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Laluzi

Laluzi

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Laluzi
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  • @Odawg241 said:

    I like taking a stand but idk if we have enough people that will actually stick to their guns. BHVR doesn't exactly have a track record of caring if the community doesn't like something

    This. I can't think of a single time in DBD's history where the community tried to speak with their wallets and anything came of it.

    @Bran said:

    I'll skip the mocking and just say we should be using this energy to not be buying the battlepass.

    The battlepass is effectively free if you buy it once and always hit t70. It's a one-time down payment. There's nothing to complain about... except perhaps past rift exclusives, which is pretty damn related.

  • It's part of the community event. It was a terrible idea the last time and it's still bad now. No matter how good a map is, getting the same few maps day in and day out is not fun.

  • I'm not sure I can. I'm not convinced anything will stop this from being our new life now, and Jane almost never gets cosmetics. I'm not touching the Dwight even though he's adorable, but Jane's my main and this is the first skin she's gotten in several years that I've actually wanted (the body part, anyway.) It feels like not getting it is just going to end up shooting myself in the foot later when FOMO marches on anyway... which is quite literally what these bastards wanted to happen on the consumer decisionmaking front.

    I hate everything about this. Guess we can all look forward to Adam getting his first cosmetic in eighty-four years and then losing it again three weeks later. At least the Feng mains won't notice.

  • @BarnesFlam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219951#Comment_3219951

    Even if it was clearly not their intention, the Stranger Things chapter is already doing that.

    While I doubt they'd add entire FOMO chapters (that's too much future revenue lost, chapters have a wider and more sustained market than cosmetics), my worry-slash-theory is that they got their taste for FOMO from the Stranger Things going-away sale. People panicked and went nuts over it, and I'm sure some lightbulbs went off on the marketing front, because surveys started talking about it less than half a year later.

  • I'll do it if I know other survivors are in the area, you're right next to an almost completed gen and the game's at a critical point, it's endgame and everyone else is probably safe at the gate by now, or if you've BMed me enough for me to throw the game in pursuit of your destruction.

    Otherwise I'll avoid it.

  • Unfortunately, people have been saying this ever since they first floated the idea and BHVR's marketing team hasn't given one single feck about it. They've already refactored the whole shop pipeline in preparation for it, and at this point, I have trouble believing they'd keep the kind, actual-business-sacrifice part of it and walk back the nasty, capitalistic one.

    It's gross, it's predatory, and it's coming whether we want it or not.

  • I had a feeling they were walking back exclusivity ever since last Christmas. Ever since, they've been doing runs of event-exclusive cosmetics...

    Real nice of them to give us the illusion of choice, though. Really appreciated the part where everyone on every social media I follow went "oh god no" and then they did it anyway.

  • @BarnesFlam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219846#Comment_3219846

    Being restricted to multiple timeframes is still awful. Do not try to negotiate with that, it could lead to more awful practices.

    I kind of disagree? It can be annoying, but it's not "shell out your money NOW or lose FOREVER" annoying. There's a big difference between having to wait a few months to get something and never being able to get that thing again, to the point where I don't think they're comparable.

    I would much rather have cycling cosmetics than permaretiring cosmetics.

    I'm also skeptical we have any negotiating power at all when the marketing department's MO has been to power through regardless of community feedback. Remember cosmetic sets? At this point, I'd take whatever scraps I can get above rock bottom.

  • Basekit BT is 10s. That's avoidable unless you hooked someone right next to an open gate, in which case you made a tactical error or you got backed into a corner, and the correct play is to menace the hell out of the unhooker.

    DS and OTR have 60/80s time limits respectively, which means waiting them out in endgame is functionally impossible and the survivor can do a lap around the map without ever being vulnerable.

    Can't speak for base Unbreakable, as that was a terrible decision anyway and I'm skeptical the devs have actually thought it through very well.

  • @Coffeecrashing said:

    I’m guessing the loophole is the outfits will be available again during Halloween 2023, and you can use shards at that time.

    One hopes, but personally I'm thinking that's a generous assumption at this stage.

