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Laluzi

Laluzi

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Laluzi
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  • Besides Oni's sheer presence? Probably the mobility. You can be anywhere on the map in no time. People are scared of you and rightfully so.

    Plague's pretty fun, though. You close in on a gen with multiple survivors and Corrupt Purge, and whoo boy. Nothing like getting two downs in one spray. Or laying down an entire team of tbaggers at an exit gate. You maybe don't have that same sense of inherent might as you get with Oni, but she handles a lot easier, and you can pull some scary shots with practice. Just don't let anyone drop a pallet on you.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155945#Comment_2155945

    Fountain location shouldn't be part of her counter play, she's already 110% movement speed so even if survivor don't cleanse at all she'll have a hard time. Also there's only so few situation where a survivor really need to cleanse, if they can cleanse at a ######### location for her it's just ######### bad for her.

    Hey wanna get your power? Get 10miles away for everyone and every gen to walk back at 110%, yay.

    Eh? Plague's a 115. I play her just fine as an M1 killer. I even run STBFL fairly often, as ill-advised as that might be. (She doesn't need many M1 hits if she uses her power, but Corrupt Purge offers her ways to get rid of the obsession without losing stacks, which is pretty useful to have.)

    She's in a good position either way; either the team is cleansing enough that you're not limited to that one fountain way off in a corner, or they're not cleansing and they're all noisy one-hit downs. The sweet spot where she steamrolls is when you have fountains to spare and you find survivors that are fully infected.

  • @swager21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155991#Comment_2155991

    meanwhile i get hit through walls by it. not to mention how obnoxious her power is on maps like the thompson house. id say freddy is more enjoyable to go against

    If you get hit through a wall, it's because there were small holes in that wall, and any ranged killer could snipe you through them. They're pretty hard shots to make - Plague has it easier because she can spray, but even then, the angles mean the stars have to align to get the shot.

    As for the inability to hide, it's kind of an either-or with her. Either you're easy to locate and track, or she has her power. If your teammates start cleansing, and she picks up Corrupt, either keep well out of her terror radius and go in places she won't check (near completed gens is a good one), or follow suit and heal up.

  • Nurse's perks complement her playstyle really well - Stridor helps with location when you don't have line of sight, Thanatophobia encourages heals (and gets mad value when she snowballs), and Nurse's Calling catches those heals and turns them back into downs.

    Plague doesn't get great use out of Dark Devotion, being pretty tall and noticeable, but she's a fantastic user of Corrupt Intervention, being able to lock down the first 4 gens by tagging them with her power and either discouraging survivors from touching them, or catching them immediately because they get infected as soon as they start working, and Infectious Fright has terrifying potential with Corrupt Purge.

    Myers would benefit most from a slowdown perk, but he's quite nominable because his perks all work really well with each other - they encourage you to beat the crap out of the three non-obsessions, get stronger and stronger, and finally take out the obsession towards the end. He's a good user of STBFL because he can minimize hits on his obsession with his power, and PWYF gives him bonus speed for having to leave his obsession alone sometimes.

    Other killers have great synergies with just one of their perks - Hag's an incredible user of Devour Hope with her ability to technically be 24+ meters away but not really, Trapper uses Agitation to take people to his famous basement, Discordance tells Legion where best to use their power, and as you already pointed out, Tinkerer works best on killers like Billy who can cross the map quickly. I also have to give a special award to Doctor for having a pretty great perk that's actively bad on him in the form of Monitor and Abuse. Lowers your detection radius when you want to find people and increases it when you don't.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155898#Comment_2155898

    I’m glad she’s on the next tome too. Hopefully that her gameplay gets some touching as well because she’s super interesting unlike a lot of the killers on the roster. She’s not all about looping and M1ing which I like to see killers that play a different game from other killers. I would love to see more people play her tbh.

    https://forum.deadbydaylight.com/en/discussion/comment/2155902#Comment_2155902

    Yeah the fountain spawns can be annoying which is something that needs addressing. They need to be closer to the middle which will make her more viable and less RNG based.

