Laluzi
Laluzi
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- Laluzi
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Stealth killers would be completely gutted if they did that, especially Myers and Ghostface.
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@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3242134#Comment_3242134
If all killers choose to play against solo quee rather then SWF team then that would mean the balance is the problem. If game wasn't survivor sided i wouldn't mind taking on SWF any day.
People can make arguments that the game is killer or survivor sided on any given balance patch, and they're often not wrong about anything they bring up. So I think that claim is irrelevant. The core of the matter is that people like winning and winning is easier against solos than SWFs, so most players would rather go against solos, and players that want a challenge will typically gear up for that challenge appropriately. (You'd also get plenty of people who think SWF is unfair/cheating and would enter that queue to troll, be it by AFKing or by basement Bubba and the like.)
Is the solo-SWF divide unbalanced? Yes. But the answer isn't as simple as 'remove SWF' and this is what this boils down to. It would become difficult for SWF to play if killers could choose not to play against them, and that's a big chunk of BHVR's business right there, so they're not going to do that.
I'm all for buffing solo queue, but this isn't the way.
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@steezo_de said:
Once you get in higher ranks, that won't often happen unless you're being selfish. Then yeah, they'll sandbag you.
It could be that you're at a skill level that your teammates don't have the experience to know what to do for every situation.
That's not really true. The high level SWFs will still totally ditch you when appropriate. Yeah, they won't leave you on first hook or anything, but they will blame you for everything, they will dump the killer on you in favor of their friends, and never expect them to come back for you at the end.
In my experience, you don't really notice a difference with 2-mans, but 3-mans either go full "get down Mr. President" on the rando or they're totally leaving them out to dry.
(That said, I should edit in that I think this is only a very small part of the problems that plague solo queue.)
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@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3242006#Comment_3242006
There is nothing wrong with Gary and Tom playing casually after their shift, but there should be an option to choose
- Quee for solo only
- Flex quee for 2 and above survivors only
- Killer quee to chosee if he wants to quee against solo only or against SWF
- Why is this an issue to add ? i don't get it
The reason this is an issue to add is obvious.
You don't want to verse SWF. How many killers do you think do, if they were given the choice between an uncoordinated group and a coordinated one? Especially when, while bully squads are rare, they're exclusively SWF and you can avoid getting bullied by avoiding all SWF?
What do you think the killers that do queue against SWF are going to bring, knowing they will face harder survivors?
Now apply that to queue times, and Gary and Tom when they go to play casually after their shift. That's the issue.
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Have you tried waking it up inside?
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/3242093#Comment_3242093
Thats how its supposed to work. But not how it actually does work most of the time...
As far as I can tell, what's supposed to happen is that the box should only send chains at you when the chain hunt would be active (if not for you carrying the box.) But it seems like it just does it whenever it feels like.
A lot of things with Pinhead seem unpolished. I count myself lucky I don't face him often.
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Chains will target the box holder in groups of 3. Let them all fire and you can solve it safely.
They have to come at some point, or there'd be no penalty to carrying the box forever, but I do wish those chains didn't start within, like, the first 15 seconds of picking it up. It seems very random whether or not the box decides to hinder me, and if you get interrupted, Pinhead is probably headed towards you now.
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We have so many iterations of the formula that we're able to compare some pretty specific things, and ultimately - the most important two things for a killer to have are map mobility and an anti-loop tool. Everything else is secondary, even powerful stuff like instadowns or a small TR.
Stealth is notable for being a noob stomper but dropping off in value as you go up the ladder.
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We've discovered the alternate universe where DBD was released in 2011...
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You can't make playing against SWF optional. Most killers would opt not to, and the killers that would queue against SWF would bring sweaty builds. Casual SWFs (which are the majority) would face long queues and miserable games.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3241925#Comment_3241925
I did the verification and still the same
I cleared the download cache on my steam client, and still the same
I wonder why
Huh. I'm sorry I can't help more. Hopefully someone with more experience will see this and tell you how to fix it.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3241907#Comment_3241907
How do I do that?
For DBD, I think you do it by verifying your game files. Right click it in Steam and go Properties > Local Files > Verify Integrity of Game Files.
That said, I haven't had this issue before, so I might be wrong about this being the way to fix it. I know this is a fairly common issue that happens when your computer still has the old image saved and never loads the new file as a result.
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You might need to update your cache, if you haven't already tried that.
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@tippy2k2 said:
Oh sure, I slam the pallet down on ONE old lady and ALLLL of a sudden, I'M the bad guy!!!
