on the killer until you're next downed - and solid 6% speed on repairs, unhooks, and heals. MoM is crazy hard to proc and then keep that read, but the point is that new OoO is open for abuse with other perks' mechanics, current and future, and balancing based on 'it's once every thirty seconds' doesn't always pan out.
-
I can't remember a time when matchmaking wasn't broken.
That said, rank 9-10 killer tonight and it's been solid purples and reds. I've seen maybe three green ranked survivors in the entire lineup of games tonight.
-
Personally I think killer is more fun, but also more stressful. The highs are higher, but the lows are lower, and it's way more common to have the other team blatantly troll you in the match.
Solo survivor, there's nothing riding on you, so it's not that stressful, but you rarely make it out alive and you are very much at the mercy of all the other players. Killer, I have more opportunity to control the match and play as I want to.
-
Yet another reason why there's zero reason for weapons to be linked to legendary sets.
But yeah, that's a bit excessive. There could be a survivor standing between those two trees and you'd never notice.
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2163657#Comment_2163657
That is just because it is new and just different enough that your muscle memory of locations hasn't adjusted yet. Give it a week.
I've always had trouble with thick underbrush and it's relatively easy for survivors to lose me. Old corn wasn't that big of an issue. New corn is impenetrable and I can't see anything in it; my only hope is that survivors don't get out of earshot and I can track them by sound. I can barely see scratch marks through it because it's so bright. I also have trouble seeing hook auras and I've had a few wiggle outs because I just can't discern the nearest aura from the ambient orangeness of the map until it's too late. The brightness also makes it hard for me to see hex totems? They look almost the same as dull totems because the flames don't stand out. You have to see the pool of blackness at the base or hear the crackling. I can't be the only one affected by this, because my hexes have been lasting ages on these maps despite being in high traffic areas.
The maps themselves, I'll learn, but I am not liking the brightness level at all. Ormond's fine - it's easy to see everything against the white (scratch marks are a little faint, but it's okay) and it's not too bright, it's just not dark either. Coldwind is harsh and getting sent there every other game isn't endearing me to it at all.
The only plus side I can see is that Trapper's traps have good camouflage here.
-
I can't believe I'm saying this, but I have an easier time seeing things and finding my way around the Swamp.
Coldwind's just become my least favorite map. I don't know what it is, but it's just visually overloading and it feels gigantic. It's beautiful and I love the detail, but I'm having a horrible time playing killer on it.
-
Raisin nut bran, apple jacks, reese's puffs, cap'n crunch.
-
@NVerde said:
https://forum.deadbydaylight.com/en/discussion/comment/2162526#Comment_2162526
My counter to that would be that it's called 'Dead BY Daylight' not 'Dead BEFORE Daylight' and I assume it's meant to represent either dawn or dusk.
Not to mention 'by Daylight' has more than one meaning since it also could be taken in the same way as 'by Moonlight' or 'by Candlelight' as in, they are the lighting conditions during which the death can occur.
So I think either explanation could still fit the theme.
Glenvale is a map at dusk - you can see stars and the sun is on the horizon. Coldwind is closer to high noon. It's very bright and the sun is high overhead.
Yes, one meaning of the term still fits, but I just preferred the permanent night of the Realm as a horror backdrop than this and I'm not looking forward to more daylight maps. Both lore-wise and for how hard it is to see auras and scratch marks in them.
-
Ironically, Myers used to have perks that didn't work well together (Old Dying Light encouraged you to kill the obsession ASAP, PWYF and STBFL encourage you to leave them alive as long as possible), and that changed with a rework. Peas in a pod, those two.
Sole Survivor needs a rework anyway.
-
For Killer? BBQ & Chili and hooking all survivors will get you a load of points on its own, though Distressing and Thrill of the Hunt can buff your in-game gains to a point (they're capped at 8k per category, though, unlike BBQ, which doubles postgame gains.)
For survivor, We're Gonna Live Forever, Prove Thyself, and some perks to complement unhooking like BT or We'll Make It. Then get (safe, don't farm) unhooks and protection hits when you have the chance to. Not as easy as killer with BBQ, but still fairly respectable gains.
-
@Krunga said:
I believe Sole Survivor is not a completely terrible perk. It does what it says it does, but the way you gain tokens IS terrible. I think it should be tied to completed gens instead of your team dying, so running SS and OOO while your team is repairing gens quick combos well.