    While Swamp spawns are just ridiculous, overall I feel the fountain location is part of her counterplay. Good survivors know to cleanse in inconvenient areas, and the Plague in turn can leave those fountains be to force the next survivors to cleanse in more favorable ones. Now that denying her her power outright isn't really an option, the best you can do is cleanse at strategic times and locations. Not saying all fountains should be in bad locations, just that I think a mix of central and spread out is healthy. Plus, fountains at walls are last-minute godsends when they're close to exit gates or hooks.

  • She's getting some love in the next tome, and as a Plague main, I couldn't be happier! (Though I might end up being let down if they turn her into a monster before the realm - there's been a spate of killers made much less sympathetic in their archives...)

    Though some mechanical love would also be appreciated. The two issues I'd like to see fixed with her are her hitboxes (frequently a survivor will scream when schlurfed on, but not get infected), and her Deviousness points. She's one of the lowest scoring killers. You might get 4k if you Corrupt Purge all over the place and have an incredible game with fountains everywhere, but otherwise, you can go out of your way to puke on everything you have a chance to and you're still looking at 2-3k in that category every game. The power values need serious adjustment.

    She also suffers a lot with her Chaser emblems, since sickness damage won't count and survivors generally heal less, but I'm not sure how that could be fixed - it's the same issue instadown killers have with Chaser.

  • @MOJINVERSE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155820#Comment_2155820

    If you do nothing to help your team mate if they're on the hook, you are helping them die, that's not playing, and possibly trolling. Even if you report someone, the developer does nothing anyway.

    The devs do nothing because you're reporting something that isn't against the rules. Also, you do need to remove that name; callouts are considered harassment.

    You're not going to last very long if you define your own rules and break the existing ones in the process.

    Yes, you're indirectly helping your teammates die if you make plays that put them in danger or never unhook them, but I already explained how it's impossible to stratify between all-out-selfish plays, stupid plays, and selfish plays that happened because the player calculated that making the altruistic play would have ended badly for everyone. You can't ask the players whether something was justified; they're biased and are often going to assume the worst of their teammates' intentions when they get snubbed mid-game. I've been yelled at for not rescuing a teammate in EGC against a Hag with NOED who was actively chasing me out the gate. I've been yelled at for not unhooking because the killer followed me to the hook and I ran on by hoping that someone else would come for the save while the killer was chasing me, not wanting to unhook in the killer's face, and nobody else did. I've found hatch and waited for it because my other remaining teammate was in a chase and there was no plausible way I'd be able to unhook them due to the killer's power/playstyle/me being injured. And there's been times I just have an archive to do an obnoxious task and escape, I got the obnoxious task done, and I barely ever escape on solo queue anyway, so I'm going to focus on number one when the gates get opened. Sometimes it's just how it goes, and the game would be a much worse experience if you could get banned because someone got mad you didn't help them.

  • @tippy2k2 said:

    It also sucks for me as a killer

    When there are two people at the end, one I know is working on gens because I can see them doing it and the other one playing Hide & Go Seek, by default I want to find the one hiding because I've been that gen working survivor far too many times (I'd rather just die getting the points I can from doing the gens instead of hiding for 10 minutes hoping the other guy gets caught first). But I also don't want to spend 10 minutes looking for the damn survivor who is just hiding because I would like to have this game end at some point in my lifetime...

    Also Naming & Shaming is against the rules of the forum FYI. So you'll want to edit out the streamers name.

    I feel the same way. When I have this situation - two people left with one or two gens left, one emerges to do a gen, one is locker bouncing - I let the person on the gen do their thing while I look for the stealther, and when the exit gates are powered, I catch the survivor who was being useless when they run for the gates (and if the person who did gens tries to save them, I down them and bring them back to the gate - though I find that rarely happens, because they're just as annoyed with their teammate as I am.) If I don't get them, sucks, but at least I rewarded the player who was trying to end the game legitimately.

