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Laluzi

Laluzi

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Laluzi
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  • @HarlockTaliesin said:

    I'm still burned out on RPD from the weeks of non-stop spam of it after they released the reworked maps. I hate seeing it on both survivor and killer.

    When playing killer and someone actually brings an offering for it, I make the lives of all survivors a living hell for as long as I can, and try to give them all a bleedout death just to make it suck longer. When playing survivor and someone brings an offering for it, I leave or wander around doing totems/chests then throw pallets until I'm caught.

    Seriously, stop offering this POS.

    JFC, man, just play the game. What is wrong with you?

    I get it. RPD sucks. It is not a good map and I could write an essay on every aspect why. That is no excuse to sandbag the game on principle or to deliberately torment three totally innocent players just because the fourth used a map offering, probably for a ######### achievement.

    It's not like RPD is unwinnable or even the most unfair map in the game.

  • Pig does best in general killer-friendly maps without many strong pallet loops, particularly ones that have shorter loops where she can use her dash. But she also has an edge in long maps and maps with very spaced out boxes, so even though they suck in other ways, Suffo Pit, Azarov's, and RPD can be useful to her.

    I think Midwich is my favorite Pig map. Very effective stealth approaches, strong box spread, many loops where she can actually use her dash.

    in PIG Comment by Laluzi
  • @TerraEsram said:

    But BeHavior have the right of DBD

    So, even it is a separate company who do the skin for DBD Mobile, Behavior can add them in the actual game, no?

    It's not that simple. DBD owns the game code they lent to Netease, and the characters and IP, but that doesn't mean they gain ownership of any content Netease creates itself.

  • I can't really defend the 4%; it's an old mechanic that I've made my peace with and don't mind, but I understand why other people hate it.

    But the EGC works the way it does because as @GoodBoyKaru says, it's not meant to aid the killer as an approaching wall of doom. It stretches out the timer (although doesn't pause it outright) when survivors have a reason to go back into the match and mount rescues, because the game isn't over yet.

  • Survivors who do this are my new best friends. It is always funny.

    Nice mask, too!

  • Please. It's so bad and it only keeps getting worse.

    They should have better means of sorting, so that you can look for stuff like tome charms, event charms, perk charms, and charms related to a specific character. Favoriting would also help, but having each charm be tagged with things like "trapper", "halloween", "yui", "black", "animal", "doll", or "pride" would help so much in trying to find matching stuff.

  • I've been noticing an uptick in these kinds of lobby kicks and errors since the halloween event dropped.

  • @Tragopan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256648#Comment_3256648

    Say what you will but I won't budge on the matter. Hitting the Killer where it hurts (pips) is justifiable as opposed to being held hostage in a game where you would have depipped anyway due to the Killer's behaviour. Not rewarding the Killer for said behaviour = just don't play. Generate no further points for them.

    You realize that that behavior doesn't harm the killer at all, right? It harms your teammates and those are the players who are suffering for your choices.

  • @Sweet_Potato said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256135#Comment_3256135

    Bubba is a noob stomper. He is completely trash against good survivors. Killrate of sadako is considerably higher.

    https://us.v-cdn.net/6030815/uploads/5BKBV7UR0PK5/grafik.png

    And still I manage to 4 k with bubba on this map almost everytime. You just have to know that looping shack for ages is not the play there.

    But... by your own argument, aren't you saying you aren't going against strong survivors? If he's crap against anyone good, and you nearly always 4k with him here...

  • It is weird that Yui isn't given the same treatment. Huh.

    Same goes for Oni. I don't know if Spirit's full name is written out anywhere, but her grandpa is designated Kazan Yamaoka in his character backstory even though it should be Yamaoka Kazan.

  • @Tragopan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256603#Comment_3256603

    No. It isn't a strategy. It's just being lazy and goes against the nature of the game.

    It's a strategy regardless of whether it's any fun to play against or whether or not it's fair/healthy for the game. Unhookable builds and death squad Hyperfocus/Stake Out/PT/4x BNP builds are strats even though they suck.

  • Started up my first game of the day right after posting here. Find my first survivor. Meg tries to crouch behind the pallet but does it wrong and I injure her anyway. She immediately stands up, goes still, and disconnects two seconds later.

    This is like thirty seconds into the match.

