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Laluzi

Laluzi

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Laluzi
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  • It's so terrible. Not all iri addons are amazing, but this one is so insanely situational it should be a brown or yellow. It only does anything if:

    -You don't kill all the survivors before the gates open

    -The survivor is asleep when they open the gate

    -You are close enough to the gate that most of the 15 seconds is left by the time you catch up to the survivor, but not so close you couldn't prevent them from opening the gate

    -There isn't a good tile right next to the gate

    -The survivor is not healthy and does not have a perk like Sprint Burst, Dead Hard, or something that can juke you for the 15 seconds

    -The survivor does not have healthy friends that will tank hits for them


    I get the idea behind it is supposed to fish out a survivor for you to use Blood Warden on, but I really hate this new addon design where they're meant to clone or complement the killer's base perks. Base perks is not base kit and most killers don't run their native perks. It gives us garbage addons like Black Grease or redundant ones like Bad Man's Keepsake. Addons should be useful in most situations, not absurdly specific ones, and they shouldn't be completely redundant with something the killer already offers either.

  • Oh, that's fantastic! Way harder to yeet the baby now. Definitely like the looks of this.

    Still think there should be more of a penalty for failed Vic plays and that his respawn time should be longer, but this gives survivors more time to get away while rewarding successful use of the power, so it's a solid design choice.

  • I hadn't thought of that, but whoa, that's a good combo. Might have to try that out sometime.

  • They are all very good perks. Lightborn's the weakest of them if you're confident in your ability to evade flashlights, but it's still an amazing perk to equip for lols when you get a 4-flashlight lobby. Tinkerer's just incredible. Billy benefits from it more than most - he's high-mobility and can race on over from anywhere on the map before the gen is completed unless it's multiple people stacked on it, but it's a solid perk on anyone and Blight, Nurse, and Oni make excellent use of it too. It gives great info - no gen can get to 70% without you knowing, and paired with regression, you can lock down the same gen multiple times - and it also gets tons of surprise hits, because once you establish yourself as a killer with a terror radius, people stop paying as much attention to their surroundings when there's no TR up. And Enduring pretty much negates pallet stuns. You won't even feel them.

  • Interested in the new Coldwind, but too afraid of Lucky Break to really be excited for it. Mostly I'm jazzed for the Rift tomorrow.

  • Not a fan. He looked psychotically gleeful before, now he just looks angry.

  • I don't think making scratch marks brighter accomplishes anything. They're already extremely bright, even when fading. They're not like blood pools that blend into the grass in dark maps.

    Longer scratch marks aren't always a good thing. It means, on average, following a trail is going to take longer to find a survivor, and the survivor has more time to walk away and hide from where the trail ends. It ends up making the scratch marks mean less? They're useful because you know someone was in the area recently, but recently is the key word. Increased time is decreased accuracy.

    Louder footsteps would be nice, though that alone isn't enough to make the perk viable. Now, if Predator could counter or bypass any survivor perk that hides scratch marks, like Stridor/Iron Will, that would make it a useful tool. Another useful-but-perhaps-too-powerful thing it could do is create faint, very short lived scratch marks for walking - not crouching, but regular speed walking. Maybe two seconds' time and with the dimness of scratch marks just before they fade. I don't know if that effect would be balanced, but it fits the spirit of the perk and it at least does something valuable.

  • If you kobe and the struggle attempt would have pushed you into second phase had it failed, the game considers you to have reached second phase. It's unintuitive and terrible, but as of now, that's how it works.

  • @Ryan489x said:

    The fact that people are asking "Hey how can I depip and lower my rank in a fun way bothers me because you did all the work to get to where you are and didn't seem to have a problem then, now that you're ranked higher the game isn't fun anymore?

    Why is that exactly?

    The earlier ranks are very casual. Win or lose, you don't have to think very hard and everyone's either confused or vibing.

    The higher ranks are saturated with players that take the game more competitively - sometimes in a constructive way, sometimes not. You're more likely to encounter players that get angry at you for playing the game (both your foes and your teammates) and lash out at you afterwards, you're more likely to encounter players that gloat and treat you like crap, and you're much more likely to meet players that BM you throughout the match. As a solo survivor, your ability to escape is going to go down the toilet, and as a killer, you're going to start running into bully squads on the regular. And matchmaking loves to pair you with opponents a tier or two above your rank, especially when the other side's queue is overloaded. So the red rank sweat squads are a problem even for green rank killers, who are woefully unequipped to handle them - but it's more of a warning of things to come than a constant issue.

