Laluzi
Laluzi
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- Laluzi
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Aw, I love wholesome survivors. Sometimes people will offer the killer a kill if they think they had a bad match or the killer played very fair, kinda like offering an item but more all-in with the gesture. I used to do it a lot more before MMR forced me to care about escaping. Here's hoping that Nea hits P100 soon!
Prestige is a mixed bag. I'm a P25 Jane and I'm pretty average, and I faced a P40 Dwight who was a total derp and a P74 Felix who was unremarkable in every way except his hilarious name. But I played with a P56 Yun-Jin a few days ago who was possibly an actual god. No Mither, looped Bubba for three gens and a Devour Hope search, wielded both flashlights and flashbangs to high success, and came back to save me at the end.
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Just got facecamped by the Bub. He's still around, never you fear.
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I mean, yeah, Wretched Shop and Wrecker's Yard are pretty killer friendly. So is Midwich and Shelter Woods.
There's way more purely survivor-sided maps, though. All variations of Badham, The Game, Garden of Joy, Eyrie, RPD, Cowshed, Gas Heaven, Groaning Storehouse. And apart from Midwich, gates are pure RNG. I think it's rather silly to claim BHVR is trying to cater to killers with their map design when they haven't released a single killer-friendly map in two years.
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...Whoa. You're right.
O_O
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I noticed this happen with my Jane today. It may be a universal bug, not just a Claudette one.
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@Saitamfed said:
What's a CJ tech?
It's when a killer downs a survivor on one side of a pallet, and a person with a flashlight drops the pallet from the other side.
If the killer goes to break the pallet, the person with the flashlight can vault, making the pallet uninteractable. The space bar press (or whatever the console prompt is) then makes the killer pick up the downed survivor instead of breaking the pallet. The flashlight survivor then fast vaults back to their original position for an easy flashlight save.
However, if the killer anticipates it and waits, the survivor vaults into them for a free hit. It's a stupid tech, but it's easily counterable and extremely risky because of it. I've got no problems with it being in the game.
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I want Space Billy back.
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I ate a depip last night because a Steve booped me and then the whole team started doing it, making killing any of them illegal. I've done my part for society.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/352766/to-people-upset-about-locker-saves
Are you defending exploits on the official forums??
And compares bug abuse with a legit killer??
The reason it's an effective argument is because most of the people who were claiming locker saves were fair and shouldn't have been removed also hated Nurse and thought she was unfair.
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@Johnny_XMan said:
I don’t get why they have to get rid of all locker saves. Why not remove the double lockers situation? Because in the case where there is only one locker the killer can definitely do something.
For the record I personally never used this but I think that if you have a legit angle it shouldn’t matter whether they were pulled out of a locker or were picked up. Now it’s just the reserve and survivors have guaranteed immunity. So weird how they come up with these design choices.
That was kind of my thought too. I can't say that I'm too bothered by it, because the angles always seemed a little bogus to me, but OTOH you're completely right that for single locker scenarios, the killer wasn't helpless.
They could have made it so that you can't use an item for a second or two after exiting a locker rather than removing locker blinds entirely. And it's not the first time they've done weird and damaging solutions to problems when something much simpler was possible.
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I main Plague. I picked her up because I liked her lore, but I keep at her because I love how dynamic her gameplay is - your gameplay really depends on what the survivors are doing and there's a lot of choices to make at any given time. She also has built-in information at the start of the game and makes it easier to track survivors by sound, which is great for me and my crap eyesight.
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@Grandpa_Crack_Pipe said:
I'm glad the screen exists for the times I spend a minute booting up the game just to decide I don't want to play it.
I got water up my nose laughing at this. Thank you for that. The peak DBD relationship...
But yeah, it's an annoying screen. Doubly so that it doesn't actually load anything while it waits for your input, and you get the same overhead afterwards whether you click it immediately or wait half an hour. C'mon, that's elementary.
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@BougieBlackChick said:
https://forum.deadbydaylight.com/en/discussion/comment/3248039#Comment_3248039
I mean… I’m trying to be open-minded and see if there’s honestly something going on with medkits that would constitute “abuse” but if it’s just survivors using medkits then that’s just silly.