    20221106102848_1.jpg


  • I frequently see people ragequit on the first down, regardless of what killer is being used and before the quitter had the opportunity to discern how the killer is playing.

    Then you see more DCs when the killer is someone like Nurse or Legion, which is kind of understandable but no less obnoxious to be subjected to.

  • I disagree that the problems in the game skew that much towards survivors, or that killers can't do things that are bad for game health (and that something like camping Bubba is fine because 'just do gens'), but I will agree that the #1 problem I face in game is ragequitters and they really need to do something about how killing yourself on hook is a free action. It's basically disconnecting without penalty and it's rampant.

  • @Colton147147 said:

    Killers are not entitled to 4ks every game.

    I strongly question your reading comprehension, because I'm not sure what this actually has to do with the topic.

    @Bedslamb said:

    TBH i've never seen the bad manners in "tea-bagging" , survivors have a limited means to emote , to me it appears to mean hello / goodbye / excitement & thanks , never seen the difference between survivors doing it at the start to each other , or after being healed, to doing it before they leave the match . When I see it at the gate i ,generally, take it as a "thanks for the fun , cyas"

    That isn't what it means, but if you're reading it that way, all the more power to you - you're getting the best out of a dumb situation.

    Tbagging is contextual. If someone tbags another survivor at the start of the game, they're saying hello or maybe saying something like "same character!" If an injured person comes up to you and tbags, they want a heal. If they tbag after the heal, they're saying thank you; same if they do it after an unhook. Tbagging another survivor after a gen gets done is something like "yay, we did it!" If a survivor tbags a downed or hooked survivor a couple times, they're being silly; if they keep doing it instead of saving them, they're genuinely angry at them or just being a dick. You'll also see angry tbagging if you're doing a bone another player doesn't want you to do, you get a save someone else wanted, etc.

    Tbagging the killer can be friendly or silly, but doing it from a safe position without any prior friendly communication established is pretty hostile and it's meant as a taunt. Tbagging the killer can be used as a distraction and a "go after me!", especially when someone is being tunneled or is on death hook, and doing it after a pallet might be a "stay on me" as much as it might be BM. But spamming tbags at the gates is pretty unanimously meant as a taunt and sore winning, especially if those survivors won't leave until the killer chases them out.

    It's not a hard rule, but when you're not sure, tbagging once is more respectful and mashing the hell out of the crouch button is usually more of a taunt.

  • Yeah, ELO hell is nasty. The whole MMR system is flawed because it's built with the idea that getting weaker opponents makes the game easier. This is true for killer, but it's not true for survivor, because it also means getting weaker teammates, and that makes you more likely to die even if the killer isn't great. One survivor can't carry their team on their own, and one extremely weak link (or quitter) will kill the others with rapid perk procs and an early 3v1. Past a certain point, losing becomes a punishment and something that makes your next games harder.

    Getting in low survivor MMR is pretty inescapable unless you play in a SWF due to the abundance of bad teammates and serial quitters.

  • They've got some really cool skins there, but it's a separate company, so I doubt any of those skins are coming to DBD main.

  • As per his low pick rates, Hillbilly was actually removed from the game to free up on resources. The game just didn't understand what killer you picked :P

    But in seriousness, the "grade progress error" happens a lot as of this last month. Doesn't really seem to do anything except prevent a pip from time to time. I would say this was probably a match where someone failed to load in.

  • That's not an Eyrie problem, that's a Nurse problem.

    Eyrie has abundant chainable tiles and safe pallets, good gyms, and a strong main building with two god pallets and three mandatory breakable walls in addition to being one of the most W-friendly structures imaginable. Even having a 3-gen at that building, while indicative of poor survivor choices, isn't really the death knell it can be elsewhere because there's so many resources by those gens. The map doesn't suddenly become killer-sided just because you got the one killer in the game who completely ignores map design.

    @Sweet_Potato said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255968#Comment_3255968

    You should probably get same experience in the game first. Git gud when you have 5000 hours and then we can talk.

    I don't think you have much ground to stand on when you're still banging on about killer-sided maps actually being a problem in this game when the reverse is vastly more prevalent, including on one of the very maps you're trying to complain about.