    People who play to unwind don't want every game to be against people who've worked the game down to a 400-level science, or people whose goal in the game is to make the other side ragequit. Matchmaking will move you upwards as long as you understand what your objectives are, and at purple/reds, every game is going to be a sweatfest, so they derank to move back into the zone where the games were on average chill and enjoyable rather than frustrating and humiliating.

    Like, I'm stuck at rank 4 as a survivor, I'm horrible at looping, and I escape maybe one out of ten matches. The only reason I don't derank is because I can't do that as a survivor without punishing my teammates. The matchmaking will push you above where you belong if you play too many games in a short period of time. But it means I have way less fun playing survivor than I used to - and much less fun than when I play killer, because for killer I can control my rank and stay in an area with a comfortable challenge level (when it's not pairing me with full red SWFs, anyway, but I can take those every once in a while. Every other game and I'd quit DBD immediately.) I'm here to play for fun, not train for a tournament, and running ten rounds around a set of walls before giving up and walking away five times in one game isn't my idea of a good time.

    Tl;dr, people are nastier at high ranks, high ranks are filled with experienced SWFs on comms, and getting completely outplayed is demoralizing. High ranks are less fun than middle/low ranks unless you play for the challenge.

  • I don't have problems with him beyond how inconsistent revealing him is, and he's fun to play against, but he outperforms every other stealth killer at stealth. He's got the best natural camouflage of any of them bar cloaked Wraith, makes the least noise, and has the best sneak attack potential with instantly exposing as he pops out of stealth (on a successful stalk.)

    But I'd prefer to see the other stealth killers given a better stealth game than Ghostface given a worse one.

  • I understand why the bouquets were removed, but I don't like the design direction where we're getting daytime maps - first Glenvale, then Ormond rework, now Coldwind. Doesn't fit the ambiance of the game or the lore.

  • Can't teleport to traps anymore, traps have collision. It's a really terrible addon, but it has some funny applications where you can bodyblock survivors with your traps by placing them in doorways/corridors. Otz has a video where he locked down the entire Badham main building plus basement, and survivors just couldn't get through the building in time. Can't say I've ever used that addon to any effect, though. :P

    Oh, that's another meme game you can play - Hag, the useless addon that makes her traps deafen, and then go find an enclosed space like the killer shack/main building/a choke point and place all of your traps there, then laugh when a survivor inevitably runs through.

  • I like to either meme if the map is good for it (if it's Gas Heaven, I'll go and man the shop counter, if it's Dead Dawg, I'll be a bartender, if it's Campbell's Chapel, I'll play carnival games), or do something stupid like aggressively guard a totem or chest if it's not.

    Sometimes I just chase and down survivors like normal but refuse to hook them. Between Devout and Malicious, you'll depip, and still play the game (and not rob survivors of the opportunity to play the game either, because sometimes you get players that don't want to meme.)

    Another thing I like to do is set stupid challenges for myself that guarantee I play badly. Like speed limiter Billy and you can only M2, or Scarred Hand Hag, or Burger King Myers.

  • I despise sets. I can understand why some are like that - the legendary skins, stuff that breaks meshes like minotaur Oni and krampus Trapper. But not being able to use a hairstyle or a weapon because it's attached to a set is bogus. And we can already make outfits that look terrible and uncoordinated with the old metric - I don't see what the deal is all of a sudden.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2159196#Comment_2159196

    The fact that he's just some guy.

    Over here we have a cannibal wearing someone else's face. Here's a floating, faceless nurse. Here's a mutant woman with a ghastly conjoined twin. Here's a disembodied spirit. Here's an insane doctor who's harnessed the power of electricty and mind control. Here's an interdimensional mutant. Here's a Kpop star who has throwing knives.

    Deathslinger, Huntress, Myers, Pig, Legion, and Ghostface are all 'just some guy' with a weapon, unless masks are a massive part of this equation.

  • Favorite: Gas Heaven and Father Campbell's Chapel. Both are very balanced maps with fun meme potential if the game swings that way.

