Laluzi
Laluzi
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- Laluzi
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Pretty much every Freddy I've versed in recent history does nothing but gen defense and his matches are drawn out slogs. But that doesn't work so well in high MMR - high MMR solo, maybe, but top MMR is loaded with SWF and I can't imagine that kind of playstyle working well against coordination.
Truly a mystery for the ages.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3234391#Comment_3234391
I'm not certainly not advocating for removing the DC penalty in any case (I think it should be harsher, in fact), but for the sake of argument it definitely feels worse when a surv DCs because the other 4 players are left in a busted lame duck of a game, but when the killer DCs, it's just over and all remaining survs escape.
While this is true, I think that's also because killer DCs are relatively rare compared to survivor DCs (which is probably due to the 4:1 ratio more than anything else.) Being stuck in a doomed match is worse than the match just ending, but the match ending the second things are going your way would be pretty awful if it was a regular ocurrence.
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Call of Brine isn't bad on its own, since it can be countered by being stealthy or repairing in pairs so that you can tap the gen quickly. When comboed with Eruption and/or Overcharge, though, it becomes nightmarish - gens get completely deleted if you can't return to them immediately and you'll waste loads of time unable to do anything useful.
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Hook grabs are weird. I've been grabbed after successfully unhooking the survivor, and I've gotten to 100% for more than a split second, been yoinked, and the person stayed on the hook.
Personally I think non-injured hook grabs shouldn't be a thing, as they encourage unhealthy gameplay.
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Yeah, I had the same thing happen to me. If it's an old bloodweb, it'll contain the original item it was meant to be and it won't be a holiday item - the item inside a mystery box is determined when the bloodweb is genned, not when the box is opened.
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Hard to say. That's something that can happen naturally, and servers are wonky right now, but it's also something cheaters can do.
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People have been on gens more, but I've been left to second stage or to die a lot more often than usual because people want their event points.
There's been a lot of polite killers that let you finish depositing energy before they whack you, though. I really appreciate that.
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Pretty sure the rarest would be Twitch or dev exclusives, but yeah, those might be interesting stats.
Though I'd be interested in seeing which of the store skins are the most/least popular.
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This is gonna be good. /popcorn
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3234046#Comment_3234046
Oh absolutely ! I'm not disagreeing haha
My bad, that came out more confrontational than I meant it to.
I have mistaken blight outfits for legacy before, though. Think I accidentally reported a 60 hour Nea for hacking in legacy before I knew the difference. 😂
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@HugTheHag said:
He seems happy about them
Look, an Adam main getting a new outfit that isn't a recolor? That's a national holiday. Let the man have his :)
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@Crowman said:
They should probably be kill switched, but at least they aren't getting burnt.
Every time I've used a group BP offering, it's been consumed and I don't get it back.
They should definitely be killswitched.
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@BringShaggytoDBD said:
https://forum.deadbydaylight.com/en/discussion/351223/subtle-cheating-is-super-scary
Can someone explain to me how Dead Harding after dropping a pallet is a sign of cheating? If she dropped the pallet by accident, she could have used Dead Hard by accident.
As for Boil Over, she might have been hitting all Skill Checks and did you fall from a height whilst carrying her? This adds a decent amount to the wiggle bar. Also, there are other perks she or her team could have been using to make wiggling more efficient.
Given that the pallet was already dropped, a player Dead Harding doesn't make sense, but a script Dead Hard would.
Is it ironclad proof on its own? No. But when a player's been sus all match...
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It's funny you mentioned that - it took me 56 bloodweb levels in order to get a single broken bulb on Haddie.
It does seem to be rarer than everything else. I doubt this is a Bill problem in particular, just an issue with event item distribution and bad RNG.
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That's the neat part - you don't.
Even Empathy won't reallyhelp you, because it's not enough to know somebody's being chased. What matters is how close the killer is to them and whether or not they have a resource. If you can't see it, "will they go down in the next few seconds?" is a question that only receives ????? as an answer.
Been facing a ton of Eruption+CoB tonight and it's pretty miserable. The perk is not healthy in its current state and the Incapacitated needs to be reduced. 25s is way too long, especially applied across several survivors several times in the match and comboed with other gen kick perks. It creates matches where you can't get gens done because the killer will only commit to chases if the survivor goes down easy (and screws over the rest of the team) and just hard defends gens otherwise.
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/3233256#Comment_3233256
There's no way the softcap is only 6%. Everyone and their mother is 1600+ on killer.