'Medkit abuse' might mean when the whole team brings ranger medkits with gel dressings, or emergency medkits with gel dressings alongside perks that boost healing speed, but for the most part it's just people being salty. Same with genrushing - it can mean a whole team using PT/BNP/Hyperfocus, but usually it's just people complaining gens got done fast.
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@Chaos999 said:
I mean, I get it it's not a fun thing for survivors to deal with, but why exactly is everyone calling it "unhealthy"? I mean like using this perk is toxic or something.
Unhealthy doesn't mean toxic, it just means bad for game health. Kinda like how tunneling/genrushing are unhealthy even though they're not toxic in the slightest - it's just not great for general enjoyment or balance that the dominant strategy feels terrible to play against.
Eruption's not a healthy perk because it affects different brackets of players differently (and hurts disadvantaged players way more than advantaged players), it promotes a really tedious gameplay loop (stacking gen kick perks and obsessively defending gens), there's no realistic way to counter it without comms, and it causes survivors to be unable to do anything useful for huge stretches of the match. The Incapacitated is very overtuned and it's ass to play against.
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It's there! It's real!
...It'll probably be gone by the time I finish my first killer match, but at least I saw it!
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I'm okay with the house pallets - what I'm not okay with is the windows. The pallets are at least single-use; the windows are what make me ignore survivors that run here. There's just no winning in there, ever.
Good question with Dead Dawg shack. Personally I think it makes shack too weak for maps like Shelter Woods or Rotten Fields where there's nothing else nearby, but on Badham or Garden of Joy, it'd be extremely fair.
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@Volcz said:
https://forum.deadbydaylight.com/en/discussion/comment/3247970#Comment_3247970
No it doesn't. Telling people not to go down is unrealistic. You're going to go down against good killers. I even said this. His reply was 'oh so I don't deserve to get any downs?' ...I never said you don't deserve to get a down. I said there's no counterplay for it as a solo player because its a horribly designed perk. I don't understand anyone who defends this perk. Its unhealthy for the game if 1 portion of the playerbase can't do anything about it. Again, saying 'dont get downed' is the most lazy response anyone can have to this perk. Just tell me you don't care/are biased as hell w/o telling me you are.
"Don't go down" is especially stupid when you consider that it's telling me I'm responsible for my teammates' abilities in chase as well. Even if I'm a super loop god, Eruption's still going to ######### me up if the Jake goes down in 20 seconds every time and the Yui keeps trying to go for ballsy sabo saves.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3247716#Comment_3247716
You've admitted as being low MMR, so none of your experiences are gonna be anywhere near mine. Of course tunneling is strong at low level when no survivors know how to play against it. They're smart enough to pick up a slug but not smart enough to body block them? What is going on?
I said I'm low MMR as survivor, because I'm solo queue and I'm randomly but constantly dragged down by people quitting at the start. As killer, I'd assume my MMR's more moderate; I'm at a point where I can play for the 12 hook and my matches can go either way. (When I was low MMR as killer during the anniversary event, I knew.)
I have no idea what you're referring to with survivors being smart enough to pick up slugs but not smart enough to bodyblock them.
Regardless, asking for a buff to tunneling is something that applies across the ladder, so I really can't condone improving it for top end games when everyone else is going to suffer for it hardcore. Tunneling is way stronger than it should be from a game design perspective (because having the dominant strategy be to remove a player ASAP is bad for fun, but the way the game is set up makes it the most effective way to play in most circumstances) and nearly anything that discourages it is a good thing in my eyes.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3247689#Comment_3247689
Survivors can also use DS against killers who aren't tunneling. The nerf did not change this. They can still body block and flashlight save and keep their DS.
You're giving up more pressure than you're generating by 'simply' proxy camping the downed person. Unless you're survivors all get off gens to get this 1 person.
The way you talk about tunneling, "deleting" a survivor (allegedly at 4 gens even though we know that's unlikely), makes me think you either go against beyond chill survivors or just don't play killer that much.
Yeah, I see plenty of that. It's easy pressure. Off The Record is way stronger as a bodyblocking tool, and a survivor in a locker can't block you. If they're in a locker and priming for a flashlight save, I'd just grab them to get the DS out of the way; they won't have enough time to pick up the slug and allow the slug to get anywhere. I'm fine with slugging being the counterplay. It'll be a problem if they implement that idiotic infinite Unbreakable, sure, but that's its own can of worms.