    Least favorite: Badham and both Swamp maps are a terrible experience on both sides.

  • Giving it the full Iron Will treatment definitely improves it, and the unhook condition means it can be masked as Deliverance or Second Wind if the killer isn't paying close attention. It's an improvement on the perk, though still pretty situational (especially now that other, less punitive self-pickup-from-dying-state perks exist.)

  • Getting licensed characters is not as simple as pointing at them and going "that should be in DBD."

    I don't get why everyone's so hung up on the idea that he doesn't belong here and he's cheapening DBD. Would you hate the Trickster as much if he was just a celebrity singer, no genre or ethnicity attached? Personally I think the notion of a narcissistic artist genuinely believing he's creating high art out of the anguished wails of his tortured victims is pretty fantastic.

  • Wraith, Hag, Plague, and Spirit are all not bad people, and most of them would probably be able to be negotiated with to some extent.

    -Wraith only ever intentionally killed people who committed horrible crimes, and the Entity basically seized his mind on the moment of him killing Azarov and locked him in it; he's trapped in his rage and betrayal and can't get out. If that grip could be broken, he would almost certainly want to escape his situation, and have no desire to hurt the survivors.

    -Hag never killed anyone; her symbols very indirectly caused the death of her friend, but that was pretty entirely her friend's own fault for being a terrible person and despite Lisa's warnings. Her only 'crime' is wishing vengeance instead of peace after being horrifically tortured for weeks on end in the worst ways imaginable, and that dying wish turned her into a monster. In the Realm, she's starved half to death and feral hunger is all that drives her. Again, if that could be satisfied, Lisa Sherwood isn't the kind of person who'd derive any pleasure from slaughtering innocent people.

    -Plague almost certainly believes that the Entity is one of the gods she served as a priestess. It would be extremely hard to convince her otherwise, between the language barrier, her fanaticism, and the fact that the Entity saved her from the brink of death (and finally, tangibly answered her prayers when she believed she was forsaken), but if she understood the truth of her situation, and that serving the Entity was not saving her people from plague, she would not want to be here.

    -Spirit is an Onryo, and likely can't be reasoned with no matter what. I've always read her flickering facial expressions as anguish at her situation warring with her unstoppable rage. But an Onryo can't be placated without the death of their tormentor, and that's not something survivors can help her with; her father's on a different plane of existence. Still, whatever's left of Rin Yamaoka likely regrets the destruction she perpetually wreaks.


    I would have said the same of Nurse before her tome, back when it was implied that she killed out of a desire to spare everyone the awfulness of the asylum rather than cleansing the herd, but she'd be very difficult to convince either way just due to her fractured state of mind. Charlotte's also not necessarily a bad person, but like Billy, I think she's just too soured on the notion of humanity to be able to talk to anymore - all she cares about is Victor, and Victor is violent and possibly very Entity-touched considering he was dead for many years and suddenly reappeared to lure her into the realm. This misanthropy is also true of the Huntress, though she's a bit more malicious than Charlotte and Billy are.

    The Deathslinger is also an interesting character. He's a violent criminal and a bad person, but he's not exactly a serial killer like most of the others? What I mean is, it seems likely to me that the Entity messed with his mind much as it did with the Wraith; he hunted bounties and people who had wronged him, and the survivors are neither (because what exactly is the Entity paying him in except more murder? If it's threatening him to work for it, then it's just another master, and Caleb hates those too.) If the Entity screwed with his head, and Caleb was able to figure this out, then he would seek vengeance on the Entity - because if there's one thing that drives the Deathslinger's fury, it's a double-cross.

    The Legion might want out because the Realm is boring. They're a group of teens that loved to raise hell, but the Realm is just killing the same group of people in the same locations, over and over and over. There's no variety, and quite possibly no fun - no vandalism, no six-packs and drunken joyrides, no movie binges, no anything teens from the 90s would want to do. Now, Frank is a messed up kid, and their archives paint Julie as pretty twisted too, but Susie and Joey were just along for the ride (and Susie didn't want to get involved in the murder period.) Also, Julie wanted to be known and remembered for her crimes, and the Realm is the opposite. Nothing ever changes and the only people they see are the same group of survivors.