GGEZ Old Lady
She shoulda just vaulted it, 4head
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It's a very obnoxious challenge. You can't get it if the killer doesn't have any void energy, if you're already at your current cap, or if they/you already have 30 void deposited.
I suggest using Blast Mine, Power Struggle, DS, or Head On. Power Struggle or DS will guarantee you can take back whatever they stole from you on the down if you can use it successfully, and the other two are decent ways to stun killers at times they don't expect to be stunned (and may have void on them.)
Annoyingly, this will still take many matches if you don't play it deliberately (and even then.) The trick is to be chased early in the game, but not be the first person chased. Too early and the killer won't have any void energy yet, too late and they'll already have 30. You may also have to avoid doing gens to avoid maxing it yourself.
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I'm personally a huge fan of Joey's and Julie's together. I avoid playing Legion for the most part, but when I do, the mixtapes are the only addons I'll bring. They're too good.
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DBD has completely ruined my perception of construction sites, and also Home Depot. I find myself considering potential loops in the store...
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3240559#Comment_3240559
It's not, because you'll bleed out.
By that logic, it's not griefing if it ever ends.
That isn't what griefing means. Griefing is doing something with no practical value for the purpose of making another player upset. Bleeding someone out for reasons unrelated to being unable to hook them is griefing.
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Hmm, good topic. I've long not been a fan of meme addons and wish they behaved more like Plague's, serving as playstyle changers instead of straight downgrades.
I can only think of a few that might actually be viable, but maybe, in addition to their current effects:
Padded Jaws - Escape attempts and teammate untrapping take twice as long, so the Trapper has more time to reach random traps across the map at the cost of not inflicting a damage state if he fails to.
Hillbilly Speed Limiter - Increase turn rate by a significant amount, so that the chainsaw is more widely accessible as a looping tool at the cost of lethality.
Memento Blades - Laceration only decays to half its original amount instead of disappearing completely.
Rickety Chain - Entering iron sights happens at a greatly reduced rate and exiting iron sights without firing takes an extra amount of time equal to the amount that's removed from entering. (Basically, Deathslinger can quickscope with this addon, but he can't fake shots any more effectively and he can't do risky pulls without the chain breaking.)
Videotape Copy - Teleportation happens 1.25x faster.
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Bubba is super fun to play against when he's not a camper. He's got a good push-pull - he's extremely strong in some tiles and pretty weak in others, so it's about knowing where to run and not letting him herd you somewhere dangerous.
But so many of them camp and you can't do anything about that unless the Bubba is dumb about it. Even Reassurance is generally useless because you have to enter the instadown zone to apply it. Head On and Flashbang can sometimes let you pull off saves, but any strat that requires you to have a perk to defuse it is broken by default.
He's a great killer bogged down by a lot of low-effort players and griefers.
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I can't disagree more. I'm having a great time, I'm getting loads of bloodpoints from a secondary objective (the kind that we haven't had since BBQ/WGLF left the building), my teammates are actually doing gens, and I'm even seeing an uptick in people playing friendly or doing silly things. Lots of spooky Myers/Ghostfaces/Sadakos and killers going for 2-hooks and then vibing.
I do agree that the sound from the esoteric generators is distracting, though, especially when you've got a stealth killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3240418#Comment_3240418
"Hide and seek doesn't work with the abundance of aura reading perks, especially since Nurse is such a good user of them" I will disagree. I play DbD for 6 years and never had to say "I cannot hide because of aura reading perks"... you have your perks to minimize their interaction from the killer side, the rest is on you to try and adapt to a playstyle that works better against Nurse.
Sure, let me just swap my build to Distortion, Iron Will, and Quick and Quiet once I see I'm going against Nurse. Oh, wait. All arguments about countering a killer should be with the assumption that the player brought generic perks.
I dislike stealth playstyles and I would have no desire to play out my survivor games with a stealth build. It's too slow and it never works out in solo queue anyway because I end up in situations where I have no hooks, my teammates have 2 hooks, and if I don't throw myself out into the open and take heat for them, I'm the reason the match flops. Can I stealth in situations where it's needed? Yes. Will I have perks for it? Unless I had an archive challenge, no. I'm going to bring perks that suit the playstyle I use against the vast majority of the killers on the roster.
I think we fundamentally disagree whether it's fair to have a killer ignore most aspects of the game and that we're not going to get anywhere with this.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3240394#Comment_3240394
Nurse is the only killer in the game that denies looping. Looping is the most used strategy by survivors and mostly known to defend themselfs against killers.. as most survivors do suck at hide'n'seek.