    Eyrie isn't the most survivor-sided map in the game and I'd rather get it than Badham or the Game when I load into a killer match, but it's a long way from balanced.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255718#Comment_3255718

    • When you are arguing that the new system shouldn't be in place because it prevents "lighthearted stuff" then your "stuff" is in fact making the endgame worse by not allowing the newer system to be implemented. When you force a choice between shortening boring endgames by a minute or more and the lack of slug races and photobombs then, yes, your photobombs and slug races are wrecking the endgame compared to what it could be.
    • No, someone escaping after everybody is already downed is rare. You're greatly overestimating how often as a percentage of games people escape after everybody else is downed. I guarantee if you actually take a survey of random published games it only happens a small fraction of the time. And I'm not convinced you don't gain as many intense scenarios with the new system as you lose.
    • As far as Unbreakable, etc, goes, I did address it, I said above and before that they will probably need to adjust the speed bonus on Unbreakable. The base game 45 seconds revive might be ok as is, if it could use a tweak it would just be a small increase. (Personally I think No Mither and Unbreakable should have their bonuses swapped, so No Mither becomes a 75%+ recovery speed increase while Unbreakable is a 25% increase. It just makes more sense for the perk with the huge disadvantage to have the significantly bigger bonus.)

    We're going to have to agree to disagree on what being able to end the game in 7 seconds versus 45 seconds is worth (because again, bleeding out randos doesn't count when it's so easy to fix this problem without breaking everything else.) And getting rid of fun stuff is only a portion of what's wrong with the changes. You're fixating on just a portion of my argument when it contains at least three major concerns.

    Same with everything else, I think you're understating how often any of these things happen. Even if it's only once in every ten matches, that's incredibly significant.

    Even without the actual perk Unbreakable in its idiotic PTB state (which I already assumed would be changed, it was way too good and it didn't make sense that it was a straight upgrade to No Mither and Exponential), removing slugging still destroys bully counterplay or any sense of urgency/gen pressure with slugged survivors (i.e. DS). 45 seconds, or 35 or whatever the meta perk numbers end up being - it's better than 22, but it still doesn't help me if I'm in a situation I cannot pick anyone up and/or I have not managed to down anyone else. Ironically, it also makes slugging worse with killers who want the 4k no matter what, because they're just going to keep juggling the survivors until they finally manage to get them both down, and it'll take so much longer to get that part over with than before.

    I think wanting a smoother endgame when you mass slug, in light of everything else it's going to break or worsen, is pretty selfish, and I just don't think we're going to see eye-to-eye on this.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255892#Comment_3255892

    He’s not AFK if he’s actively defending the chest and hooking people. You may not like it and that’s fine, but he’s still playing the game.

    Is it really playing the game, though? It's ignoring all objectives and interactive aspects of the game. The killer won't ever chase you and it's either touch the chest and die or do gens for five minutes.

    I don't mind it because it's pretty rare, so when I run into it it's more funny than anything else, but I understand why people dislike it.

    Like, by that logic a survivor who spends the whole match walking in circles is playing the game because they're not literally AFK. Doesn't mean they're doing anything, though.

  • It's... bug-adjacent? The Dwight definitely knew what he was doing, but that's not a cheat, that's using the healing hitbox to your advantage. They call it heal tech, because everything's a tech nowadays. (Or maybe heal tech is specifically preventing the killer from being able to pick someone up?)

    You'll often miss hits on healing survivors because their hitbox is smaller and somewhat counterintuitive to where their body appears to be.

  • I think it's pretty obvious? The only form of interaction you've provided is to go get that chest. Nothing else in the match is a challenge, so they're being cheeky and taking you up on it.

  • It's an excellent perk on all but a few killers. It's not so great on setup killers like Trapper and Hag because you're not always in a position to act on it, nor slow 110s with no long-range capabilities like Trickster or Slinger (or Hag again.) Might not necessarily be great on Twins either because Victor is weak to paired survivors. But for mobility killers, stalker killers, and killers with strong 4v1 (Legion, Plague, Bubba, Oni), it's fantastic and tells you where you can apply maximum pressure. Combos well with Tinkerer in the non-Legion 4v1 cases, though in most other cases, I think Tinkerer is redundant to Disco.

    It'll usually serve as a lite Lethal Pursuer at the start of the match and then proc at random throughout the rest of it. While it is stressful having Discordance proc in the middle of a chase... two survivors went on that gen either way, and you can at least make an informed decision on which objective is more important.