That is statistically impossible. It's a zero-sum game.
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@Lobos said:
People love to assume that everyone playing Solo Survivor is bad at the game. Most people are just not as good at this game as they think they are regardless if they are playing killer, swfing, or playing solo.
I play mostly Solo Survivor and I can do well just by using Kindred. SWF is extremely overrated and usually comms are just super annoying and distracting anyway.
Whether or not people are good at the game - it matters, but it's not the main differential between solo and SWF. Kindred doesn't substitute for planning, knowledge of each others' intentions, and constant information sharing on every aspect of the game. It also lets you bypass the part of solo queue where you'll get matched with bad players or players who give up immediately and doom your match.
Comms are only annoying if you play with annoying people.
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@Norhc said:
Anyone who believes overheat is even close to be the main reason of his downfall is a blockhead who likely never played him back then.
Overheat was just one of a thousand cuts. His rework gave him that, added sound cues to his attack, gave him drunk cam for some reason, and completely gutted his addons. Even now, engravings are close to the only addons he has that feel like they do anything - it's them and Lopro, really, and maybe Spiked Boots (but why is there a penalty on those?!) Tuned Carburetor is noticeable, but I wouldn't call it good. And both his iris are memey and focus on stealth when that's not really who Billy is as a killer.
The addons are more important than the overheat, but overheat's still worth bringing up because they tacked on a bunch of pointless and unpleasant aspects to playing him.
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There will be one - I think it starts on the 19th? I remember seeing it, but the dates were different on all platforms.
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Awesome. This means I can play survivor again.
OTOH, my game's been unstable since the event dropped and I might build up a DC penalty due to this.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3232020#Comment_3232020
Because we are about to enter a world where every survivor gets unbreakable for free. Thereby meaning that survivors will once again be able to use it offensively.
Dear god, you're right. 😨
...Though I think that's more of an argument for why infinite Unbreakable is a really friggin' stupid idea more than it is an argument that DS doesn't need a buff. I pray that never makes it to live.
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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/comment/3232775#Comment_3232775
it was used very offensively just like new base kit bt/off the record. People were trying to get your attention as you were chasing someone else and then they hopped in a locker to force the stun.
Yeah, but like... all you had to do was use a little common sense and you got free pressure out of it. Someone's too eager to be chased while injured? They have a protection perk and you don't want to chase them. If they're bodyblocking you, smack and continue with the original plan. Nine times outta ten, I could tell who was baiting me, slap them, and move on. I only ever really got surprised by DS when it was someone I found on a map prop or someone who ran off and I found again 40 seconds later, and hey, that 40 seconds of no conspicuous actions is far from a loss to me.
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DCs spike whenever the penalty is turned off. People feel entitled to shop for their matches when they aren't punished for it and it'll get worse as more players realize they have the freedom to do it right now.
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No. Medium vaults serve a very fair purpose of making it that survivors cannot vault at maximum efficiency if it doesn't follow their movement trajectory. Survivors therefore need to plan their routes properly to be able to fast vault, and certain windows can't be fast vaulted when looped repeatedly as it'd be too unfair (particularly versus 110s.)
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@IIITweedleIII said:
They need to first differentiate what's a Disconnect by clicking willingly the I Quit button and what's a Disconnect because a crashed system happened, first penalize the ones willingly quiting harsher than before to deter DCing to begin with. Other than punishing a faulty crashing system dbd has become
Unfortunately, that doesn't work because players can manually turn off their internet. The system has no way to distinguish that from a normal loss of connection, so people would still be able to get away with willingly quitting.
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BPS and Flans seem to work as long as nobody uses one of the halloween Arcane Dowsing Rod offerings. If they do, the offering doesn't work (but it's still consumed.)
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@Unimatrix00 said:
I agree with the rift fragments not being enough. There's an item that was released for Halloween that I want to buy, it's just a cosmetic, but I like the look of it. It is 21600 shards and 840 cells. Based on what I've seen in my games, I earn about 600XP per game. I need 4200XP to make 300 shards. So that's about seven games per 300 shards. If I divide 21600 by 300, I get 72. So, if I multiply 72 by the approximate seven games per 300, I get 504 games. That's a hell of a lot of fun... if they average 15 minutes each, it comes out to 126 hours of gaming. Let's say I started the day the event came out; that's just over 6 hours a day.
Shards are quite slow to earn, but there is a small bonus you missed - you get 300 exp for your first survivor match and first killer match of the day.
