Laluzi
Laluzi
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- Laluzi
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As others have mentioned, I'm really curious as to which take on their lore they'll go with. Legion has tons of conflicting lore - was Frank the instigator or was Julie, were they teenagers doing increasingly reckless dares or were they budding anarchists who wanted to commit violence from the start, was Susie a shy tagalong who got in over her head or was she right down with all the nasty stuff they did?
I think they're a good killer to work with, though - they're fairly relatable, all things considered, and their focus on their friendships and how they deal with their rocky backgrounds can keep them sympathetic as villain protagonists.
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I quite like the secondary objective aspect. It's like what BBQ used to be - an optional side goal that gives you lots of bloodpoints, and makes it not matter so much if you lose as long as you get it done.
Very healthy event, imo.
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I'm fine with it. It's open for a very long time, after all. 70 tiers might be healthier than 85, but you have a big window and a lot of challenges/freebies to lessen the number of games it takes.
I'm not a great sample to use, but I'm already tier 58.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3245381#Comment_3245381
oh the rods were there last halloween too?
No, last year's was a Cursed Seed. Before that, it was Pustula Petals, and those ones were reusable on next year's halloween event (until they stopped doing Blight events.)
I kinda like having old offerings as a memento, but I don't like having hundreds of them. An option to refund would be nice, or an option to update them to next year's offering.
Luckily, the anniversary event offerings are always usable, and the Lunar New Year always uses the same event offering each year (Red Envelope.)
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They go to the back of your offerings section and can't be used again. There's no refund and they won't work for next year's event if the past two years have been any indication. It's unfortunate, but I figure the 2k I spend on them isn't that different from the 2k I spend on faint reagents or amaranth sachets; I'm never using those either.
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I believe they said they were looking into the way survivor MMR is judged and making it more of a team measurement than an individual one, which would help... but this is more of an ELO hell issue and there's no word on that. Am I the best looper, no - it never really clicked with me. But I've got solid game sense and I know what I should be doing, and at 3k hours, it should not too much to ask that I get teammates who've finished the tutorial.
Because yeah, right now, it's really bad. Lobbies with newbies are nearly impossible to win because the game is killer-sided at low levels and a single player isn't designed to carry their team in this game. I just dodge teammates who look bad. It's sad, but my MMR can't afford the players the game wants to put me with.
It's awful now because there's a free weekend and a huge influx of brand new players. I only played a few matches today, but the last one had a 2.9 hour Dwight who blew skill checks, got caught out of a locker, and suicided on his first hook because every newbie thinks the struggle option is a good idea.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3245166#Comment_3245166
I just want to say I did not expect the shoe thing and it made me burst out laughing
Thanks x)
Hey, I realize I'm asking a lot of the design team there. I want to keep things realistic :P
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3243880#Comment_3243880
https://us.v-cdn.net/6030815/uploads/FCK05R4CRA5V/image.png
also found this one.
you can honestly leave it as is, though
he go into demon mode because he angy man
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Killer DCs seem pretty rare compared to survivor DCs, though. Granted, some of it is probably because you see way more survivors than you see killers. In survivor matches, you see 3 survivors and 1 killer, and in killer matches, you see 4 survivors and no killers at all. There is definitely less exposure.
But even with that in consideration... yeah, I see killers that ditch when their hex pops at the start, or when they get hardcore juiced for a few minutes, or right before everyone's about to escape as some kind of futile f you. But I don't think it's a problem on the same level that survivors DCing is. It at least ends the game instead of trapping the rest of the team in a miserable depip fest.
I dunno. I've seen plenty of sweaty killers recently (particularly of the Starstruck/Agi Nurse flavor... blergh) but I haven't had a DC in a while.
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/3244410#Comment_3244410
When was Patrick condescending? legitimately asking did he make some bad post on the forums?
"If you make a skilled play and you end up dying, was it really a skilled play at all?" Plus the preceding bit that was something like "players tell me they unhooked 18 people and looped the killer for 6 gens but then died at the end of the match..."
He got a lot of flack for defending MMR and comparing DBD to hockey in one of the Q&As. That said, his "last day" Twitter comment chain is friggin' hilarious and I wish him all the best on his new projects.