You're wrong on both counts. Granted, I don't play against particularly high level survivors either, but mostly I'm just more interested in chases than wins and I don't tunnel unless I'm losing, so most instances of DS I run into are survivors who are obviously trying to bait me and not people I was trying to down, and they're handing me free pressure versus forcing me to compromise with what would have been a down and hook.
Now, survivor - I'm pretty low MMR there and I see plenty of completely unnecessary early-game tunneling. Just yesterday I had a Wesker hard tunnel a Jill at 5 gens in what was already a DC-induced 3V1 (and when I say hard tunnel, I mean for all 3 hook states and that getting in his way and offering him free hits didn't deter him.) So no, I'm not especially sympathetic even though I do recognize tunneling is more necessary at higher level games. Survivors still spend a perk slot on DS and DS in its current state is pretty mediocre, so I think nerfing it further is a bad move.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3247701#Comment_3247701
I thought locker saves were intended at first. Or are you referring to something else?
Saving someone from a locker was probably intended, but the thing where two survivors jump into side-by-side lockers and spring out to save whoever gets grabbed definitely wasn't.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3247650#Comment_3247650
So you jump in a locker for A) a guaranteed stun or B) a free getaway. And there's no problem with that?
In an ordinary situation, having such an option would be OP, but with DS, this is because you are tunneling the survivor off the hook. I am willing to give far more leeway in this situation. It is quite fair for survivors to have tools that make tunneling them inconvenient.
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3247667#Comment_3247667
Yes. Forced locker DS is a problem overshadowed purely because of the nerf.
Y'all's survivors must just let you slug someone for like 60 seconds and not pick up their teammate, the way y'all describe it. Must be nice.
Sure, people pick the survivor up. They get off gens to do it and I can proxy the body to smack it or the rescuer back down. It's pressure either way. I don't care.
Maybe I'm just not cutthroat enough, but I honestly couldn't care less if you have to jump through some irritating hoops in order to delete a survivor at 4 gens left. The survivor is a lot more annoyed than you are, I'm sure.
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@danielmaster87 said:
5 seconds is too long, to where even bad survivors made it oppressive. Now, all you get is a stun and a chance to get to a loop, not a free 20 seconds of distance. But DS from lockers should still be removed.
You seriously want DS nerfed even further?
DS is only oppressive if you're tunneling people. It's one of the easiest perks in the game to avoid because survivors using it offensively are usually obvious as hell and hand themselves over as free slugs.
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Yeah, I've already heard someone make that argument verbatim and had to point out the inherent hypocrisy. "It doesn't matter that you can't do anything about it because the other player had to git gud" does not make for good game design.
Locker saves weren't even that skilled to begin with.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3247043#Comment_3247043
Try solving the box before the chain hunt starts
Most the Pinhead games I play, the Pinhead makes a beeline for the box at the start of the game with Lethal Pursuer. You're not solving that box before the chain hunt starts.
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The only time I think slugging is a problem is if you're just bleeding out survivors for the hell of it.
These were just salty survivors who don't like killers playing around their clicky clickies. Don't bother trying to please them, because you can't.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3246509#Comment_3246509
Except you can't do anything, because you can't move
I mean, yeah? Once you pick up, you're locked. Which is why if you know there are flashlights in play, you're supposed to check the area for survivors or face walls.
Anyone who can blind you with the new update could have blinded you with the old update if they had their timing right. So newbies have a better shot at blinding you, but for the flashlight gods, it's all the same.
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@Lamoore said:
Killers can't body block but survivors can?
They're two completely different things. Survivors bodyblock the killer to protect teammates, either in chase or on the way to a hook. The killer can hit them out of the way, and the killer can't actually be trapped because survivors lose collision when hit. It serves a purpose and comes with ample risk.
A killer bodyblocking a survivor without attacking them has no strategic value unless it's endgame collapse, and the survivor can't do anything to get out of it or exit the match. The killer is just throwing the game to grief the survivor.
Survivors bodyblocking other survivors in this way is also against the rules.