If the Nurse is good, the playstyle has to be changed a little bit from the normal gameplay... something that hugely unpopular in Dead by Daylight's high mmr brackets where people don't like to hide from the killer that's undoubtely better than them.
Blight, Artist, Oni and Huntress have clear weakness when it comes to looping strategies, heavily affected by minimal interaction (the W pre-drop playstyle).. some more or less. Nurse doesn't care as the power was made to counter it, this only if you are handling the power as expected.
I don't see a single problem by someone with such an experience like SupaAlf to destroy even 1 million games at this point
Hide and seek doesn't work with the abundance of aura reading perks, especially since Nurse is such a good user of them. You'd need a 4-man SWF so that everyone's on board with the plan and nobody's revealing group locations with Floods, Nurse's, Infectious, Awakened Awareness, etc.
And I'm not sure it's fair to say "the idea is that if the Nurse finds you, she can kill you", because... again, no other killer comes even close to that philosophy. Map design is based around survivors being able to loop and engage the killer for a while after they've been spotted. It gets especially dumb when you have maps with multiple floors and few access points between them, because that removes even more deliberately inbuilt resources for survivors to maintain distance. Imo, Nurse just ignores too much of the game.
I'm willing to call out survivors for trying to bog-standard loop against Nemesis or Artist and then complain that it doesn't work, but that's because there's other things they should be doing. Having no tools to evade a Nurse unless the Nurse screws up is pretty bad game design. Like you could at least hold W against her if range addons weren't a thing.
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@Crowman said:
Looking at the scoreboard, it doesn't look that badly matched.
That was my thought. The Nea died early-ish, even without the event offering, but everyone got some decent points in and it looks like the game made it a decent way in before it ended. Dying with 44k points is pretty solid. Take away the event stuff and that's still over 20k. The Nurse probably drew stuff out with Eruption/CoB, but like... a Nurse match can easily end with everyone sub-10k, so it's not that bad.
Playtime also stops mattering that much beyond the 1k hour mark. I have over 3k hours and I'm nothing special.
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@[Deleted User] said:
Why do you take the "unbalanced" idea of Nurse from a veteran player that plays Nurse like no other player in Dead by Daylight?
SupaAlf is just one of the most dedicated Nurse players in the entire game, obviously he will perform amanzingly well. Try to take a Nurse from an average player and see how it goes
While I see your point... can this be done with Blight? Spirit? Artist? Oni? Huntress? I think the fact that somebody can master Nurse and never lose once in 500 games implies something's up when you can't say the same for someone who's mastered another killer to that same level.
Because my issue with Nurse was always that your ability to do anything in chase is entirely dependent on the skill of the Nurse. You're fine if they're not great, and you can still pull some moves if they're not perfect, but if they know exactly what they're doing, you have nothing. And no other killer is like that. You still have tools to waste time.
I know someone had an insanely long win streak with Twins, but Twins is a bit of an anomaly in that nobody sees them and it's quite common for people to have no idea how to verse them. And I can't remember if that was pre MMR or not.
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I thought they did? On the current tome, I had two separate instances where a DC counted as a sacrifice, and one of those DCs wasn't even a downed/hooked player or anything.
@EntitySpawn said:
But a DC guarantees a easy 3k unless you mean people DCing before death which case yeah its annoying, same as get Xhooks in a match and they suicide on them taking the challenge away.
Though I'd rather games with a DC just be made void period. While the person DCing is void for stats etc. The rest of the game isnt, so survivors still lose mmr and killer gain easy mmr and higher kill rates
To my knowledge, games with a DC still do count for MMR, but at a much reduced rate - survivors lose less and killers gain less.
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Nothing is on sale for shards, IIRC, and the only outfit I want to buy right now isn't on sale (Blighted Wesker.) Just waiting for the rift to recoup my cells enough to afford it - at rank 46/49.
I did recently buy Trickster's flowery pop idol bat, Artist's Furies dress, and one of Claudette's hairs that got recently made available for shards.
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It looks like Sadako got some, too.
DBD NE is owned by a separate company that makes separate deals, but the fact that Ringu was willing to let them make those outfits makes me hopeful that they'd allow further collaboration with mainline DBD.
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My waifu is better than your waifu.
(But seriously, mixing up Hag cosmetics is always a riot.)
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This is a very annoying challenge. It's so random whether the killer has any void energy to give to you or if they're already at a point in the trial where they can't collect any more. And given that trying to pallet stun about half the roster is a bad idea, it almost mandates perks like Head On and Blast Mine. Not a fan.