    Edit: One neat little aspect of Discordance on Nemesis is that the noise notification the gen creates for you will attract zombies, so they'll harass pair gens the same way as if someone had failed a skill check. Zombies will wander much farther to check out a loud noise notification than they will for the basic "I hear a gen being worked on" cue.

  • Oh, that's so good. I was already like "...DBD, why" when I saw that banner, because it showed that BHVR does know what Vittorio should look like and that his current design is incredibly anachronistic, and they can even make it look good. But he still had the shaved sides and that didn't make any sense. Really appreciate this fix.

  • Oblivious is pretty bad on Legion because Feral Frenzy no longer procs on survivors who can't hear you. I've made the mistake of using it and thought it was worse than regular Legion-ing.

    Personally, I think Legion's one of the least effective users of Oblivious even ignoring that, because Legion isn't very dangerous - especially not in Frenzy, where he can't down you. Being oblivious versus a Deathslinger, Plague, or Artist, now that's scary.

  • Hell, wouldn't that be the dream. Maybe then those people would finally understand why their behavior is unacceptable. Or they'd continue to flail about in aimless rage, never understanding why the world doesn't mold itself to their whims.

    @Rudjohns said:

    And the killer?

    Easy. Just grab players with a high DC rate from them, too. It's not like those players don't play killer, or that there aren't ragequitty killers out there.

    I don't care if serial quitters have longer than usual queues.

    The only difficulty in this system is properly detecting when players are killing themselves in acceptable ways (ex: second last survivor, game already has a DC, there's a cheater in play), when they're doing it in unacceptable ways (first down ragequit), and also detecting when they're doing it and failing due to getting unhooked before they can die. Plus discerning a ragequit from a confused newbie is tricky.

  • I don't care. I might side-eye key players because they're likely to come equipped with Left Behind type builds and those guys suck, but they're just as likely to be doing a challenge or using Blood Amber.

    Maps are very underrated. If there's a strong hex in play or I'm against a Trapper, and someone's pulsing a Crystal Bead map every ten seconds? That's some good stuff. And if it ends up being useless for that game, so be it, no different from not having an item at all.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255706#Comment_3255706

    Why does your “lighthearted stuff” have to “wreck the game” for people playing normally? And I’m not alone in my opinion either.

    And no, I’m 100% positive you are greatly overestimating how often last survivor standing hatch escapes actually happen. I guarantee if you went through a large sample of streamed games you would find only a small percentage of them where it happened.

    But my lighthearted stuff doesn't wreck the game for people playing normally, unless you have a conniption every time a survivor tbags you in the middle of a mori or you're one of those people who thinks getting carried to hatch is a grave insult. It's just part of the landscape. The only thing that's actually an issue is killers bleeding people out to be dicks, and I've already posited a solution to that which would break much less stuff in the process.

    Downed hatch escapes on their own? Sure, that's rare. Every single thing Last Standing kills put together, like last-second kobes while other survivors were still in the sacrifice process, people getting downed right next to the gates and crawling out, wiggle-offs next to the gates because the survivor had too much wiggle progress or the hook was just a little too far, Adrenaline gambits, chases to hatch where the survivor gets downed right before hatch and manages to crawl that last meter? It's not that rare.

    Even more importantly, those moments are intense when they do happen. You're killing off a portion of what made DBD actually exciting. I do not think a mori cinematic was worth everything this update upheaves.

    Plus you still haven't addressed what I'm supposed to do against a load of infinite Unbreakable oak+saboteurs/bodyblockers, flashlighters/pallet crowders, and Flip-Flop Boil Overers in this new paradigm.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255643#Comment_3255643

    • I couldn’t care less about slug races and photobombs
    • I’ve maybe seen a handful of times when everybody is downed and someone gets hatch. It’s very uncommon and I’d most definitely be totally happy sacrificing that to get rid of endgame cleanup in up to 1/3 to 1/2 of games where the killer clearly won.

    Good for you, but why do you have to wreck the game for those of us that enjoy some lighthearted fun stuff? I'm definitely not alone in this.

    I know we have comparable hours and I've seen Hail Mary hatches way more than a few times. To say nothing of survivors that get hit running out the exit gate but manage to crawl out before the killer can pick them up. It's not about 'the whole survivor team winning', it's about whether individual survivors escape.