    I wouldn't have an issue with cycling cosmetics, but the stuff they said in the survey before the last one talked about going away forever.

  • @GoodBoyKaru said:

    +1 completely agree, if this is where we're going then take me the ######### back.

    (Also if I'd known you'd use it I'd have spent some time getting a better screenshot lmao)

    I was tempted to photoshop it and draw a bunch of big red arrows pointing to the top right, if that helps. But mostly I'm just lazy and it does the trick.

    @bm33 said:

    This was first thing I thought when they announced these time limited cosmetics. They JUST announced original cosmetics would be available for shards after 4 weeks then come out with the time limited cosmetics which are a loophole to that announcement. They can't just do something that makes the playerbase happy and gain good will without doing something else related that ruins it.

    Part of why I'm so pissed about this. It looked like a phenomenal goodwill decision at the time and now I can't interpret it as anything other than a sneaky, pretty-looking setup for a predatory marketing tactic.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219744#Comment_3219744

    I was thinking how Jane is one of the survivors that doesn't get cosmetics often and how crappy this is for those mains. Like if you don't buy it BHVR goes "see no one buys Jane cosmetics anyway" but if you do buy it you're enabling a terrible business practice. You're in a lose/lose with BHVR.

    Exactly. Thank you. This puts so much pressure on potentially any cosmetic moving forward and I loathe this so much. Nobody needed this! Nobody wanted this! I'd ask why, but I already know the answer! Argh. I don't want to see the (hypothetical) first Plague outfit dropped in a year and a half, go "ehh, I kinda like it I guess?" and have a two week timeframe to decide whether to get it before it's ~gone forever~

    @kisfenkin said:

    They asked this question in one of their recent surveys, and I said NO! I don't want time limited cosmetics. Apparently not enough people agreed to get them to stop this idea.

    More likely, people did vote against it and they just shrugged and did it anyway.

  • Isn't it kickass? The person who designed this one knocked it out of the park. I can't wait to own this cosmetic; it's phenomenal. God bless both the design team and the user who submitted this one. You did good, guys, you did good.

  • The worst thing is that I'm a Jane main and I really like that cosmetic, so I'm almost certainly going to end up enabling this trash. Uughh. This is exactly how they get you. ######### everything about this. Whatever happened to phasing out exclusivity? Do they even have any excuses for how this will improve the game in any way? Do they have a justification for how this is fair to everyone who isn't active right now, doesn't have a stable financial situation (hello, speaking), or hasn't joined yet? 'Cause they said a lot of words about that when it came to reducing exclusivity, and yet here we are. I'd kill for a candid discussion of this with the marketing team, but I know I'm not going to get one.

    Yeah, real cool that you asked us if we wanted this, BHVR. Very "Truth is, game was rigged from the start" moment.

  • I'm extremely concerned. They've made noise about this in the last two feedback surveys, and I remember the general consensus on the forums was "hell no." So either the feedback reflected a different story, or they decided they didn't care and went ahead with it anyway.

    I would be okay with these cosmetics cycling, such as only being purchasable at Halloweentime, but "you've gotta buy it now or it's gone forever" is scummy and I despise it. Who wanted this?

    Candidly, ######### FOMO. It's a cheap marketing strategy and it brings nothing good to a game.

  • Woo, both my survivor and killer main are getting something in the event, and the survivor's getting a brand new halloween cosmetic too! Though I'm not liking the look of that limited time sticker at all. Uuugh. Is this the day the dread FOMO darkens our doorstep?

  • Yeah, I'm pretty underwhelmed. Oni was one of the characters they really could have gone monstrous and creative with, so unless Blood Fury is hiding some hidden mutation, I think this was a waste of Oni's blighted cosmetic.

    Wesker's not that blighty either, but I didn't have any expectations for him, so eh. They could have gone more ham with Uroborus, but I don't know how much they can do given the licensing and whatever restrictions RE may have set.