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@danielmaster87 said:
I've had many games where my teammates were moving around me before I could move.
Yeah, same. Also had the 'I go on a gen and Corrupt kicks me off two seconds later' bug a few times. And there was one time my computer was lagging, I loaded in pretty late, and the killer was already beelining towards me with Lethal.
It's definitely a lag issue, but it'd be nice if it was put on a tighter leash.
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That's assuming that games trend towards the average. In actuality, most games trend towards extremes, because those signify one team decisively won/lost - I see more 3-4ks and 4es than I see 2ks. And the difference between a 3k and a 4k is usually hatch, so they're almost synonymous.
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@Nos37 said:
While we're at it, can we get a female killer who's actually evil?
As someone on the forums pointed out a while back, all of them had something traumatic happen to them that made them do bad stuff and weren't actually bad/evil from the start.
Seriously. We've got two sympathetic male killers (Wraith and Billy) and the rest are just Real Bad People. YMMV on Trapper, but even if he grew up in a twisted household, he had a sadistic streak all the same and he became a person that enjoyed inflicting suffering.
The Pig is the closest thing we have to an unsympathetic female killer, and she has both a tragic backstory and is a licensed killer and thus not BHVR's design. Of the female killers, only Plague, Huntress, and Nurse actually murdered anyone in their lives (and with Plague, that was entirely from the archives, her original lore made no mention of it.) Hag, Spirit, and Artist are completely innocent, Julie and Susie were party to a murder but didn't actually commit one, and Onryo... is tricky to classify, but IIRC, she was just a kid with psychic powers she wasn't totally in control of even though she did kill someone with those powers.
I want a female killer with lore like the Trickster, Clown, or Ghostface - someone who's just an irredeemable bastard. Extra points if she gets shoes.
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@SleepyWillo said:
We have Jonah. I dont really like having a survivor thats killed more people than most killers in their lore...
There's a huge difference between being an unwitting participant and doing something knowingly. Jonah was not aware how his data was being used and he was horrified when he saw the results, and IIRC he quit his job over it. Is he blameless, no, is he a bad person, also no.
It'd be really interesting to have a survivor who would see the same thing and go "meh, I got my paycheck."
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Yeah, I'd be down for this. I'd like to get the survivor vinyls I've missed, and also the Wraith doll.
I don't think there's really any reason for charms to be rift-exclusive. Most people are ambivalent about charms anyway.
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That's an awesome idea, both to have a dark grey survivor and a killer who was a victim of that survivor. It'd be a really neat twist on the usual formula to have a killer with a wholly justified vendetta against a survivor - perhaps their reason for killing in the realm is that they see all the other survivors as guilty by association?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3244185#Comment_3244185
I'm so happy it took them 20 days to confirm this.
Yeah, I kinda can't help but think that was intentional - either to drum up sales with the uncertainty, or because they were genuinely still deciding how they wanted to play this.
It'd be one thing if it was always like that, but staff are usually pretty good at clearing up confusion once a topic goes viral.
Still, I'd much rather have this than the alternative.
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Red Forest has rain and Ormond has snow.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/3244278#Comment_3244278
Nah his basekit is just meh. Nothing special. Struggles on large maps and anti blight maps like garden and eyrie.
Making a 5% base kit speed add on alongside add on nerfs makes him more fun to play, the same to verse cos everyone already runs crow, and stronger. There's literally no downside to it.
What do you mean, there's no downsides to making it basekit? It means people will run 3 addons on Blight instead of 2. Even if you're getting rid of alch ring and c33, that's pretty strong. Blight is too strong with addons =! Blight should get one of his best addons basekit.
And I beg to differ about basekit Blight. He's still way better than basekit most of the roster.
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@Babadook83 said:
https://forum.deadbydaylight.com/en/discussion/comment/3244175#Comment_3244175
why are you compairing a survivor perk with 3 killer perks? that's a bad comparison.
I think it's perfectly fair when I'm just saying which perks came out this year and which ones I like to use most.