    I can't recall if I've seen the whole team 4E after being 4slugged, but I have seen survivors get everyone back up after a 4slug due to an Unbreakable at least three times.

    Again, there are less disruptive ways to get rid of endgame cleanup and griefing. Even if I didn't give a fig about survivor gameplay or memes, bully squads alone are a solid reason why giving unlimited Unbreakable is a bad idea.

  • @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255643#Comment_3255643

    pointless and unecessary? didnt improve anything?

    Ending games is faster, less toxicity is possible, more healthy gameplay is achieved by promoting hooks over extended slugging.

    Like I said, it kills survivors in situations they could have or would have lived, it weakens killers who were already in a bad spot (Myers and Twins), it makes bully squads virtually uncounterable because slugging was the only way to handle them, it sucks all the fun out of Devour Hope and kills Rancor, and it actually encourages slugging in some cases (such as speedrunning Nurses) because you can end the game super early without anyone being able to do anything with perks or broken hooks.

    And the point of it wasn't to give infinite Unbreakable. The point of it was to add in the cinematic mori cutscene. They added in the Unbreakable when they realized their parameters would encourage mass slugging.

    Literally the only good thing that comes out of this is not letting killers bleed out survivors for no reason, and that could have been solved far less disruptively by just letting survivors in that situation kill themselves.

  • The real killers in solo queue have always been your teammates.

    I don't know who I hate more, the hook farmers or the ones who sandbag you in chase so they can fail at a flashlight save.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255624#Comment_3255624

    I never once saw a game from the PTB where Last Standing caused a killer to win a match they weren’t going to win without it.

    Okay, but how many times have you seen something in live where Last Standing would have prevented it? I can't even count the number of times I've been left slugged and managed to reach the hatch, and that's just one possibility out of a dozen. PTB games aren't necessarily the best examples of gameplay because most players are trying out new things specifically.

    To say nothing of losing my slug races and photobombs. What is the actual point of Ghostface's mori if a Kate can't run up and insert herself into the selfie?

    I just think the whole update was way too disruptive to gameplay to facilitate a pointless and unnecessary change that didn't actually improve anything.

  • I have the most fun playing killer casually in this game. Solo survivor is always going to be stressful due to how helpless you are to other players' decisions, but killer gives you better control over the match and how 'fair' it will be... up to a point. If you sweat, though, your MMR's going to jump and you'll go up against stacked teams and sweatlords and killer genuinely becomes harder than playing survivor, so it's worth sacrificing some efficiency for meme builds or 12-hook games in order to get some natural escapes in there. Eventually you reach a point where you face survivors who are competent but not oppressive. MMR will always screw up and toss you the occasional noob team or geared-for-war 4stack, but you can find a middle ground that's actually fun.

    Obviously this is only viable if you're not an especially competitive person, because everyone has a different idea of what fun is, but this is how I maximize my enjoyment.

  • @dugman said:

    I liked the new system, it just needed a few tweaks on the bonuses for Unbreakable and maybe a minor adjustment or two on some other bits. But overall I liked how it shaved off up to a minute of boring cleanup in games the killer had virtually 100% already won.

    Sure, it sped up cleanup, but it also caused deaths in many situations survivors either had a chance to escape or a guaranteed escape - something as simple as being hit out the gates, or something as complex as being slugged and having Flip-Flop, unbenownst to the killer. Or the ever-clipped hatch close Adrenaline plays. I wouldn't have liked it for that alone, to say nothing of the shitshow that's basekit Unbreakable and also making moris harder to access than before.

  • I'd get wrecked by one of Nemesis's zombies. Literally my only hope is that it's Pig and she's receptive to snoot boops.

  • When we reach the distant but inevitable time where the servers go offline and DBD shuts down, then they should do this... but as it stands, I don't think this is a good idea. It pulls from matchmaking and it makes it really easy to automate shard farming without ever being caught. DBD's meant to be a multiplayer game.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255017#Comment_3255017

    If anyone told me to "game sense" when a Survivor goes down I'd ask them to showcase.

    Seems like a power that can only be learned by someone who isn't a Jedi.

    The sad thing is, that wasn't a hypothetical. I have actually been told that Eruption isn't a problem because someone with game sense will know when their teammates should be about to go down. I was quick to say the same thing... sounds neat, but I missed out when they were handing out psychic powers.