Generally I'd suggest buying shard cosmetics piece by piece instead of set by set, because 21600 shards is a lot and you'll be averaging one outfit per devotion level. It's less painful when you set more reasonable goals - and besides, there's no discount on buying sets together with shards, so there's no incentive to wait.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3231358#Comment_3231358
Anecdotal? Since when is a lot of people dcing anecdotal?
Saying "It's true because it's backed up by my experience" is anecdotal evidence, even if you're right about it and it's undeniably happening.
The issue is that people are experiencing crashes too, so claiming that they're not a problem because they aren't happening in your experience and surely can't be happening that much is where you've gone wrong. That's hypocritical and @alpha5 was right to point out you're using the exact same type of argument even if the person you're arguing against has a -10 modifier to their common sense skill checks and I believe you way more than I believe them.
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@Kaius said:
https://forum.deadbydaylight.com/en/discussion/comment/3231747#Comment_3231747
Salty losers DC'ing from your games is a pretty minimal problem in the face of actual experience-ruining optimization problems, I think.
It's actually just as bad, and claiming it isn't experience-ruining is not realistic. Right now I don't think it's that severe, because many players still haven't figured out the DC penalty is off, but give it a few more days. You eventually hit a point where you can only play, like, one in every four matches you load into because either your teammates or your opponents always bail the second something they don't like happens. This even truer if you play things that are historically controversial or unpopular - Nurse, Blight, Legion, Bubba, Hag, Twins, Trickster, map offerings, sabotage, stealth.
Solo queue becomes a nightmare when the DC penalty is off too long. This isn't my first rodeo with it and it always turns out the same way; more games feature your teammates instantly ditching you than not.
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@Lynxx said:
Hm, those bots are more realistic than I thought they would be.
They come up to you and tbag you if they want heals. They're adorable.
They do seem to get caught in infinite window vaulting loops, though, so they're not quite past the Turing Test yet. And yeah, if they were ever to be implemented as real teammate replacements, I would definitely want to see them fight to the bitter end instead of mimicking the human propensity to go "######### it, next game."
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3231827#Comment_3231827
Its not only because of nurse. Give it a couple more days when every one gets their halloween cosmetics and you'll see a dc every 2 games no matter the killer unless you play in the most baby sitter way possible.
Yeah, this is what I'm worried about. Every time this happens, it starts out okay, but as more players realize the penalties are off, the game gets increasingly unplayable until they have no choice but to turn them back on.
That said, while DC penalties being off is always a really bad time, right now the game feels pretty unstable. I've had a lot of error codes and even a few crashes since this event started, and normally those are very rare for me. So I do see why it's been disabled. Certainly banning people for DCs right now would be a terrible idea.
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@Huge_Bush said:
If memory serves me correctly, I think a Forum Moderator confirmed if you excessively camp a 3-gen and don’t attempt to down a survivor, it could be counted as holding the game hostage. I’m too lazy to look up the quote tho, but I think it’s for an extended period such as 30 minutes.
Im of the opinion that no match should last longer than 20 minutes. Devs should just make it to where the end game collapse starts at the 20 minute mark, irregardless of how many gens are done. This would solve the problem of excessively holding the game hostage for both sides and hackers holding everyone hostage (as long as it’s done on the server side).
That's not a bad idea, but at the same time, that'd be a huge buff to stealth playstyles, because now corner crouching is a valid strategy for everyone to escape together. I think you'd see a lot more serial hiders if the gates would eventually get powered even if nobody does gens, and the result is that games would actually become longer.
All that said, I also wish there was a way to prevent total stall strategies like this, because yeah, "I won't chase anyone" style 3-genning on a stall killer like Doc, Pinhead, or Legion is an absolute nightmare.
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No, and anyone who does should seriously reconsider playing this game. It's one thing to bail because a match is going terribly, it's another to bail because the other players are using things you don't like and that's not allowed.
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It doesn't work in the situations you truly need it - primarily that it can't reach through the basement, and if you're close enough to use Reassurance, you're close enough to unhook and close enough for the facecamper to take a swipe at you anyway, so you might as well hook trade at that point.
Nerfing it the way they did just took away the potential it did have.
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Poor Wraith has always been like this. Event podiums, pumpkins, envelopes, he gotta bing that bong before he's allowed.