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Pretty awesome code. Got a couple of survivors the full Halloween item suite with it, and rift level 36 to boot.
Holly. 😍 Gotta love that thing with cats where you scritch the magic spot at the base of their tail and they just tilt sideways.
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@Peanits said:
I won't tell you how to play, but against an actual good group, that strategy can and will backfire very easily. The start of the match is by far the most important time for Killers. All four Survivors are healthy and have nothing to do but generators. You need to give them some reason to get off the gens and go save each other. If you decide to tunnel one guy at the start of the match, the other three healthy Survivors can go back to doing the only thing that they can: Generators. If they really are co-ordinated, the Survivor being tunneled can even run by the generators to let their friends take a hit for them and prolong the chase.
A 3v1 will make generators go much slower, yes, but only if there's generators left to defend. Ignoring an average group that are bumbling around the map wasting time might work, but a good group is going to get right back on gens unless you give them a reason not to.
That said, as others have mentioned, play the way you want to play. If you throw fun out the window and play purely to win, you'll just end up against tougher and tougher opponents until your strategy stops working, at which point you won't be winning very often and playing in a way you don't enjoy.
While I agree 100% about sweating being a bad idea because you're just going to get less enjoyable games and worse results, tunneling a player is often extremely useful against SWF because the players are more often than not going to try and save each other. It's a fantastic way to get players throwing themselves at you for free, because in a SWF, the players actually care about each other and are outraged that one of their members is being singled out.
While some teams are going to tell each other to do gens, you can't discount altruism in a team setting and how much it plays into the killer's hands. It's entirely the reason camping is as effective as it is and it's a fair portion of why tunneling works so well, too. When tunneling fails - from what I've observed, it's usually when the player being targeted is extremely good at evading the killer, and that's way more important than if the other survivors were making good use of their time.
Split pressure only works if the survivors don't have a good way of healing themselves - between medkits, CoH, and common healing perks like Botany, smacking a bunch of different people at the start is rarely effective compared to securing a down and then going for a chase on an already injured person. A 3v1 tips the balance of whether or not killers can keep up with generator progress and I find it difficult to accept that it's not empirically the most effective way to win.
I care more about having a good time than a 4k, but from where I'm standing, the pressing incentive to remove a survivor ASAP always looked like a pretty core flaw in game design. Is there any kind of documented data on tunneling and kill rates?
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You don't need to use Knockout, IIRC - you just need to down survivors.
Not sure why it wouldn't be registering progress, though. I haven't played killer yet today.
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I was playing some Blighted Mikey games yesterday and I forgot that you start out with a charge. Instead of sneakily stalking the survivors on the hangman's gen from my spawn on the saloon, I launched myself off it towards them... one of them came over to the edge of the platform to just stare down at me. I was so ashamed 😰
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@Satelit said:
https://forum.deadbydaylight.com/en/discussion/comment/3236289#Comment_3236289
Because Feng players who don't have it already are happy to spend money asap.She's the most profitable survivor by far.
While that's true, the rift it debuted in contained 2 original Feng outfits. (I remember being annoyed by that at the time...) I can't imagine any Feng devotee wouldn't have gotten the battlepass then.
Rift rereleases are the absolute worst kind of cosmetic to go cash grab on, especially not a rift from only a year ago. If it was from rift 1 or 2, there'd at least be a sizable portion of current users who missed out on it. Right now, it's just a confusing decision to flex this new limited edition mechanic absolutely nobody asked for.
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Why would you even do this to rift rereleases? It's not profitable. A large portion of your players already have them.
This is baffling. Like, I hate this, but I also don't understand it at all.
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@DemonDaddy said:
Only reason I want to see it is so I can pin point when sbmm is throwing me under the bus for the survivors. Don't care if I get mismatched as survivor, strong killers make things more fun.
I don't mind mismatched killers as survivor, but I do mind mismatched teammates. Getting babies on your team is a one-way ticket to a miserable match you have no hope of winning - same with serial quitters.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3235747#Comment_3235747
Or conversely that everyone IS at "top MMR" (1600+), which is basically like old red ranks, useless
That doesn't really work when MMR is a zero sum game. The ranks weren't, and rank 1 was too accessible for it to function as a proper matchmaking variable. But for your MMR to go up, someone else's MMR has to go down. It's possible everyone on the forum is the grizzled DBD veteran they envision themselves to be, but for every single player who's moderately competent at the game to be at the soft cap like the old system did - that's impossible.