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The issue with blocking people because they're bad is that everyone starts out bad and gets better. I totally understand wanting to block trolls and ragequitters, but most of those corner-caring Blendettes and locker Dwights will grow out of it.
And matchmaking is barely limping along without having to sift through each survivor's hundreds-long list of who they don't want to play with.
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@HugTheHag said:
I'd love to see Wraith switch to the survivor side. I could see Susie from the Legion being close to survivor from her original lore (not that weird cosmetic lore that contradicts their whole original story) as well !
Susie's lore is so confusing. Is she the timid girl who Frank had to physically force to join them in stabbing the janitor because she didn't want to be a part of a murder, or is she the teenage psycho who was stabbing shoplifters and cutting up her cheerleader bullies with palette knives? Cosmetics have always created their own stories that don't always seem to fit with canon, but nowhere is that more apparent than Susie.
Wraith would make a great survivor - he harbored great resentment for people who destroyed others' lives for material reasons like money or power, and everyone he did kill was a clear act of wel-deserved vigilante justice. He's only a killer because the Entity mindwhammied him; it's not like Plague or Billy or Twins or Nurse where there was some psychological break or exploitable aspect of their personality that could turn an otherwise innocent person into someone who would start killing indiscriminately. Someday I hope they actually use their alternate universe lore for a chapter where they present reversed versions of existing characters.
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Really glad to hear you're recovering well! Hope the crutches aren't too bad, because those can be murder on your arms.
The games are going pretty great. People seem to be a little bit friendlier with the Halloween challenge. You still get unpleasant games, but I've seen an uptick in forgiving killers and memey survivors. The bonus bloodpoints make it so that all but the absolute worst games still give a fair payout, too. I'm having a good time.
On my last game, I just had a Demogorgon carry me to hatch, close it, and then carry me to the exit gates so I could get some Outbreak Breakout progress. Didn't ask for it, but totally needed it. Best boi continues to live up to his title.
But I don't think I want to play killer right now with this archive challenge telling survivors to bring green or purple toolboxes, for obvious reasons.
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I wish it would come back too. I was on a burnout break after the 5th year anniversary event and missed it. As an avid lover, practitioner, and accepter of the boop, losing out on this one hurts.
Not holding my breath, though. :(
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Bubba doesn't need a full rework, he just needs a power restriction on his chainsaw similar to Artist or Twins.
Personally I'd make it so that he can't charge his saw if he's been within 15m of the hooked survivor for more than 15 seconds without being in a chase, and he gets it back after moving 20m away or being in a chase for 5 seconds.
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Why? Blight's basekit is great. He doesn't need buffs. The whole issue with his addons is that they're very good addons on top of a very good killer and put together, it's too much.
Most killers will struggle against good players on bad maps. That's why you bring addons in the first place.
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There's a few killers who could have easily been survivors under different circumstances. The obvious picks are Wraith, Spirit, Plague, Hag, Twins, Artist, Sadako, and Nurse (if you disregard her tome lore.) None of them were bad people or particularly inclined to murder; their lives just screwed them over massively and the Entity preyed on whatever was left.
In an alternate universe setting, like if you changed one event in their life, Billy, Bubba, Huntress, Pig, and Trapper could have turned out to be survivors as well - especially Huntress, Billy, and Pig. (Huntress and Billy became killers solely due to their environment and Pig was an unanchored woman put through a rollercoaster of trauma and subsequently latched onto the wrong person and ideals. She became a horrible person, but I don't think that was something intrinsic to her the way it is with Doctor or Clown.) Possibly Deathslinger as well, because he's less of a serial killer and more of a thug with a code who lived in a setting where death was an acceptable way to solve problems. Maybe Legion, or at least Susie and Joey.
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Oh, this is awesome. I never really cared for the animated overlays, but I'm totally getting this one. Thanks for the heads up, this flew completely under my radar.
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If they'll be available next Halloween, then I'm not very concerned. Cycling cosmetics can be annoying and unnecessary, but they're not true FOMO and you'll always have another window (one which is guaranteed at a certain time, not random) to get what you want. This is a case where I'm very relieved to be wrong.
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Down here, they always float! (Or fall through the void, anyway.)