    Freddy likely wants to escape so he can finish what he started in Springwood and kill Nancy, but that's not working with the survivors in any tangible way. (Freddy might also be pissed that he can't permanently kill anyone? It's a bit of a step down.)

    Anything that remains of Talbot Grimes would like to escape by any means necessary (so he's as like to hurt survivors in this endeavor as help them), but the Blight is a pustula-addicted monster and would never be able to escape the Realm in his state. He'd have to break his desire for the serum in order to be able to leave.


    For the killers that are happiest where they are and least likely to rebel - Clown, Ghostface, Trickster, and Doctor. Myers and Pig too, if the lack of permanence doesn't bother them, but the previous four are all very aware that they can get away with so much more here than they can in the real world, and use the Realm as an opportunity to pursue their passions without consequence. The Huntress or Billy wouldn't care if they were in the real world or the Realm, they'd run wild either way; those four would actively prefer to be in the Realm than where they were before.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158912#Comment_2158912

    Unhooking needs to deactivate ds. The killer needs to go after the rescuer, if he dont want to tunnel. He shouldnt be punished for that.

    That's a good point. That'd create a situation that's basically old BT again.

  • I don't play killer at night. Survivor queues take ages, but I'd rather have that than all the bully squads that crawl out of the woodwork. It's like matchmaking throws its hands in the air and gives up any pretense of working.

  • The only one of those things that should maybe not deactivate DS is unhooking (because it comes up a lot where you're in a panic situation and everyone's in one spot, either hooked or on the ground, and you have no choice but to try and rescue the player.) If you're going up to a gen or totem, you should not be able to DS the killer - you are doing objectives that the killer needs to protect and this is what made old DS so profoundly unfair. Players could pop gens and cleanse hexes in your face and you couldn't do anything about it.

    It's not wise to go for a hex or a mostly finished gen immediately after you get unhooked unless you know the killer's in a chase. The killer will expect this (especially if it's a hex, that's the first place I look when somebody who saw the hex gets unhooked) and come to stop you, and that's not tunneling, that's you making a high-risk play and losing your gamble. Be patient and do it later.

    I do agree that healing yourself shouldn't deactivate it, though. Self-healing is trying to recuperate from the hook, much like running away and hiding. If you move away from the hook, start healing, and the killer ran back to the hook, followed your blood trail, and goes after you, that's still tunneling.

  • Quick and Quiet isn't a meme perk. People run it all the time with other chase-losing perks and locker perks like Deception, Dance With Me, and Head On.

    The No Mither change is fantastic (broadcasting that you have the perk is No Mither's greatest downside), and I like This Is Not Happening increasing great skill check gains, but the rest don't really change much? They're weak perks because their effects are weak. Increasing the duration of aura reads doesn't make them more viable; they need to do what they do better. Take Babysitter - it's a perk that encourages the killer to go after you and helps the unhooked player get away. Maybe make it so that if the person with Babysitter gets hit within the next 15 seconds, the unhooked player gains a health state. More aura read on the killer doesn't change that Babysitter is just a worse version of Borrowed Time.

    Distortion, I think would be more viable if its tokens could regenerate or be gained back. Though new OoO horns in on its territory pretty hard. And Buckle Up needs some benefit focused on healing dying players. The aura read isn't particularly useful on that perk; either the killer is far away and the pickup is safe, or they're coming for you and you didn't need to be told that. Perhaps if you pick up a dying player with Buckle Up, you both gain the Endurance status effect for 10 seconds? And Poised giving information on other generators is a good idea, but 15 meters isn't going to help; how often does another gen spawn within 15 meters of the one you're on? Unless you're saying this works within 15 meters of you? But if you're 15 meters from a gen, you can probably hear its sounds and see the piston progress, so it's a bit redundant. I could see Poised working by giving you a Sprint Burst every time you finish a gen (which would make it a good tool for committing in a killer's face, and give it viability there), or perhaps an aura read similar to Detective's Hunch. Maybe instead of locating map items, it'll give you a brief read on your teammates and the killer?

    The Camaraderie idea is awesome, and an anti-facecamp perk could become meta, but 5 meters isn't wide enough for it to matter. I think no matter what, killers that want to camp will wait just outside the radius, but if you make the radius wide enough, it'll give room for saves to actually happen. Still, that means we're talking at least 15m.