Granted, I'm not saying MMR is good at matchmaking, just that it doesn't share that problem from the old system.
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@BringShaggytoDBD said:
I'm enjoying it definitely, I just feel it's over too quickly. Once you get the 12 cosmetics the voids are pretty pointless.
They're less pointless than other event interactables have been, like the anniversary podiums or the snowmen. 13-16k bonus points per game is nothing to sneeze at, and the speed boost they provide isn't half bad either.
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Very glad they killswitched them. I only wasted maybe 4 myself, but I kept having to warn people in endgame chat. Even saw a 4th year cake wasted 😪 Lots of people like using double bloodpoint offerings during events and there was a lot of carnage. RIP in party streamers, I guess.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/3235751#Comment_3235751
Very true that our tastes are all different. I personally don't like having to change up my playstyle in order to have fun, but I have to if I want to be effective as the killer. I just find it funny that so many people recommend that you play this game the way you want to play it, yet when I do I suffer for it. LOL
I've been playing a lot of games with spooky builds and letting people go when they're cute (I let survivors interact with the rifts before hitting them, and sometimes they act friendly after that and I can't pull the trigger on people who aren't trying to run away.) The result is that my MMR's dropped a bit and I can play however I like. I'd really advise giving that a shot and seeing if you enjoy playing killer from that vantage. Sometimes MMR really screws up and throws newbies at you, and that's terrible, but there is a sweet spot where you can go for the 12-hook games or play weird builds and have a decent shot at winning, while still feeling engaged by the skill level of your opponents.
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I'm personally having a good time, but YMMV. The rewards are cute and I've met more players than usual who are playing chill, but there's always going to be a few people who are dead set on ruining the game during these events too. I think it's worth checking out. Average bloodpoints per match is super high, too - you average 30-40k if you die/fail and 50-60k if you escape/win.
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I don't see why not. It'd at least stop the "I'm at top MMR so your opinion is wrong and you just don't understand what it's like at the top" arguments once people learn that they are not, in fact, at top MMR.
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A lot of people here are saying that hook grabs are fair because most of the ones they get are from stupid plays or survivors they chase back to the hook, and yeah, that's fair - but I also think that that's more of a reflection on the playstyles of the people making such comments than it is a treatise on the state of the game.
So... what would you think if healthy hook grabs were disabled if you've been within x meters of the hooked survivor for more than 10 seconds?
My issue with hook grabbing is that it gives a failsafe to campers and ensures they always get at least a 1:1 trade. If someone's dumb enough to try and clip through you and unhook the instant you slap someone up there, then sure, that yoink is well-deserved.
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That's an interesting question. They're okay with blocking in endgame collapse because the timer puts a hard limit on how long the bodyblock lasts, but in this case, there was no timer. The player being trapped in that corner can't control what his teammates will do and has no power to leave the match (and keep their points) at all. And you can't really accuse the teammates of holding the match hostage when you were the one driving the car there, so to speak.
I'm inclined to say it counts as holding a player hostage, even if it's strategic, but you'd have to ask a mod to know for sure.
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I've actually seen less toxicity this event, and more players being chill. I'll count myself lucky, I guess.
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Pretty often. Medkits are the strongest item, and unequivocally your best bet in solo.
As a Plague main, I'm entertained. When I'm playing anyone else, less so.
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Thank you! F in chat for having 27 pages of charms to sift through, though...
And we have Holly pics! All is right with the world.
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Oh, I like this! I hope it's not a survivor-only charm so I can put it on my Spirit.
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@baron said:
https://forum.deadbydaylight.com/en/discussion/comment/3234391#Comment_3234391
This argument would hold more weight if fog whisperers and streamers weren't given special priviledges.
That's a completely overblown assertion. Fog Whisperers were given exemptions because those users were getting targeted by hostage-holding cheaters to such an extent that they could barely play the game without drowning in DC penalties - and yes, targeted is important, because cheaters can literally insert themselves into your games and make sure they match with you, and that notoriety is reserved for famous streamers. Those users are also vetted by dint of being in the Fog Whisperer program and there's an implicit understanding that if they misuse their privileges, they'll be revoked.
Ordinary streamers don't get those privileges because they're not vetted - and neither do randos like us, because unlike their handful of Fog Whisperers, BHVR doesn't know whether or not we'd misuse that power. Judging by what happens every time they turn off the DC penalty, they're absolutely right not to trust the greater userbase with free disconnections.