Twins also suffers, since Victor also can't do any of the event stuff IIRC.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3229655#Comment_3229655
put it in accessibility setting, dont just change the lights
I don't want the lights to be removed - what I would like is so the flickering effect is gentle instead of hardcore strobing the entire room. Perhaps my memory is just wrong, but I remember it being more like that when new Haddonfield dropped.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3229974#Comment_3229974
No, it's survivors just standing by the hook and pointing at it.
When you get that, it's best to just give them what they want; they want to exit the game and they've made their opinion about farming clear.
Some people hate it, but others really appreciate it, and I think it's worth it to do if that's what you feel like doing. And it's not even noticeable as farming if you just make some mistakes on purpose, chase for the fun of it, and give people fresh off hook a break (though they might taunt you for it.)
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For survivor, it's a win if 2 or more people get out. For killer, if 3 or more people die, or if I could have killed them all and opted not to - so 8 hooks and enough time left that I could have finished the job.
But really, it's a win if I had a good time that game. I'd rather have a hard-fought game against a team just a little bit above my skill level and some fierce loops (with mutual good sportsmanship about said loops) than I would the Texas Newbie Massacre.
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Yeah, it's a really nice feature. I would so often forget to switch my challenge whenever I switched the role I was playing. Glad it was implemented!
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I think instead of showing it in the lobby, it should be shown in match in some way - like if you get close to a survivor, it'll show you their perks, or if perks get shown to the team in relevant situations. Like a hooked survivor shows Kinship and Deliverance to the team, a downed survivor shows Unbreakable/Soul Guard/No Mither, a survivor interacting with a totem shows Counterforce/Small Game/Inner Healing/Overzealous/Clairvoyance/any boon perks, a survivor interacting with a chest shows Pharmacy/Ace In The Hole/Plunderer's Instinct/Appraisal/Residual Manifest, going next to an injured survivor displays all healing perks. Et cetera.
It'd prevent dodging on behalf of perks (because let's be fair... you show me that stuff in advance and I'm totally dodging newbie builds, Left Behind/Sole Survivor, and full stealth builds) and also not require everyone to memorize each others' loadouts at the start.
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Twins really just can't get anything nice, can they.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3229134#Comment_3229134
More like the previous items were intended to be available in the store/rifts as normal and were instead thrown on Prime.
Well, yeah, that's evident given that they're all part of either a shop set or a character's release outfits (or in one case, a really delayed St. Patty's Day charm), but I wonder what makes this one different. Was it intended to be Prime, or was it intended to be something more exclusive and that's why it's got the artifact rarity?
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I don't think that's necessary.
There's still two and a half weeks left to do the event. All you really need to do is a single gen uninterrupted, or a bit more across the course of a match; 50% of a gen will give you 15 void energy, deposit, get 15 more, deposit, done. Some matches will be busts for one reason or another (I just failed because I got left on hook for 100+ seconds and most the gens got done without me), but you have plenty of time to get 12 matches where it works out. Or play killer, where you guaranteed can't be kicked out of the match early.
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Yeah, that confuses me. Past Prime rewards are still purple/green rarity. I wonder if they originally intended to release the Trickster's missing mask some other way.
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They just released them for the first 5 killers with the most recent patch, so probably next midchapter.
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@adam1233467 said:
The prime is already out, its the trickster gold mask from Crescendo trailer
Wow, an actual new cosmetic again!
Wonder where this one was during the Crescendo rift, though.
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That is the reason his ambient sound is so loud. He'd be nearly impossible to detect until he was right on top of you otherwise.
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I'm sorry to see you go! Here's hoping everything goes well for you and that you can get real life things sorted out.
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That's a neat thought, because yeah, you really could go ham with those symbols of power. I don't have too much of an issue with how Hag currently plays, but if they were ever to limit her ability to camp hooks, something like this could be a great way to compensate her by giving her more power in other areas. I like the idea of tree roots, because her existing power is already based on mud and the power of the swamps, and something like strangling roots or quicksand would suit her well. Pyrokinesis, I think I'd rather give another killer, because that always struck me as an untapped full power idea and I expect to get a fire killer someday.
On the other hand, while slowdown/you-get-stuck traps sound really cool and thematic... I can't think of many situations where I'd want to use those over an "I can teleport to this spot" trap instead, assuming both were available to me.
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It gets people on gens, but it also makes them leave the gen and run a quarter of the way across the map halfway through, so I wouldn't call it ideal.
Also, yeah, I'm seeing a lot of ignored hooks because people want to max the event more than they want to survive.