  • It doesn't get value every match, but when it does get value, the effect on the killer's momentum is enormous. It can enable a full recovery from a game that was straight-up lost, and turn what should have been 2 or 3 hooks (and only one or two players able to go for the save, which is very dangerous) into just one hook.

    Or it ends up being a wasted perk slot. But the effect is major enough to matter.

  • Surveillance. When paired with gen regression aids - Ruin, Surge, Oppression, even Pop for more incentive to kick - the information game from it is insane. Survivors can't touch a gen without you knowing unless they let it regress all the way back to zero.

    The Third Seal absolutely wrecks solos. Granted, nobody needs help wrecking solos, but it's insane watching people die on their first hook because their teammates don't know where they are.

    Enduring makes it so that a pallet stun may as well have not happened. Less valuable in the current patch, but dang does it feel good to use.

  • Non-licensed: Jake, Jeff, Zarina, Deathslinger

    Licensed: Laurie, Myers, Freddy, and Quentin. Besides the love, they're the ones most badly in need of cosmetics. I'd also like to see Pig and Tapp quite a bit.

  • I've been trying to get flashlight blinds for a bunch of challenges I kept skipping earlier on - I'm not skilled with flashlights and the only reliable blinds I can get are at pallets. Cue all the Huntresses, Tricksters, Nurses, and Bubbas. Also had two Hillbillies doing adepts, which is two thirds of the Billies I've seen all week.

    I also hate running flashlights because they're just likelier to get the killer cheesed off at me.

    (I haven't even been trying to do stun archives with the pallet bug.)

  • Individually? Try to assume less malice on the part of the people you're playing with or against. Remember the other players are people too, and they're just trying to have fun. Mistakes happen, especially when there's a lack of information, and not everyone is skilled at the game. Refrain from hurling accusations in all but the worst of situations; if you can't say GG at the end, you should probably walk away.

    On the part of the game itself, I wouldn't mind seeing a thumbs down option to mirror a thumbs up option. It could either be completely useless and just exist as a way for players to 'officially' vent frustrations without waiting around for the game to finish so they can yell at a person, or it could actually serve as a matchmaking factor where people with excessive amounts of downvotes are more likely to be paired against other people with excessive downvotes. People who enjoy toxic games could be more likely to meet other toxic gamers, and people who play more casually/are more friendly see the same.

  • Would've said BBQ, but I caved and bought Leatherface a little while ago. Pop Goes The Weasel?

  • I'd like to see a specific 'thank you' emote, and an emote for killers. It could be something unique to each killer, like Deathslinger polishing his gun, Plague saying an incantation, Myers cocking his head, or Trickster preening.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2157935#Comment_2157935

    That's the thing with his and Dwight's. They do look like an entirely different person. Like people cosplaying as them.

    The thing I hate about Dwight's is that he no longer looks nervous. He looks bored. Not a good look on him.

    I do like the new Jake model - he's a lot smoother.

  • He's got great mobility, but his ability to chase is very dependent on how good you are at looping. A survivor in a good tile can hold off Wraith near indefinitely. I think he's in a good spot and I'm glad he's finally strong enough to contend.

    As a stealth killer, Wraith's actually not that great - you can get close before survivors hide, yes, but he gives so many cues to his approach that you will almost never surprise someone the way you can with Ghostface or Myers. With one of his clappers and lunging from behind a wall, you can do it. Otherwise, he's pretty noticeable.

    His all-seeing addons are both a bit busted, but other than that, I think he's pretty healthy.

  • Survivors crawl away because they're hoping for a hail mary hatch when their other teammate gets hooked, and they have a better chance of finding it if the killer doesn't immediately pick them up. Then the hatch gets closed and they're in the ass end of nowhere, and the killer is unlikely to find them unless there's enough time left on their bleedout to spawn 90s idle crows.

    The number of survivors that are actually doing this out of spite is lower than it appears from the killer side, and sometimes said spite is in direct response to being left slugged for a few minutes. Which doesn't make it a good thing, but it is tit-for-tat.

    Meanwhile, there is zero benefit to the killer when they down you and then stare at you for the next four minutes. It is only spiteful, the same way tbagging at pallets and refusing to leave until the killer chases you out of the end gates/hatch are.