Diminishing the killer's ability to aura read you as your teammates die is only really useful when the killer is running an aura-reading addon. The game falls apart when your teammates start dying off and the focus shifts from powering the generators to finding and opening the hatch - one survivor dead and the other three will continue their objectives, but two survivors dead and it turns into a hiding game. Killer perks that center around locating survivors' auras - many of their trigger conditions stop happening as survivors cease interacting with objectives and each other.
One dead teammate makes you mostly immune to Nurse's Calling and I'm All Ears mid-chase, which is pretty strong. (Though Sole Survivor won't help if there's two survivors and they're healing each other.) Bitter Murmur, Rancor, and BBQ & Chili are turning obsolete as Sole Survivor's tokens ramp up, and there's only a tangible difference in BBQ's read distance at 3 stacks - which will fire once and exactly once before BBQ can't be used anymore. Plus BBQ is hella easy to avoid anyway. I guess it could save you from Hex: Retribution if one of your teammates cleansed it (if you cleansed it yourself, you just told the killer where you are, so either he's far enough away to see you or close enough to come after you), but the more dead teammates, the less likely any of you are focusing on cleansing hexes.
Sole Survivor's at its most powerful when it's disabling short-range wallhacks addons, like All-Seeing: Blood, Cigar Box, Black Incense, and Amanda's Letter. Which is fantastic when it happens, but it's something only a few killers have access to, so the odds of encountering a certain addon on a certain killer any given game is pretty low. Add in that your teammates have to die before you get anything out of it, so it's not active for most of the match and only fires up when you're losing the game, and yeah, I think conceptually this perk needs a rework.
-
I don't consider survivors coordinating well on gens to be gen rush - that's just playing optimally. In my eyes, gen rush is when all the survivors bring loaded toolboxes/BNPs and pound out the gens faster than you can find them.
Even if they were ignoring their teammate, you had to have gotten unlucky in where you were patrolling if the rest of them were able to do those gens uninterrupted.
-
My thoughts:
Obsession change great. It removes a bit of the information game (you could generally tell whether you were facing DS or STBFL), but it'll remove the security to tunnel and it'll also make some challenges a lot easier now that they don't rely on perks other people are bringing.
Black box change bad. It's extremely situational whether it will have have an effect on your game at all (depends on too many factors - do you 4k before the gates, is the survivor asleep, is the survivor healthy, does the survivor have exhaustion perks to dodge you, are you close enough that 15s makes a difference, is the gate next to a tile) and I'm not a fan of the design trend where addons focus on a killer's base perks - because players tend not to run base perks once they have other options available. It's situational at best and redundant at worst. This isn't a bad addon in and of itself (unlike the likes of Black Grease) and it has great synergy with Blood Warden, fishing you out a survivor to lock the rest in, but 15s of maybe gate delay is not worth an iridescent. Feels more like a green.
Freddy nerf good. He really needed hindered mobility when placing snares. Pallets probably didn't have to be changed. The alarm clock change is kind of eh, I'd have preferred to see a weakening of his passive sleep rather than an immunity that's unlikely to come into play, but it does save you a bit when he finds you right at a clock, so that's nice.
Twins nerf feels like it goes in the wrong direction. My main issue with Twins is that they're not punished for using their power improperly - Charlotte can spit Victor right back out after a kick, giving survivors no respite for successfully cornering him. Punishing them for successful plays shouldn't be the aim here - the punishment should be for unsuccessful plays. The addon changes are great, though.
Demo buff is glorious. He's got so many more viable addons now and I love that the community was listened to on Rat Liver.
BT change is great - punishes killers that are camping and doesn't affect anyone else.
OoO change turned the perk from a rage-inducer to an actually fun perk to play against. I haven't had a chance to use it myself, but I'm loving it from the killer side. It can hurt the survivor as much as help them, and it can't be controlled to the extent that it was with SWFs.
Not liking the Coldwind rework. It's very bright and cluttered, which makes it hard for me to track survivors. The corn went from tricky to impenetrable. I don't think the daytime feel suits DBD and it's harder to see than in the old map anyway. That said, aesthetically it's very beautiful.
The survivor models all look fantastic, especially Jake! Though I miss Dwight's nervousness. His eyes just look bored now.