  • Alright, you unhook yourself next to a camping killer. Unless you're near a great loop, you're just going down again in ten seconds? If it's Bubba with chili and you're in the basement, he can absolutely hit you twice before you reach shack window. And on the flipside, this creates some stupid no-win situations for killers, because sometimes leaving the hook is an exceptionally bad idea and it's got nothing to do with the killer being cheap or unskilled, and survivors should not get a free unhook in that scenario.

    I don't think camping itself is a problem so much as it is specific killer powers that make camping way more powerful than it has any right to be, and encourage uninteractive gameplay as a result (Bubba foremost, Trickster/Myers/Oni/Billy to a lesser degree, Hag with the issue that she can be wherever the hell she wants and still facecamp at the same time.)

    So imo, camping changes would need to address those killers' powers specifically, though at the time of speaking, Bubba is the only one I feel really needs an intervention. I'd be fine with disabling his chainsaw if he spends too long within 16m of the hooked survivor without being in a chase (and give it back to him if he enters a chase, but on a 5s delay so that he can't just twitch at whoever comes to unhook and saw them.)

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219456#Comment_3219456

    Because you could save those 40k shards for the pass to get 1,000 Cells, and use those 1,000 Cells to buy a Licenced Chapter completely free of charge.

    Exactly what I came here to say. It could never happen specifically because the rift pays back its cost in cells, and they can't give cells for free as long as cells can be used to purchase licensed content. It could also never happen with licensed rifts, which the upcoming one will be.

    And overall... DBD seems to get much of its revenue from the cosmetic side, given how reasonably priced its DLC is and the way they allow most of it to be purchased for free, so I'm not going to begrudge a mandated price tag on the battlepass. (Even if it pays back cells, I'm pretty sure the goal is to get you to pay $10 for the pass and then spend those cells on other outfits afterwards, causing you to pay $10 for the next pass and so on.)

  • Even if the killer agrees the player dcing is trashy and the remaining survivors are hopeless, farming is both boring and takes a long time. Some players genuinely think going next asap is more of a mercy, and others might be sympathetic but aren't going to spend 10-15m dicking around when they'd rather play a real game.

  • Yes. The weird thing is that it doesn't give me a DC penalty - it just says "you have been disconnected from the host."

    My connection is fine otherwise.

  • It's well documented that the game is killer sided at low mmr. Survivors are far less gen focused and don't run tiles very well, if they know how to run tiles at all. You need to play much more killer than four games before you're getting a solid picture of killer gameplay and how difficult it is on average. Right now you have beginner killer MMR and presumably higher survivor MMR on account of playing it often, so of course you're trying harder as one role than the other.

    It doesn't sound like you're performing that well, and the NOED play was 100% the survivors' fault unless you hooked someone next to NOED (and even then, it was their choice to try and rescue rather than leave.) NOED reveals itself and it's easier to cleanse than it's ever been. When it gets more than one kill in a 4-man-endgame situation, it's much more due to survivors fumbling the ball or being greedy than it is the killer's move.

    Keep at it, get to better teams, and you'll see that killer requires more focus than survivor does.

  • It was a terrible idea and should be removed. They disabled ranks in lobby for this reason - why would they walk that back? Keep it in postgame but hide it in pre.

    That said, killers are more likely to dodge high prestige survivors and try to tunnel out the low ones. Going after the (presumably) strongest guy isn't a strategy unless the entire point is the challenge.

  • @Ayodam said:

    I don’t think I’ve ever seen a survivor DC or give up on hook when the survivors are winning. It makes no sense why they would. If it happens, maybe they have to quit/leave because something is happening offline.

    I've seen survivors DC on their first hook at 2 gens, or DC as the first hook of the game at 3 gens. Most often I see survivors DC before the game is leaning one way or the other. Killers almost exclusively DC when they're getting wrecked.

  • It's pretty good. I'm happy to load into it on both sides, though I'm not a fan of bright maps in general. My only issue is that its totem spots are terrible and it's a bad map for both hexes and boons.

  • @FreddyVoorhees said:

    A boxing match starts , within the first 3 seconds one boxer hits and ko the other one with a single hit . He then says well played to the unconscious one.

    Politeness or mockery ?

    Bonus question , how do you think the oposing fans will understand these words ?