  • You really feel how broken the killer emblem system is when you're going for adept achievements. Whether you get the achievement is more based on how the survivors play than how you play, and you can win by all means but fail because survivors killed themselves/didn't unhook each other/someone hid all game and died on their first hook instead of their third. And survivors DCing sometimes gets you points in Devout and Malicious, but it's really unreliable? Most of the time I get nothing. I don't know what the activation conditions for that are, but they could use some tuning.

    Also, instadown killers are punished for successfully using their power too much, which is bogus.

  • I get way more successful Dead Hards when I don't look behind me and instead time it on the red stain, so you might be onto something.

  • I'd personally think All-Seeing: Spirit belongs a tier higher. Being able to go "What gen is being worked on? Oh, that one." on command is very powerful. The Legion's version of this addon sucks because you have to waste your power to get the info, but the Wraith's is effortless to trigger and what you wanted to be doing when you don't have a current target anyway.

  • I'm cool with Clown's yellow bottles curing the purple status effect, but they shouldn't give survivors a speed boost. It's not like it's busted for Clown to be able to throw a 10% speed buff that survivors can't pick up; he can already throw a 15% speed nerf that doesn't affect him, which is more effective for the same purpose. Stacking them doesn't get him that much; he's already exceptionally powerful in 1v1s and doubling up just spends his bottles that much faster. Plus he can already do this, it just requires him to position the bottles with more care.

    Trapper needs to be able to hold at least 2 traps basekit, and should pick up traps at lockers instead of having to roam all over the map to collect his power. If traps must spawn randomly on maps, they should spawn already set.

    Pig should either have an improved crouching speed, or her roar should come further in the charging sequence so that survivors have less time to react to it. Between her boxes immediately signaling her presence, her low map pressure, and her announcing herself, Pig's stealth is very poor. I'd also like to see the return of her endgame plays, with survivors not being able to leave through the gates with a trap on their head, with the caveat that the EGC timer moves on its slowed-down speed when somebody is wearing a trap. It's not fair that she loses the bulk of her power once the gates are powered.

    Trickster's laceration shouldn't decay passively; other survivors should need to heal it. It should still be wiped when downed, though. He'd still need more work than this, I'm sure, but I haven't had a chance to play him and get a feel for what his exact weaknesses are.

  • Seems a bit powerful. Granted, the audio cue is a great balancing idea, serving as a 'hey! look! there's at least two survivors over here!' as a tradeoff to essentially free heals, but 10 meters is not very far, especially when the use of this perk is to be able to do other things while healing (running together, working on a gen/totem) and all of those things already produce visual and/or audible cues that are discernible from farther away. So the distance needs to be farther.

    30 seconds seems too short when you figure that's still less time than self-caring, and one survivor healing another is 16 seconds (or 32 seconds wasted between them.) This allows both of those survivors to spend that time doing a gen together with zero risk if the killer is currently occupied with another survivor - even if they get downed immediately after, by the time the killer's finished hooking them and is moving in your direction, your friend's probably healed and your gen is done. Basically, this gives you 34% of a gen for free. More if you've got more injured survivors with you. I think the passive heal would have to be at least twice as slow, or otherwise nobody's ever going to manual heal again when you can just bring a cleric and Prove Thyself as you heal. Longer heal means more risk of the killer hearing your song and interrupting you, and nobody ended up fully healed when they scattered, so there's still a reason to hunker down and do the backrub instead of sitting on gens and letting it take care of itself. (But even getting a partial heal from this is useful, because the rest of your heal is shorter, and you might group up with that survivor again anyway.)

  • I've been playing a lot of Jane and I still haven't figured out an outfit I really want for her! I bought the hair that was just released from Rift 2, and I really love it, but I haven't been more wowed by any of her outfits than her default girlboss getup.

  • As a Plague main, I feel pretty equipped to deal with the massive BS that's about to ensue.

    Wraith with All-Seeing is another good one, though spending a purple on every game is going to hurt.

  • Depends what rank you're playing at. I bounce between purple/red rank solos, and while my teammates usually aren't suicidally stupid, the killer nearly always stomps just because we're not playing efficiently and there's little coordination. There's also a lot of ragequitters that kill any chance of getting out through the exit gates when they decide getting downed at 5 gens was too much of an insult to bear.