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The Devout emblem is bugged right now to not properly reward 4ks, and the emblem system has always been faulty when it comes to certain killers. Killers with instadown powers or games where survivors don't heal or rescue each other will end up with really low Chaser points, and some killers' powers don't register as won chases (off the top of my head, Victor and Plague's vile purge causing sickness damage, but there may be more.)
Gatekeeper also kinda sucks because it cares way more about the first gens than the last ones, so you can get silver or gold even if you defend the last gen really well because the first ones popped immediately with BNP and stacks of survivors spawning together with PT. Trapper, Demo, and Hag are massively disadvantaged here.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246567#Comment_3246567
I can't tell if this is sarcasm, but what do you think the nerfs will be? They are not going to change total charges, it's probably going to green med kit speed and speed up add-ons. 4 med kits that heal in 12 seconds and those survivors should only lose to blight and nurse if they are running something almost as disgusting and they are better than the survivors.
It's sarcasm - I'm just building off the previous post that we're not allowed to fix anything until we go through a giant chain of changes that upheaves the game, because the idea that we can't fix one thing without fixing everything else that's tangentially related is hilariously prohibitive.
I don't think medkits need any changes except capping the maximum possible heal speed modifier lower (so crazy things like botany + desperate measures + green medkit + coh don't end up with stupid 4 second heals.)
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3246532#Comment_3246532
Okay so we can't get rid of locker saves until we nerf eruption and we can't nerf eruption until we nerf medkits, what's next in line?
Can't nerf medkits until you nerf Nurse and Blight, they down survivors too fast and the team needs the fast heals.
You also can't nerf medkits until you buff solo queue because you can't count on your teammates for a heal.
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3246499#Comment_3246499
As you can see, yes. Either that or sickness now tranfers through space and time, huh
So yeah, tablet fragment could be very handy during the event, lol
Psst, your video's private.
I'm thinking that the infection might come from other sick survivors interacting with the rift, though. I don't think there's a physical object for Plague to puke on, and the lack of a score event indicates that, but there's definitely something you can interact with and that spreads sickness.
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It's not that much of a buff. If you're doing what you should be doing as a killer to avoid flashlights, it shouldn't matter much - how often does a survivor get an early pickup blind on you anyway?
I'll happily make the trade that flashlights a little easier to use while locker blinds and macro spamming is dead.
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That actually works? You don't get a score event or an infection shader on them when playing Plague, and that's usually the feedback you get when something is infected - you can even infect the hatch, and it used to be you could infect breakable walls, too. I'm pretty sure you could infect the snowmen last year, but every other event item I've seen has been immune.
Could be a crafty way to use prayer tablet fragment, I suppose.
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@CookieBaws said:
So it will be harder to lose MMR... Great...
For survivor, that's a good thing. Low MMR as survivor is a goddamn nightmare unless you're playing in a 4man.
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The reason this is happening is because the recent change to flashlights that stops macros/click spamming made it so that adjusting your flashlight during a blind (if you started too early) is now impossible.
Plenty of people were complaining about that, so BHVR made the blind window more forgiving as a result.
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Autodidact can come in mega clutch, but unfortunately - I like to run it a lot, and the opposite can happen where you get that first or second skill check at a time you really can't afford it, like picking up a slug while the killer is coming back. To me, that's even riskier than the quite likely possibility that Autodidact does nothing at all.
Still, I think it has more value than Solidarity or Reactive Healing, both of which are terrible even without Hemorrhage completely destroying them. And Pharmacy was fine before they made it only work when you're injured, which destroyed the best and safest way to use it.
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If they added server-sided checks that kick in when impossible things happen (like there being two killers or someone having 100 Boil Overs), I'm not sure there's much the cheaters could actually do to get around that. Certainly they'd have to rebuild from the ground up, which they'd already be doing.
I trust BHVR knows what it's doing when it releases this sort of information.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3246245#Comment_3246245
I watched the video.
As far as the skill, it's timing the flashlight correctly and aiming it correctly. Survivor flashlight saves (locker or otherwise) take more skill than Huntress hatchets; I play on PS4, one is way more hard than the other. Flashlight saves are probably the most skillful thing a Survivor can do and they're being nerfed in different ways. At least, no more complaints about the skill it takes to play Survivor because skill is being taken out of it.