  • It's a royal pain, but it's not reportable to be a useless/selfish teammate. Players who screw each other over because they're trying to survive and don't care about their team's survival are still playing the game, just in a way that's terrible for everyone around them. It doesn't break any rules unless you are directly contributing to your teammates' deaths and your actions can't be explained in any way that's beneficial to you - which is pretty limited to pointing the killer at your teammates, or making loud noises where your teammates are doing gens and then hiding. Leading the killer to teammates to get him off your tail is legitimately playing the game, even if it's getting them killed. Urban evading in bushes for ten minutes is legitimately playing the game, even if it's forcing your team to play with three members.

    I don't like it any more than anyone does, but it's unfortunately difficult to draw the line between deliberate selfishness (I'm going to camp hatch and wait for other survivors to die/I'm going to unhook you in the killer's face because I want bloodpoints) and behavior that stems from being new or bad at the game (I'm scared and confused, so I'm going to hide/I'm going to unhook you in the killer's face because I think this is how unhooks work), so there's no consistent way it could be reported regardless.

  • There's few things more demoralizing than getting matched against a red rank SWF as a green/yellow rank killer and then getting stomped into the ground. The reverse is also a pain, but it's not quite as humiliating to get clapped by one player as it is four working together to rough you up as badly as possible. It's one thing when they all escape and another when they follow you around clicking and won't leave until the last second because they're that unthreatened by you.

    I look forward to the MMR implementation, but I'd have way less beef with the current matchmaking if it never paired you with anyone more than one tier in either direction when finding solos, and premade teams with rainbow ranks used the mean of the ranks involved instead of randomly picking one (so 3 rank 1s and one rank 17 can't fish out baby killers to destroy; the game will treat it like their lobby is rank 5.)

  • It's the reviews that killed it for me. Fantastic. (Hag is Tended Totems' biggest fan - just listen to the joy in that "BHGGAWWRVARRR" now that her Devour Hope didn't spawn next to the survivor with Small Game.)

    I think you could find a fresh client in the Spirit for Tended Totems™. Just had a match against her where I cleaned her Devour Hope, Haunted Grounds (oops), and Ruin within the span of a minute. Bet she's ripe for a special offer right about now.
  • I got the game back in February! First match was against an Oni in Lery's. I was scared out of my mind (the ambient noise and general where-is-everything in that map did not help matters), but the Oni was just as clueless as I was. I only went down at the end gates, despite my constant terror and failed skill checks. I'm not sure he knew how to hook me, though, because he just stood over me and picked me up if I tried to crawl away for the entire EGC timer. Then he'd put me back where I was before I started crawling. I just accepted that this was my life now.

    My first killer game was as Wraith against a SWF who brought 4 BPS and just wanted to farm. Which was great, because I was terrified of playing killer and had been dipping my toes in for an archive challenge. I just ran through Badham binging my bong until survivors stopped running from me, and then they showed me how to break pallets and stuff. Honestly a pretty fantastic christening experience. It was like a custom game, except I got 100k BP for it to put into perks. Did wonders for me being less scared of the role.

  • You can do hook trades just fine if you bait it and the killer isn't running STBFL. Start to unhook, cancel, the grab turns into a basic attack, unhook for real while they're on cooldown. Sometimes the killer is smart and you have to play chicken a few times in order to do it, but the tools are there and I see this work much more often than not.

  • Yeah, I'd say Myers is hurt more by Spine Chill than Ghostface, because Myers is crippled if he can't stalk survivors at all. Ghostface can function fine as a 115 M1 killer if he has to, kind of like Trapper if he's against an Object SWF that keeps broadcasting his traps. Myers is barely faster than survivors and can't lunge until he gets out of EW1.

    But I think Myers needs a rework more than Spine Chill does.

  • If Spine Chill didn't work against Undetectable, it'd lose nearly all its value outside the 6% speed boost.