    @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/353702/eruption-eruption-eruption-eruption

    People bring gen regressing perks to face gen rushing, which is a 2022 thing, and you suggest to nerf one of the perks that keeps the game up? Ahahah sorry but eruption decimates only extremely unorganized teams. If you have a good map control it is not that strong as it requires the killer to keep kicking generators out of cooldown. It is a commitment. It takes the slot of perks that can change the game much more.

    Of all the gen regressing perks there are few very worth using and eruption should feel funny to play against as well.

    Eruption is a solo queue melter. It's no good against strong survivors because you won't have time to kick gens and the chases take too long to get the ball rolling, particularly at the start of the game when all the pallets are up. In solo, though? Where gens aren't coordinated and you'll probably have at least one survivor who goes down pretty quickly on your team? It's more punishing than anything else - even Jolt or PR, both of which reward the killer for downs. It is stronger than old PGTW by a longshot in terms of value per down. It also combos with Overcharge/CoB in a way that will burn gens to the ground unless someone can loop for 90s (and the killer isn't one of those types who just hugs gens all game instead of committing, because I see that a lot with Eruption builds.) If survivors coordinate, the guy in chase just has to not ######### up for maybe 60 seconds instead - but if he does, then both survivors are now potatoes for the next half a minute.

    It's kind of like Third Seal in that regard - nasty perk in solo that leads to people dying on first hook, but SWF doesn't even notice it's there. Either way, a perk being extremely strong against one group and mediocre/weak against another group doesn't make it balanced or well-designed. And it feels awful to verse in a way that no other gen regression perk does, except maybe Pentimento (but Pentimento's your own fault and you can do something about it.) The Incapacitated should not function the way it does.

    If you think constantly getting booted off gens and being forced to twiddle your thumbs for 25 seconds is funny, well... honestly, even from the killer perspective when I use it (and I do, it's a solid perk), I feel bad. It feels like absolute ass to play against.

  • Did the Legion pop Frenzy on you and stab you twice in a row, or did they come after you after Frenzying a bunch of other survivors? In the first case, that's either a cheat or something kicked them out of their power (a flashlight blind will do it.) In the second case, if Legion chains 4 hits, the 5th is a down - this is incidentally why mending immediately after getting hit is a bad idea, because Legion can come back to you to continue the chain if they're close by.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255007#Comment_3255007

    Yea, you can criticize their decisions here and I can criticize your criticism. What do you want them to do? Spend the next 3 months making cosmetics for characters that no one will buy? This is a non issue. There is no reason to be upset about this. Feng is very popular. She's a very marketable character. Skins like this will sell and I've already seen a lot of people very happy about it. You're right. It is about revenue. What is wrong with that? They're trying to make money. They are a business after all selling entertainment. Some things they have made simply are more popular than others and are more marketable. Its just a strange thing to me to be negative about.

    Its all about the numbers at the end of the day.

    https://forum.deadbydaylight.com/en/discussion/comment/3255031#Comment_3255031

    Yes. What's wrong with that?

    A strange thing to be negative about? If you can't understand why people resent BHVR's clear favorite, who gets a constant stream of content to the direct exclusion of some twenty other characters, and to the point where unrelated licensed characters can't get something nice without Feng horning in... I don't know what to tell you.

    What I want is obvious. Feng has gotten 8 new skins since my main last got one. I want to see a little more balance from the cosmetic department and less of this insane one-sidedness. But it's not going to happen, so I'm just going to voice my dislike of this state of affairs. And if they won't stop churning out Feng outfits twice every quarter, I hope they at least stop doing this cosplay double-dipping, because it's a lazy tactic that cheapens both the lore and the actual cosmetic involved. Like I said earlier, it's just sad seeing a Silent Hill collection and having it be Cheryl and Feng instead of Cheryl and PH.

  • I really hope they look at this perk sooner rather than later. It just feels horrible to play against. No matter how many people tie themselves into knots talking about how Empathy or 'game sense' can tell you when one of your teammates is about to go down... it can't. There's no reasonable, reliable way to predict it. "Go work on another gen" only works if there's any gen the killer hasn't turned their attention to yet (or if I can actually complete that gen before the killer gets a down and patrols again), if telling me that I should let the 70% gen regress to nothing was a fair thing to ask in the first place. Stack on the gen? Bold of you to assume I can get my solo queue teammates to do anything, and doubles the fallout if the killer gets a down before it's done.