The coordination is that one goes in the locker and the other goes for the save based on the Killer's actions. They're a SWF; SWFs are coordinated. I'll use my experience again. If you go for flashlight saves as a Solo, you're probably throwing the match. There are better ways to enhance your likelihood of survival than following the Killer chasing the teammate
As far as counterplay, there isn't any as longer as the SWF is skillful with their saves. But this video does not depict the average match. Most Survivors are not saving each other in lockers and very, very rarely to Killers load into a match where Survivors are doing that. Get rid of the bubble that blocks the Killer's aura when running Kindred and nerf Eruption; that's the balance the game needs because Solo Survivor needs actual buffs. Not Killer, not SWF.
"It takes skill, so it doesn't matter that it doesn't have any counterplay" is the same tired rhetoric Nurses have used to justify her broken state since time immemorial. Unless you agree with that, try another argument.
And honestly, knowing the exact sweet spot to hit while jumping out of a locker isn't nearly as skilled as you're claiming it is. It's about as skilled as plugging numbers into an equation. You memorize how to do it and then it's rote. There's no variance. You start from the same spot every time.
It doesn't matter that it was rare and only used by bullies - if anything, that's more of a reason to remove it because it doesn't affect normal survivors, does it? It was still ######### gameplay that needed to go, same as Boil Over RPD Library or Boxblocker Pig. Removing these things improves the game even if you dislike that it wasn't a fix for a separate issue you cared about more.
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@Alcuin said:
To pull this off you have to be part of a skillful and highly-coordinated SWF with the intent to trull/bully. That's the not experience of the vast majority of Survivors and only a small fraction of Killers face such a team and only a small fraction of the time. Eruption should have been nerfed instead. That affects the majority of the Survivor playerbase, which are Solo Survivors.
I recognize this is a wild and extreme opinion, but... why not have both? Just because one side faces issues doesn't mean other issues shouldn't be patched for the other side. The game is never in a perfect state where one side has an empty queue.
Double locker trolling has been a problem way longer than Eruption has, and quite honestly the two things have nothing to do with each other. 🤷♀️
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3246138#Comment_3246138
So the 0.25 is added to the beginning on when you normally would have to start the blind?
Wouldn't this cause some issues we have had so many years ago where you could get a blind before the killer could move and then the killer auto drops ?
I know it wont be as bad as it's only 0.25 and not like the old times where at any point in the animation you could be stunned and itd count but its definitely a worry
The thing is, if someone can blind you early, they could have blinded you later anyway.
It's easier to get a blind, but the counterplay is exactly the same - you play cautious when you think someone might blind you and you face a wall, fake the pickup, or flip directions in order to either safely pick up or lure the flashlight user out.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3246073#Comment_3246073
I think people have a very loose definition of trolling, rules-wise I'd say you can consider refusing to participate to the normal gameplay as trolling, so offenses like teaming, holding others hostage, etc. which are considered griefing.
I feel like a lot of players see honest mistakes or lack of game knowledge as trolling, for example a teammate dropping a pallet on someone else's face, when maybe the person just did it without thinking.
Does it count as trolling when it's repeated in the match? Someone spam vaulting, getting in the way of a chase, or wasting a pallet isn't trolling, but someone who pointlessly fast vaults near everyone they can find, repeatedly blocks doorways in chases, and drops every pallet in the map probably is trolling even if it's possible that they're just really bad at the game. I see this behavior a lot out of survivors that want to die and got saved, where they go "if I can't leave the match, I'm going to ruin it for everyone."
There's probably a pretty blurry line between where that behavior is considered innocent and where something is considered trolling, but I'd hope that you could report someone for excessively doing it.
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@DemonDaddy said:
https://forum.deadbydaylight.com/en/discussion/352591/locker-saves-removed-but-no-eruption-rework
Two counters to eruption; let go of the gen prior to a down and winning a chase which prevents the perk altogether. To a lesser extent there is also trapping the gen with blast mine or the one that wraps the gen in entity arms.
Someone might say,"I can't know that playing solo". Yes you can, perks can equip you with the ability to see almost everything in a match.