    Different ranks have different issues. Grey ranks, everyone's clueless and it's great fun, though you also get a lot of survivor mains trying out killer for the first time and they don't actually want to attack anyone, just meme. Yellow ranks have tons of survivors killing themselves on their first hook for no reason and afk killers using macros to farm iri shards, but the matches themselves are fun and pretty balanced - same with green ranks, but less AFK killers. Purple is when things start to get wildly killer-sided for solos, at least in my experience. The killers are getting good at what they do and the room for survivor error drops, but between random teammates and just not knowing what's going on across the map, plenty of error is still happening. If at least two of the four players can run a killer well, you're in a good spot, otherwise you're probably dead. Red... isn't that much different? Rank 1s will usually know what they're doing, but you can get to rank 4 just by not being a potato and doing objectives. Teammates aren't urban evading to your hook from across the map anymore, but they still go down ten seconds into a chase. And you also get teammates that have learned how to maximize their emblems off the blood of their allies, and will race past your more conscientious teammates to unhook you in the killer's face and then run the hell away, or run the killer into you so they can do your gen and unhook you later. They'll cleanse dull totems when all four of the killer's perks are accounted for and they will absolutely let you die for bloodpoints.

  • I dunno, I thought Blight had a pretty fresh and innovative design. He's got the most potential we've seen in a while - his Achilles' Heel is mainly in the poor collision detection.

    Trickster's power is very uninspired though. He's just a less effective version of Huntress. Or a less effective version of Plague. (Which is a pity, because his backstory and visual design are fantastic.) Deathslinger and Pyramid Head at least brought something new to the table with their ranged abilities; Deathslinger's ability to physically move the survivor around and Pyramid Head's limited ability to fire through walls or on floors below him.

  • It's a perk to make new players feel safer. That's about it.

    Though does preventing the explosion also prevent the temporary freeze on the repair progress? I wouldn't know, but it might balance out if so. Still an utter waste of a perk slot (and a little oddly handled; you could look at Unrelenting as a killer-side mirror, and that doesn't come with any kind of extra drawback for failing the thing you ideally shouldn't be failing.)

    in Technician Comment by Laluzi
  • The thing that annoys me most is that if you don't come over to watch them butt dance, they'll make you wait the entirety of the endgame collapse before they let everyone involved go on to the next match. Like are you that desperate for affirmation?

    If survivors at the gates walk in circles, I'll spin with them, and let them farm blinds and chases, but tbagging just means I whack you out the door.


  • @dnj510 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2156631#Comment_2156631

    You're still taking the bait and making excuses. You're the killer, right? Survivors can't back you into a wall in-game and keep you from playing. You do your best to kill them and when the match is over, leave. If they try to harrass your gaming profile, then that's a different story as they can be reported.

    Are the flashlights bothering you or the t-bagging? Any other miniscule, annoying survivor tactics getting to you? As I said, just do the best you can and once the match is over, close the chat box, and leave onto the next match.

    Ultimately, I don't enjoy playing against people who are less interested in playing a game with me and more interested in spending the entire time trying to piss me off. It's not the following me around clicking that bothers me, or the tbagging at the gates; it's not the action, it's the intent. It's the fact that there are people that behave like that because their idea of fun is making someone else angry that gets to me. I don't think that's going to change and I wish I had the option to sidestep them, because I'm here to play a fun game, not get my teeth kicked in by a group of pissants who want to revel in how much better they are than I am. Same deal as when you load into the game as a survivor and it's an irihead huntress/MD Spirit/Bubba whose only intention is to slug the whole team and watch you all bleed out because they have a grudge against survivors and want to see how many -reps they can get on their profile. Even when I survive against them, or kill the Dwelf that was tbagging at every window, I'm still pissed off over the exposure, because what kind of person does that? You can say ''you're the one in control of your responses" all you like, and you're not necessarily wrong, but it doesn't change the fact that there are bad eggs in the playerbase and engaging them is not a good time. That runs directly counter to why I'm here and it's not immature to want to stop playing after you get unfun experience after another.

    Nor do I want to turn off the chat - I have more friendly interactions than bad and I'm not going to lose that because some people are compulsive jerks. (On that note, the censor was an abysmal idea and solves nothing.)