    Mostly, it's like... if the gen I'm on blows up and loses 10 or 15%, fine. I can live with that, and I can immediately start working towards undoing that. But getting kicked off the gen and told I can't do anything remotely helpful for half a minute is just awful, it drags out the match, and it encourages mind-numbingly unfun playstyles of stacking gen kick perks and hardcore defending gens instead of committing to chases. Ten minutes into a game like that and I've completely lost my desire to keep fighting - forget the DBD tagline, death is a beautiful escape.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/353533/feng-mins-cosplays

    You mentioned that Feng is a "cash cow" and then complain about something that is done for the sake of profit. There is nothing wrong with this. If they were going to pick a character that has cosplay themed outfits then Feng is the best pick for it. This is a win for them and a win for Feng mains that love skins like this. I don't see what the problem is here or rather the problem you have with it. Just buy the skins you want and if you want to see more skins for other characters there is a feedback forum here you can request that in. I think they should make more cosplay themed skins for Feng because there is no downside to it and Feng is very popular.

    https://forum.deadbydaylight.com/en/discussion/comment/3253965#Comment_3253965

    Exactly! 👍️

    What about this thread was a suggestion? People can complain about stuff that you don't agree with. I'm allowed to post my opinion, and evidently it seems I'm not the only person who thinks this is trend is ridiculous and cheap.

    Besides, you know just as well as I do that asking for more skins for other characters in the suggestions forum is pointless. This is absolutely a matter of revenue and I only have the voting power of one wallet. They're not going to pull resources out of the Feng lineup and allocate them to Plague or Jane because I asked nicely.

  • @AJStyIez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254460#Comment_3254460

    So basically you just regurgitated the same thing that was already addressed. No, those characters were never given a fair chance to develop the way the golden children have. You act like Feng was the #1 picked character immediately on her release

    I already explained and won’t repeat it. They set other characters up for failure by not putting the effort to market them to the extent they go for others by default and didn’t give them much special cosmetics shortly after release because they realized they can just farm the shills and whales that eat up anything for Feng, Meg, Dwight because the former is free on console and the latters are free on both PC/Console (the majority of players are console so Feng is an obvious target)

    Why would people spend shards for characters that didn’t have anything special in the works (and seemingly any time in the future) when those 3 free characters historically get everything already?

    They basically released original chapters and said “Alright guys, it’s been 3 weeks and (insert purchasable Survivor) isn’t picked more than the free characters that have been in the game for 2-3 years with meta perks and cool cosmetics, let’s just abandon them then”

    It's kind of funny you brought up that last point, because there is one glaring exception to the rule of BHVR's throwaway children, and that's Mikaela... who was heavily picked for a long time because she had the best survivor perk in five years and everyone wanted to level her up because of that.

    So BHVR kept throwing cosmetics at her, those cosmetics were actually good, and between that and milking a popular aesthetic, the result was a new character with a very healthy following.

    Was her witch aesthetic just a perfect storm that the likes of Zarina or Yui could never hope to have replicated? Or would it never have happened if Circle of Healing hadn't been a thing and she'd had Yoichi's perks instead? Could Haddie have been popular if she'd gotten a line of rugged adventurer outfits and Fog-touched garments right off the bat? I know people say Haddie is ugly, but last October I saw several people say Mikaela was hideous without makeup and her hair done up, so...

  • BHVR's horrible at moderating the game as is - they'd be completely unequipped to deal with the Pandora's Box that is letting people scream at each other mid-match.

    It would absolutely help balance the game (and it's stupid to balance solely for solo queue when a sizable portion of survivors have a distinct and measurable advantage), but I don't think BHVR's equipped to handle the workload when they can barely deal with griefing, cheating, throwing, and hostage-taking as it is. The community's toxic enough as it is, and unlike endgame chat, there is a tactical disadvantage to opting out (and I can imagine players sandbagging others for daring to be muted when they want to say something to them, and "dragging the team down.")

    If DBD had better and more responsive moderation, I would sing a different tune about this. But as it is, I don't trust that offenders will be removed from the game with any speed or reliability. Plus I'm really not that keen to know what at least half the players I play with want to say to me... and I'd probably get mean too when confronted with ragequitters, useless newbies, and useless showboaters. DBD can be very frustrating and that doesn't lend itself to a friendly environment.