    Bad analogy considering that the only equivalent situation to this in DBD is when a cheater teleports to the survivors and kills them in 10 seconds or autocompletes the gens and bails.

    In a match, even if you lose, you still have the opportunity to make plays. Those plays can individually be good even if you got outplayed or factors beyond your control were stacked against you. Or is it rude of me to say the survivor led me on a good chase if I eventually caught them? Is it rubbing salt in the wound if I say the killer jumpscared the crap out of me and I never would have expected that mindgame if I ended up escaping in the end?

    I think reading insult into the standard "gg wp" is either hypercompetitive bruised ego or paranoia. At best, ggwp is sincere politeness; at worst, it's routine.

  • Yeah. Mother's Dwelling is regarded as one of the most survivor-sided maps around. It's the literal biggest map in the game, the gen spread is as wide as wide can be, and the main building is strong to god-tier depending on window RNG.

  • @Maelstrom808 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218804#Comment_3218804

    This. Another favorite for me is to just chase a survivor but not swing at them, mostly to see how long it takes for them to realize I'm not going to down them. Sometimes they'll start farming pallets which I'll do a few of but find very boring. Often they just stop and turn and look at me, in which case I nod then run off to find someone else to chase.

    Yeah, that's a favorite. Sometimes they just run cluelessly for literal minutes, but the slow realization and turn is hilarious. I once had a survivor point at me, shake their head, and then point in another direction. It was great.

  • @Hexonthebeach said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218797#Comment_3218797

    Just get the offering that the basement is in the center and you have a great map control. Not in all cases and with all killer, but it can be hard for the surivors.

    I strongly disagree. Both Red Forest maps are massive and have very wide gen spread. It's not like Rotten Fields where your central basement is easy-access; the maps are too big and there's too many points of interest located near the edges of the map.

    They're very bad killer maps, center basement or not. Only high mobility killers like Blight don't really mind being there. If you're Clown or Myers loading into Mother's Dwelling and the survivors aren't potatoes, GG. Temple's a little better on the 'oh god why is everything so spread out' front but has stronger and more plentiful short loops, in my experience.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/349536/how-are-we-feeling-about-the-state-of-the-game

    I feel more and more that the game isn't the problem, it's the horrible toxic community that has somehow developed in this game. Maybe playing a serial killer in a video game draws some really deranged people. I'd love to look 10 years in the future and correlate how many serial killers actually played this game.

    That's kind of tasteless, don't you think? Like I was following you at first, but there's a pretty massive leap from pissy kids and internet trolls to literal serial killers.

  • @Hexonthebeach said:

    Red Forest

    Unless you're reporting from the future; god, no.

    Anyway, Haddonfield is technically balanced in that it's got elements that really, really suck for both sides? It is better than before, which is more than I can say for RPD.

  • I don't really see the point in drawing this release out, but I can be patient, so I guess it's not that much of an issue. I just hope we won't be here this time next year getting Oni-Deathslinger-Blight-Twins ungated, you know?

  • I play harder the more I'm losing and play memier the more I'm winning. I dislike winning at 4-5 gens, since it just feels uninteractive. Usually I let survivors reset if they got wrecked too early, and sometimes this results in people figuring out what I'm doing and turning friendly (or giving up, which is often the same thing.)

  • I'm so vindicated to learn that Maurice loved pets. I'm glad my compulsive emote spamming was appreciated.

    But it just makes the gaping hole in the carnival that much more painful...

  • I cannot possibly express how much this is a you problem.

    You can lose and still play well.

  • Those aren't cells, though? Those are iridescent shards. Shards are a free currency - you earn them by playing the game, albeit slowly. And you can still buy non-licensed killers with shards. I don't believe you could ever buy licensed characters for shards, because it's a royalties issue where they'd likely lose money if they let you purchase licensed characters for free.

    A character costs 500 cells if you want to use the paid currency. I don't think you can purchase perks directly with cells, though getting the character is basically the same thing unless you barely spend any time in the game.