That is not true. Even if you have Empathy and Windows, and you can track where the chased teammate is and whether or not they have a loop, you can't see the killer, and there is no perk that will reliably give you information on them - Object/Alert/Dark Sense are the closest you've got, and those all fire at very limited times. You can't know when the teammate going to go down because you can't see how close the killer is to them.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246030#Comment_3246030
I know but still... Once they get a hold of blatant cheating then subtle cheating would be next... right???
The issue with that is that blatant cheating can be handled on a server level by just doing sanity checks so that completely impossible stuff runs into a wall of code saying "no." Stuns have a hard cap of 5 seconds, max number of killers per match is one, survivors can't be hooked when they're not actually on a hook, that sort of thing.
Subtle cheating works by hiding along those lines of 'this is all possible within the game, but the fact that this survivor is hugging the top percentile of everything they do is kinda sus.' You can't slap up a big "no running at 107% speed" rule because there's plenty of perks and items survivors can use to do that. And teleporting/phasing through the map is tricky as long as survivors are at single variable coordinates they could feasibly be able to access - a height between the basement and the tallest structure on the map, and within the boundaries of the map itself. It's not like they can add a check for every unique xyz on every unique map. That kind of cheat can only be prevented by patching out the cheats themselves, or transitioning pretty much everything server-side.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3246000#Comment_3246000
It's the former. If you're late, you're late, no blind for you. It doesn't make a huge difference for folks who already have the timing down- they'll nail the saves anyway. But it does make flashlights easier for a newer player to learn, and it makes up for the inability to adjust your timing since the cooldown was added.
Awesome. This should make learning blinds a lot more intuitive.
On further thought, it doesn't change the counterplay either, since if someone could blind you early, they could blind you with the correct timing too. It'll give blinds that wouldn't have happened before, but honestly... when someone manages to surprise me with a blind only to land it early, it always felt like they deserved it even though it failed. Sometimes I'd drop the survivor anyway.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/3246000#Comment_3246000
If you get blinded a tad early, it will still stun at the end of the animation.
Okay, I'm glad to hear that. I wasn't sure if that was the case or it was talking about extending the pickup animation; the wording seemed ambiguous.
It always seemed a bit silly to me that blinding a fraction early didn't do anything, so this shouldn't be that much of a problem.
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I don't think these two things are related? One is a game mechanic and the other is a perk. As much as I want an Eruption rework, they're allowed to change one of these things without the other.
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I love the look of a lot of this, including the kibosh on locker saves and the cheats they patched out. But I'm concerned about that flashlight blind buffer. Is it making it so that if you get blinded a little early, you still get the save, or is it making it so that you're still vulnerable for part of a second after you finish the pickup and have the ability to look away? I'd be okay with the former but not the latter (and the former is still a bit problematic when it comes to survivors who were already good at the blind anyway.)
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@Eelanos said:
I don't really think those are that bad. It's a matter of time that'll happen, and it's a billion times as likely when you face a Wesker or a Doctor, or you're in Midwich or The Game.
I'm more bothered about "Spend (at least) the next two games searching for totems and hope to God your team mates don't have a boon" or "Literally kill your entire team and don't progress the game then escape through the hatch while no exit gate is opened" which, honestly, what the f*ck.
Oh man, I just had a Bill trap me in a corner for 30 seconds spamming points because I cleansed a bone he wanted. In his defense, he had a triple boon. In my defense, I had Overzealous and Inner Strength and seriously, I get you're mad, but just ######### off and let's do a gen instead of wasting time with an emote argument.
There's a bunch of conflicting challenges in this tome - cleanse totems versus use boons, self-heal twice in one round versus heal other people twice in one round.
@Cybil said:
Another legitimate complaint immediately attacked with a perfect world scenario.
What do you mean? It's genuinely easy to manufacture and it happens organically all the time. The only time this challenge sucks is when you have a stealth killer or Huntress.
I pop gens in the killer's TR all the time.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3245586#Comment_3245586
So what? You get more out of it. You don't have 5 minutes a day to spend bp?
A better way to look at it is that of the limited time we spend gaming, spending 10-20 minutes on a menial task instead of anything with entertainment value isn't a good thing.
They could easily streamline the system with buy-alls and removing the hold-to-buy design.