    The reason I'm okay with Spine Chill is that it typically doesn't tell you anything you couldn't already know by rotating the camera. You spend a perk slot on something you could do manually. Yes, it will tell you if a killer is looking at you through a wall, and that's a useful heads up. But for Ghostface/Wraith/Myers/Pig/anyone with Tinkerer, you can spot these killers' approaches just by constantly looking around and listening closely. There have been times, playing a stealth killer, where I was sure a player had Spine Chill due to how immediately they reacted to me, only to find out at postgame that they didn't; they were just really alert. Other players had Spine Chill and I didn't even notice it because they couldn't tell what direction I was coming from and ran into me whenever they got spooked.

    The only situation where Spine Chill really gives a player warning they shouldn't have is if you're Myers/Ghostface stalking them from a long distance away, on a distant balcony or other overlooked location. I wouldn't mind if the detection range was shortened down to 24 or somesuch. But take the ability to sense Undetectable out of Spine Chill and it's relegated to a meme perk that only exists in vault speed builds.

    I ran Spine Chill religiously for my first 200 hours of playing survivor, but after playing some games on a character that didn't have it, I realized how little I actually needed it, even against stealth killers. All it was doing was preventing me from learning the right behaviors. Now the only time I miss it is against Scratched Mirror Myers.

  • I started playing Trapper recently. I like him a lot more than I thought I would, at least on green ranks - he wastes a lot of time early on, but catching survivors in traps is just so dang satisfying, and he gets better returns than I expected.

    On maybe my fourth match playing him, I got Disturbed Ward, basement in main building. Pretty normal match start, I'm doing alright, and then somebody goes down next to the basement. I put them down there and then lay a trap on the stairs, because that's what you do as Trapper, right? I wasn't intending to camp, I walk away to check gens, but the person kills themselves on their first hook. So I'm like "Huh. This is the power of Trapper."

    The next person I down also ends up being near the basement, since they tried to loop in main building. I put them down there, and pick up the trap I laid earlier so there's nothing blocking a save. They also suicide.

    At this point, I'm just feeling guilty about this; it's 3 gens left and I don't like steamrolling this badly. I spot the Jane and she just kind of stares at me from a distance. I stare back, and then nod and leave so she can get some points something. I wander off elsewhere and see Nancy disappear behind a corner, evidently not as resigned to her fate as Jane. I don't hear a sound cue, but I do see her health pop up to full ten seconds later, so I open the jungle gym locker and there she is.

    Then Jane runs up behind me, and I respect this Jane's attitude, so I drop the Nancy in front of her and gesture at her like "fix this." She does, and because momentum has been thoroughly lost at this point, I just lead my pet survivors around to gens and chests. (There was a gen spawn in the disturbed ward's window room that game, it was kind of neat.) Jane shows me a key, so I go and locate the hatch while they're working on gens. It's in the ruins of the greenhouse, so I have a blast of a time gathering up all my traps and creating a minefield around it that they've gotta defuse before they can leave. When it's done, I start hitting walls until they follow and I bring them over to my diabolical creation.

    Out of friendship for me, they disarmed each one with their feet. <3 I'm not sure they had legs left by the time they flopped through that hatch, but godspeed out there in the fog, Jane and Nancy.

  • @Kebek said:

    It wasn't that long since the changes so I'd say we still have ample time to watch how it does, especially since survivors aren't running it as much as they used to because of it's pure anti-tunneling nature now with no added benefits of free objectives progress.

    But, should it get any changes be it buffs or nerfs, they should be again focused on making it better anti-tunneling perk, not a stall perk so I don't agree with making it 2 uses.

    Far better change would me to make the single use of it have added anti-tunneling benefits like these - no scratch marks, blood, grunts of pain, footsteps possibly even no aura reading / screams for X seconds (like 5-10s).

    That way, you get very high chance to actually LOSE the killer preventing him from tunneling you. The two uses of DS idea has the same problem that killer can still easily tunnel if they're a good chase killer so 2 uses might stall him a little bit but it doesn't help against him tunneling you all that much.

    But as I said, this perk is very diffictult to balance so we should be patient about any further changes to it.