What on earth? Looks like they got outside the map... I wonder if this has anything to do with a possible swamp rework.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3244141#Comment_3244141
That's exactly what I've been doing with it - you've found my secret!
Sometimes I run over to where someone is looping and throw it on a nearby gen, then run back to wherever I'm repairing. :P Doesn't always work out, but when there's a gen like Lery's center or Gas Heaven garage? Wiretap is incredible. It's my favorite new perk of 2022, and that's going up against stiff competition like Floods of Rage, Awakened Awareness, and Darkness Revealed.
I didn't expect to love this perk as much as I do, but it's so clever. I tip my hat to whoever thought this one up!
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I really like Wiretap. It's fantastic if you use it on central generators, gens in jungle gyms, and basically anywhere on a two-story map.
It combos nicely with Blast Mine, but sometimes it's better to slap it on a barely started gen the killer won't be tempted to kick so you get 80 seconds of wallhacks.
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Interesting. I had no idea that it applied for the event pumpkins. I'll have to give it a shot - it could be great for IDing the killer at the start of the match.
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@BabyShrimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3243487#Comment_3243487
I like pips! They give me special rewards at the end of the season ;-;
There's nothing wrong with pips, and the monthly rewards are awesome - it's just that depipping from a bad match is a fairly pointless and unhelpful mechanic at this point when ranks measure playtime now (instead of skill, as they used to be the basis of the matchmaking system.) It's really annoying to hit 4 out of 5 pips and then get dragged back to zero between your teammates ragequitting, getting tunneled, and players playing in a way that makes pipping impossible.
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I kinda like having old event things as mementos of hey look how old I am, but it does get ridiculous when you have a stack of 100 offerings on one character that can never be touched again.
The system when all Halloween events shared the same offering (pustula petals) was way better than the one where there's a unique and non-transitory event offering every year.
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I mean, they're both masters of turning invisible. Maybe that's been the secret to supremacy all along.
Happy forumversary, Gann <3
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@fogdonkey said:
you can always just let the killer hook you...
And then you eat a depip for no reason. The killer might also refuse to hook you (I've had a few killers be dicks about survivors 'giving up' even when the match was clearly lost and slug everyone out, and other people will insist on farming or using you for an archive challenge.)
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I doubt they'd be able to get these exact same skins, because Netease owns them and that's two fronts of royalties (as much as I desperately want one of their Plague skins), but I do hope that they return to Ringu and negotiate some more outfits, because clearly this means Ringu's willing.
That Sadako dress is gorgeous, though.
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There's tons of fun counterplay to Nurse - LOS blockers, unpredictable movement, hugging objects with wonky hitboxes, using a floor beneath you to prevent the Nurse from being able to cut short her blink and running straight at her.
The problem is that if the Nurse is good enough, none of it matters. Nurse does not care about any physical obstacles except extreme distance, and her addons will handle that, so there's almost nothing you can do to put her in a position she can't hit you from. Chases with her are pure prediction on both players' parts, except the Nurse has a second blink for course correction. So for any Nurse experienced enough to always plonk that first blink into a close enough position... there's jack all you can do. Dead Hard once, I guess. Or never get caught (except Nurse thrives off aura perks, so have fun.)
Average Nurses aren't a problem unless they bring obnoxious builds like Starstruck/IF + range + Midwich, but her skill cap outstrips what every other killer in the game can do, and it's not even close.
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@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3242345#Comment_3242345
I suppose you are right which leads us to a deeper problem:
A) Getting high mmr with a survivor feels like a reward
B) Getting high mmr with a killer feels like punishment
That is all because game is so survivor favored in high mmr, it is unplayable most of the time. If they nerf survivors and buff killers, solo quee and low mmr will struggle even more ( and they are already weak ).
So what is the solution then ?
The post does look im the only killer having this issue, but i am certainly not. Others pretty much just accepted the fact that they are going to lose most matches. I recently saw a twitch streamer who had 15k hours on killers all together having only 1 hook 4 matches in a row.
That's a tough question. The game is absolutely survivor favored when you look at the skill cap, but balancing to make things less exploitable at the top borks average gameplay because the vast majority of survivors aren't nearly that efficient at running tiles and they'd drop like flies in maps designed to be fair to a non-Nurse killer vs a tournament squad.