  • @Rovend said:

    That's weird, for me it usually happens the other way.

    Killers usually tunnels me (or other) to death if i am playing a low prestige surv P0-P3 as they assume i will die faster also assuming any high prestige will be a good looper.

    Same. With high prestige survivors, you're likely to get fearful killers that dodge or save you for last. Going for the high prestige survivor is a weird choice that reads more like throwing the game than anything else.

    But I do think showing prestige in the pregame lobby is a bad idea for a number of reasons, this being one of them. It encourages lobby shopping and for players to single people out in match. There was a reason ranks were hidden in pregame before, and prestige is pretty much the same deal.

  • I've been alt-tabbing the hell out of DBD for two years now and I've never had an issue - not what you're describing, and not the crashes one other person recently brought up.

    So there's got to be some conflict somewhere, but I doubt EAC is the root of the issue.

  • As much as I want it, I'm pretty sure the reason we don't have the original Nemesis skin is because Capcom doesn't want to give it up. They've been pushing the REmake pretty hard.

    Also, cosmetics should never affect actual gameplay, because that's just straight P2W.

  • I'd be fine with emotes like "good", "bad", and "don't do that", or killer-specific stuff like Myers headtilting and Freddy flexing his claws, but Fortnite dancing has no place in DBD and would just be used to BM.

  • @Aven_Fallen said:

    Man, I really hope that BHVR now starts to release a new Feng-Cosmetic for every other Cosmetic. Like, Nea gets a Cosmetic? Feng gets a similar one. Adam gets a cosmetic? Feng as well!

    New RE-Cosmetics? Feng has Cosplays.

    Like, why all this Feng-Hate? She is not even getting the most Cosmetics. Dwight and Meg get at least around the same amount of Cosmetics, yet I have never seen someone complain about that. Even newish Characters like Felix get tons of Cosmetics.

    The reason Dwight and Meg have so many cosmetics is because one of the OG killers and one of the OG survivors will get a new outfit in every rift, plus more-ample-than-usual rift recolors, on top of the normal outfits released. I'm pretty sure they also have extra cosmetics in those forgotten DLCs that I think come with the console edition of the game - the charity case and the 80s suitcase? Feng wasn't there for that, IIRC.

    They're overrepresented, but at least explicably so, since tons of players play them and their numbers are hella inflated - newbies start out with a very small pool of survivors to pick from, after all. (And Felix doesn't get that many outfits. Twice he showed up in recent history because he was the closest physical match to a character BHVR wanted to cosplay, with Chris and Armin, but other than that, he sees a healthy but not overflowing stream of cosmetics.)

    Feng's not a default survivor. She's also 'mained' much more than Dwight or Meg, in the sense that an experienced player who's willing to shell out money because they spend so much time on the game picks her as their main survivor. Same reason Nea gets resentment despite being, if not part of the OG group, then a character everyone starts out with. She's a popular main, BHVR keeps feeding them cosmetics, and then even more people main that character because they have great swag, while other characters get overlooked in part because they have less goodies to pick from.

    In this case, I don't hate it because it's taking away resources from other characters who never get anything; I roll my eyes at it because it's blatant favoritism and because it kinda cheapens the outfit the other character is getting. Feng getting a shoehorned skin in a Silent Hill collection instead of Pyramid Head is just sad.

  • People hate Feng because all the cosmetic attention she gets takes away from other characters. Same with Nea. Cosmetics are in fact a zero-sum game and BHVR can only make so many of them with a set amount of resources. New outfits for the popular characters are taking away from the ignored characters, even if you're not looking at it that way. It's difficult being a Jane and Plague main and watching Feng get 5 cosmetics for every one that my characters get. Like, Plague hasn't received a new, non-recolor outfit in over a year now. You know how many new outfits Feng has gotten in that time frame? 8.

    With Dwight and Meg, I can at least understand it because they're OG characters. They've been around longest, they have extra outfits in the clothing DLCs, and one of the OGs always gets a new outfit every rift because they're trying to entice new players who don't have many characters available yet. That doesn't mean I like the amount of attention they get, but to me it's more understandable than Feng just cash cowing it up while Adam, Haddie, Zarina, and Jeff mains starve to death.

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