    I thought the same. I don't run DS, but it's not much of a deterrent for a tunneling killer. Unless someone else is in their face and they're not that devoted to the idea of killing you first, they're just going to run after you. Hiding the trail would be great for giving the user a chance to actually get away; taking the route of a sprint burst for 3-5 seconds might make the user a lot less attractive to chase after, too.

    Anyway, I think the nerf is very fair - I go out of my way not to tunnel and I'd still get hit with 50-second DSes off gens and totems all the time. It was very busted in its previous state. The unfortunate part is that people stopped running it because it can't be used as an all-purpose shield, and now you're seeing an increase in hard tunneling because killers don't feel pressured to play around it anymore. But that's not an issue with DS's mechanics, that's an issue with the transient meta.

  • Neither of Boil Over's effects are useful. The aura range is so short that it only blocks auras of hooks that are so close the killer usually already has them in LOS, aka wouldn't see them with aura anyway, or blocks the aura when the killer gets close to the hook and already knows where it is, so it doesn't change what hook the killer zeroes in on outside of indoor maps, and the extra bonking into walls will only save you in situations where you would have gotten hooked at 95% wiggle without. And unreliably at that. Sometimes it ends up helping the killer.

    The perk would become a lot more viable if it sped up the wiggle timer or slightly decreased the killer's carrying movement speed.

  • I usually give hatch to the last survivor, but they're going on the hook if I noticed them being consistently useless throughout the match (sandbagging, or I never saw them period), or if they don't try to unhook the second last person and hatch camp despite that person asking to be saved. I'm a nice killer and it's not hard to get me to have mercy, but you've gotta help your team.

    Or if they BM me, but that's a no-brainer. Pallet tbags do not earn happy endings.

  • Haddonfield or the Game. Haddonfield because the houses are incredibly powerful loops that can generally only be handled by mindgaming, but mindgaming them wrong buys the survivors so much time due to the size of the structure and all the walls blocking LoS. The Game because there's so many safe pallets that the killer has to waste ungodly amounts of time slogging through their first few chases, and the map only starts becoming workable by 1 or 2 gens left if the survivors are competent. Though the Game is at least favorable to certain killers and perks, and it's hard to find gens; Haddonfield's just bad for killers all around.

  • They really need to take a look at killer adepts. Plague is ironically the first one I got, but that's because she's the killer I started out with, and I got it back in grey ranks. But that's the thing; for some inexplicable reason, it's easier to get adepts at yellow-grey ranks than it is green-purple, and at red you have to play perfectly across the board. It's not even that your opponents are harder; the system tightens the requirements for a merciless game as you go up. There is no reason for this to be the case.

    Different killers already have different issues going for adepts (good or bad perk sets aside, some powers don't interact well with the emblem system and for instadown killers, the more you use your power, the less chaser emblems you get) and unfortunately it's way too dependent on what the survivors in your match do. Someone kills themselves at the start? You have to play perfectly and extend the match as much as you can, praying nobody else does the same, or you're not going to get it. Someone DCs? It's up to luck whether the game recognizes that and gives you the missing points in Devout and Chaser. Some survivors give up early and the last player alive isn't on their last hook when you catch them? No adept. You snowball too early? No adept. Survivors don't rescue each other? No adept. Hatch? No adept. Somebody brings or finds a key? Unless you're Bubba and you're allowed to bring Franklin's, RIP.

    In maybe half the killer adepts I've gotten (I have 9 so far), I had to artificially extend the game and allow the last two or three survivors to unhook each other a few more times in order to satisfy the requirements. Meaning I had to let people go when I knew where they were, and give them more chances to sneak away and hatch out (because if you proxy camp, they're just going to kill themselves on hook.) Other would-be adepts, I failed due to how survivors played, or because I used a power too much.

    I've got the same issue with Evil Incarnate. You can by all means earn the achievement and then lose it because someone jumps in a locker and won't come out, or DCs mid-mori. Achievements that rely on you playing well and other players enabling you are ungodly frustrating, because it's no longer asking you to play well, it's asking for all the stars to align.

    But yeah, adepts should be 4ks. It's not like survivor adepts demand you double pip.