    Bad community makes people drop a game and I don't understand why people are so ardent on defending it as something healthy. "Stop being annoyed by it" is an answer, but if most people here had that level of emotional control, you wouldn't see a fraction of the salt you do in postgame chat, or the rage over every mechanic that favors one side or the other. It's just not happening, it's unrealistic to expect perfect apathy towards provocation as a baseline, and it's not an answer that retains the players who bail because the game frustrates them more than it gives them a good experience.

    (I should add, saltwise, that that's the only thing that makes me angry in game - I don't care about winning or losing, I care about when players are trying give each other a bad time.)


  • @dnj510 said:

    Most games average 10 minutes, so that sounds about right. As for the bullying, if you take the bait, then it's your fault for staying and engaging with said bullies.

    What else are you supposed to do? When you have players that are completely outplaying you due to some combination of superior coordination, skill, and things they brought to tilt the game in their favor, and are taking every opportunity to rub that in your face, the only not engaging you have the choice to do is walk into a corner and afk until they finally deign to leave through the exit gates. And even that, they are going to gloat incessantly about, because it's giving them exactly what they want.

    When players are out to make your game miserable, and you're not skilled enough to pull the rug out from under them - which can be a very high floor, with the kinds of people that play DBD so much that their only entertainment left is in getting others to ragequit - it's pretty hard to stop them.

    Today in DBD I've been told I suck at the game by one person and reported for 'hacking' by another, and all things considered, that's a good day. Love the game, hate the community.

  • Huntress, Spirit, Freddy, and Bubba are the ones I constantly run into.

  • Kind of depends on what you mean by 'red ranks', too. A bunch of solo rank 4s? Easy. SWF rank 1s? You're getting wrecked.

    Anyway, while I previously might have agreed to this sentiment, 2021's been a fantastic year for killers. Buffs to Clown, Blight, and Wraith, major DS nerf, changes to Slippery Meat and Small Game that prevent them from working against specific killers. Lucky Break and The Game are the only things that have really changed in favor of survivors recently, and I'm not convinced Lucky Break is going to stay that way for long.

  • I've never run into a situation where it felt toxic? I mean, I've been hit with obviously coordinated Head Ons, but good on them for pulling it off and stopping a chase cold. I didn't get tbagged afterwards or anything. Decisive Strike and flashlights are the things that I see get run really toxically.

    I just run it for stun challenges. I've gotten a save with it once, and it was dumb luck.

    I remember one really hilarious game where one person had Head On and brained me, like, five times throughout the match. Like this Kate loved her lockers. Every single one was a potential landmine. I was Plague and eventually I started puking on every locker I saw to try and ferret her out. Was a great game, I ended up downing everyone on death hook and leaving them to be picked up just because I was having so much fun with that group.

    I've also had situations where I have a staredown with a locker I'm sure has someone in it, trying to bait their Head On, only to realize ten seconds later that it's empty.

  • Survivor:

    We'll Make It

    I prefer going for safe unhooks when the killer's occupied and doing the full aftercare package, so We'll Make It speeds up the process.

    Prove Thyself

    For hammering out gens, and bloodpoints. Basically I like to be the guy that you feel a little relief when they run up to you and join you, because they've got perks that make what you're doing easier.

    Kindred

    Vital information in solo queue. Knowing which direction the killer leaves in is amazing for getting safe saves, as is being able to see what my teammates are up to.

    Small Game

    Totem awareness and aid locating hexes. I've got some spots memorized, but some maps I'm pretty bad on.


    Sometimes I run BT or WGLF in place of Small Game.


    Killer:

    Corrupt Intervention

    Synergizes with my main very well, and slows the early game progress down to a crawl.

    Ruin

    I like games that last more than 5 minutes.

    Save The Best For Last

    Really cuts down on chase length and punishes bodyblocking, sabotage, and BMing at the gates if I'm lucky.

    Barbeque And Chili

    Boints. Great info perk, but it's here for the boints.


    I know Ruin and Corrupt aren't a good match. I used to run Haunted Grounds instead of STBFL, which meant people would look for hexes in corrupted territory and usually find HG for some early instadowns, but just Ruin is playing with fire. I'll probably switch to Pop when I get Clown.