Struggle skillchecks are going to save my keyboard (there's already a divot in the finish from where my nail would tap the key), but I miss the struggle timer bloodpoints.
Nervouscited for the rift tomorrow. (I love the cosmetics and the sense of purpose to the grind, but as a Plague main, I'm very afraid the archives are going to give her the Nurse/Legion treatment and turn previously sympathetic motives into outright malice. I liked that some killers were tragic figures where others were psychopaths and I'm dreading the inevitable dissonance that'll come from turning her into a religious inquisitor.)
-
Seriously. It's a real shame that when the old lobbies are gone, they're gone. I'd love the option to choose my own lobby scene and menu music.
-
@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/2159850#Comment_2159850
That's a fair argument, but there are also a lot of people the de rank just so they can slaughter lower rank players. I've watched people stream who flat out say the want to smurf so they can get easier games. I understand the more competitive the higher you get that makes sense. However lowing your rank so that you get easier opponents is kind of dirty.
Yeah, I understand that's a thing, and it's frustrating to get your ass kicked by someone who's ostensibly rank 16 but has 2500 hours in the game to your 50. Same deal as when SWFs put a smurf in so they can fish out baby players. But I personally derank so I can be in an area where I do well in half my matches and get outplayed in the other half, because ranking up naturally puts me in an area where I get outplayed way more often than not. (And part of this is just because of bad matchmaking - I stay in green ranks, and win or lose, most of my opponents are purples peppered with the odd red.)
-
@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/2161951#Comment_2161951
The thing is that you could simply equip the bloodred recolor of her base-outfit and you'd get almost the exact same type of body cosmetic for a lot cheaper, too. She deserves better and different cosmetics, this is just devoid of any creativity.
I bought those first, then went with the outfit I have now because I think it's an improvement and looks more elegant/imposing.
I don't disagree with you that she needs love in a lot of areas (hitboxes, chase theme, emblems, points) and this rift skin does not scratch my itch for a healthy Adiris skin or... anything, really. I honestly prefer the base outfit recolor from a few tomes ago, and that's just depressing. But I am pleased with her existing cosmetics. I think she has great headpiece/dress variety, at least, and the nomad sets from her pilgrimage are a neat deviation from her look. BHVR's always gone for things that make sense for a character to wear, barring certain legendary sets that turn the character into someone else, and Plague's aesthetic is... limited.
This skin would have been a hell of a lot cooler if it went full warrior maiden on her, but meh, they can't all be winners.
-
Pretty unimpressed with the rift skin, it's not aesthetically pleasing to me (not enough detail to draw the eye on any part of it), but I disagree about Plague not having any good skins. She's got some gorgeous cosmetics. Just look at my Vommy Mommy.
-
@Kebek said:
That's good, if it proves as strong as it sounds on paper, they can eventually add it as baseline mechanic.
I don't think you'd want it to be basekit - it's a different strategy than without. You don't always want to destroy the portal you enter through.
It's definitely powerful, though, and one I look forward to using.
-
@Sonzaishinai said:
I don't understand the hate for this addon.
With how survivors always 99% doors and especially against Freddy i feel this will catch a lot or people off guard.
Like not the most powerfull addon but it's quite interresting tbh. I honestly like it. Mini bloodwarden but without the weakness of 99% doors
For an iri, it should at least work all the time and not rely on whether or not the survivor's asleep. It's already a situational addon that may give you no value based on how the game plays out; it shouldn't have a counter baked in so that it can be bypassed in the situations where it would be useful.
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2161443#Comment_2161443
It should still work if the last survivor opens an exit gate after you close the hatch. Though normally if the last survivor opens the exit gate in that situation they did so when you weren't watching so the addon shouldn't matter unless they wait til the last moment to open it.
Yes, and it probably will come in handy there (since most people 20% the gate and then go hard when the killer turns to patrol to the other gate - this more or less adds more effective time in order to get the gate open), but that still assumes you didn't slug for the 4k, catch them before they reached the gate, catch them before they got the gate anywhere near opened, and they don't have the perks/tiles/skill to juke you for 15 seconds or less. Also assumes they didn't run to an alarm clock before doing the gate, or have Adrenaline.
When this addon works, it's good. The reason this addon sucks is because in most of the games you bring it, it will not do anything for you. I would rather have a weak addon that works always than a strong addon that covers an unpredictable and specific scenario, you know?