Ironically, mechanics like entity blockers and Bloodlust are probably the best bet in order to put a soft cap on how much time any given survivor is able to waste before they go down (not that Bloodlust itself actually serves this function outside of pure window loops, because part of the issue with optimal survivor play is that most maps have enough loopable pallets to cover 5 gens and then some, so survivors can just chain safe pallets for most of the match.) Ideally, multi-minute chases should be huge outliers, but get a map like Badham, Suffo Pit, the Game, or Cowshed and there's jack all the killer can do to avoid that before they've forced enough pallets.
Aside from time-related buffs/debuffs, they could also look into balancing the game based on MMR (or even the presence of SWF) by adjusting gen times. It might help with the inverse case, too, because very low MMR is killer-sided. But I could see a lot of things going wrong with that approach.
I don't really have a good answer here. It's been a problem since this game's inception, or at least when people first started getting good.
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Adding survivor terror radii and repeating Lethal Pursuer so stealth is no longer viable, Nurse ascends from god status to mega god status, and so survivors can more easily sandbag their teammates on gens?
...
I think I need to go to bed.
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Off the Record is my best friend, tbh. 80 seconds of old Iron Will off each hook isn't bad.
I still think Spirit is in a better spot now than she was with old IW and old Stridor, because that was pre-nerf Spirit and she's not quite the titan she used to be. Most of my issues with her were the standing still mindgame and the fact that she had way more information on what you were doing than you had on what she was doing. The directional sound cue makes it easier to slam a pallet on her or vault when you hear her coming around your side of the wall, even if she's fast and knows where you are. In the open, yeah, you're screwed, but the same is true of a bunch of different killers and that's nothing new.
MDR/Cherry Blossom is still busted as hell, though.
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@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3242335#Comment_3242335
Yeah losing 15+ matches just to drop mmr seems like a fun way to do with your free time, just because Devs can't
A) Balance the game
B) Give us option to choose whether or not we want to face High MMR players ( for both survivors and killers )
You realize that if people had the option not to face high MMR players, a ton of survivors would block you, right? And the only ones who wouldn't are the loaded 4stacks that feel equipped to handle you?
The imminent self-destruct in such a system is this: Even for the players who were neutral about the whole thing and didn't check any boxes, the increased volume of sweaty games that would be dumped onto them in lieu of all the other players who opted out and aren't getting those matches (and subsequently, weaker killers getting funneled towards those players to fill an exclusive demand means nobody else is seeing them) will force them to turn off the option too.
Your killer MMR must be high if you're frequently getting god squads. The survivors you end up roflstomping don't particularly want you as a killer, because again, people typically prefer easy opponents to strong ones and they definitely prefer easygoing killers to sweaty ones.
It seems like you're dominating some games and losing others, and... that seems like it's how it should be? While MMR has a lot of issues and I wouldn't be surprised if it keeps catapulting you between strong and weak teams through overswung win/loss adjustment, it's also quite possible that you're not necessarily getting noob teams, you're just successfully ferreting out a weak link early and the whole team falls because of it. And if you tunnel a lot, altruism is going to net you 4ks on otherwise skilled teams just because some SWFs won't let their teammates go quietly.
The only time it'd be fair to ask the game for numerically easier opponents is if those opponents also asked the game for harder competition. Otherwise, you're asking the game to throw people under the bus for your benefit.
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I remember once vs a Hag, I was creeping towards an unhook, and this absolute derpnugget of a teammate comes barreling past me, intent on beating me to the rescue for those sweet unhook points. Trap goes off. NOED goes off (or maybe Devour, can't remember which.) 3 people hit the floor. Hope it was worth it, buddy.
Trapper I can forgive if there's a lot of grass, but sometimes he gets away with traps that are actual crimes against intelligence. The threshold where I get mad is when the same person falls for the same trap more than once.
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@Nun_So_Vile said:
https://forum.deadbydaylight.com/en/discussion/comment/3242131#Comment_3242131
Looked down into it's core. There was a note in the SD slot that read, "save me." That should bring it to life.
Fingers crossed that you can bid its blood to run before it comes undone... but at this point, I'm not sure anything will save the 3DS from the nothing it's become.
(If I could like a post more than once, I would. I laughed so hard.)
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I like her new TR a lot, but I feel like her chase music suffers from the same problem Ghostface did - it's a short loop of very high intensity sounds. I haven't played much Hag lately, but I can imagine how that'd get real old real fast.
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While I think most people asking for basekit perks are misguided, the reason (most, and reasonable) people ask for basekit perks is when the perk is less of a benefit to bring and more of a big vulnerability if you don't have it. BT is a great example, because it's basekit right now, and when it wasn't... if the whole survivor team didn't bring it, you were liable to get brained straight off hook with no control over anything that was happening to you. Everyone needed to bring BT because it was too easy for killers to camp and tunnel without it.
I don't feel there's anything that needs to be basekit on either side right now (including Unbreakable... sigh), but it's not as simple as "if you want it, run it." Because the result of this in the past has been that you had almost no perk flexibility, because you had to spend 3-4 slots on perks that enabled you to play the game without getting tunneled out effortlessly or having generators fly before you can even touch a survivor. The built-in BT and longer gens have helped in both departments.
One major exception is Shadowborn, which people typically ask for as an accessibility issue (and again, they feel shackled to a perk slot in order to be able to play.)
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@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3242220#Comment_3242220
Dropping mmr is by intentional losing is so boring and god know will it work. You have to wast 10-20 matches in order to have fun for 5-6 then your mmr will go back. Noone knows how system works but it is there is multiple threads on forum, baby survivors facing 15k nurse and similar posts.
I'm not telling you to lose on purpose. I'm telling you to chill out on the build and playstyle if you want to go up against less sweaty survivors. The losing will be incidental. But if you never lose, if you play for the 4k like your life depends on it, your MMR's just going to keep going up. And that's valid! There's nothing wrong with playing that way. It just means you're going to get a lot of equally fierce opponents.
Right now, you're playing quad slowdown Plague with 5 extra 50-second Corrupt Purges. I sure as hell don't want that anywhere near me as a solo queuer - Plague is one of the worst killers to face in solo because she's one of those killers where one player making bad decisions will kill the rest of the team. If that's your usual kind of build and you have a no mercy playstyle, I'm not surprised you're going up against hardcore SWFs.
When you complain about SWFs that wreck you - the game is matching you up with players it thinks is fair given your kill rate, and nothing you've shown so far is suggesting to me that it's wrong.
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@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3242211#Comment_3242211
https://us.v-cdn.net/6030815/uploads/SW14BG1VEU6P/image.png
This is the match i just played, against SWF Low mmr team.
But once you go to HIGH mmr against SWF its whole different story, most of the matches are impossible to have even 2 kills and the game is just not a fun experience for a killer.
If there is no way to add separete quee for SWF, then at least we should be able to lock our mmr to not go above certain points by any means.
I don't know if this is intentional on your part, but what you're basically saying is that you expect to decisively win most games and that you want to play against players who are weaker than you.
Locking your own MMR below its actual level is completely unfair. You're asking for survivors who are at a lower level than you're actually at. You think you don't deserve such high level opponents, but the same can be said of the people you want to face.
Just going by this single results screenshot... your build is very sweaty and you tunneled out the Ada (unless she suicided.) If you want less sweaty games, you have to play less sweaty. And yes, that involves losing - but your MMR will gradually drop and you won't have to fight as hard for the W.
If you play hardball, so will your opponents. MMR is pretty flawed, but that's how it's meant to work.
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@EntitySpawn said:
When the killer picks someone up, run infront of them (this will start a chase) and then immediately jump in a locker. After the chase music stops give it a sec then jump out
Easy way if you're really struggling
This is excellent archives advice in general. Running in front of a killer that's carrying someone is the best way to start a chase the killer won't commit to, so you can use that for a bunch of different challenges.
I think for this challenge, you need to enter the locker right after the chase ends (I know that's how I got it - just wait for the music to stop and jump in a locker), but it's quite possible it's bugged.