    As for the cost of perks in the shrine, you don't need to get it to level 3. It can show up in your bloodweb and be levelled to 3 if you buy it once, which is exactly the same deal you had in the previous system. This is technically better than before, as it plonks the perk on everyone at rank 1 instead of just making it possible to show up in the web.

  • Meg is too oblivious to register pain. It's part of her power. If a bear trap snaps in a forest and the person it caught never noticed it, does it take a health state?

    Claudette's superpower is to turn functionally invisible in any environment by changing the pigments in her skin like a chameleon. Dwight's superpower is thinking he's invisible when he's really not.

  • @My_Aespa said:

    Players were given options, and the most popular vote won. I believe the choices were all shards, all bloodpoints, or a mix of both... and for some odd reason, the majority was all bloodpoints I think. I don't know if there is a calendar or not but, that's what it seems like so far. I don't think the "event" going on is worth playing through imo, I'm still gonna wait until the Wesker hype dies down because apparently it hasn't yet.

    Is this true? When I voted, that section was leaning hard into shards, and bloodpoints was at like 11%.

  • I'm not totally certain on this, but it's possible the shards are only on certain days, not every single day.

  • Ultimate Add-On: Taco Bell

    Corrupt Purge lasts for an infinite duration.

    "Oh God, where's the bathroom" - The Plague

  • I really love Artist's Silver Bell (you're oblivious if you get birded.) People run off gens straight into me and it's great.

    Clown's Party Bottle amuses me greatly and I nearly always bring it.

  • That's incredible. Trapper > Blight, Bubba in D tier for the first time since 2020, and Wraith uber alles. I want to see what this world looks like.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217980#Comment_3217980

    The box holder only gets attacked with chains when the chain hunt is active. And those chains always attack in a group of 3 before going on a brief cooldown. During the cooldown between the chain attacks is when you need to solve the box during the chain hunt.

    It's not intuitive at all, but that is how it works.

    Weird. I could swear that I've been attacked with chains when the chain hunt isn't active. Whether that's a bug that's now fixed, or still present, or I'm delusional and desperately attempting to recontextualize history, I've got no idea.

  • Dredge update made this so much worse. There's locker pairs on pretty much every map now. Used to be this was mainly an issue on Dead Dawg, now bully squads can send you wherever they want and still pull this off.

    I wish there was something in place to deal with this strat, because unless you're Twins/Trapper/Dredge or maybe Nemesis as a Hail Mary, there is literally nothing you can do about this except wait for them to run out of battery. Which, if they're Built To Last gamers, is gonna take a long-ass time. It's cheesy as hell and it shouldn't be the invincibility shield it currently is.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217957#Comment_3217957

    The box only interrupts survivors if they wait the full 90 seconds for the chain hunt to start on the bearer. If you go get it at 80 seconds, you can solve freely.

    And yes, he's not a common killer. His controlled power is AWFUL. It's as hard to hit as Deathslinger, as long to charge up as Huntress, as hard to control Pyramid Head, as easy to juke as Trickster, and as unrewarding to hit with as a long-distance clown. He's the culmination of every bad part of every other range-type killer. The box is the ONLY thing that makes him playable, and they nerfed all the box-type addons that actually made that part of his kit hard for the sake of the lowest possible skill level of survivor.

    It's a shame, because his animations and voice lines are great. But the balance team, as always, decided "a bad killer you have to just fight your way through" is far preferable to "a good killer who is a delight to play but might be at all challenging to play against"

    I... don't think that's true? Getting poked with the chains as the box holder seems random. Happens to me all the time when the chain hunt hasn't started yet and the box HUD is only halfway or at 75%. And sometimes it doesn't happen at all.

    I do agree about his design being pretty messy, because using the chains in chase is awful. It's pretty much the epitome of high risk and low reward; it's super precise and fiddly with a massive time cost if you miss/cancel, and the reward is frequently negligible even when it lands. The chains breaking on the environment and Pinhead himself is such a mess, especially when the chains spawn from completely randomized angles. It feels like you can only reliably get value if the survivor is stranded far from any structures, but out in the open is one of the least helpful times to chain someone anyway. I pretty much exclusively use his chains at pallets and whenever I have his daily, which is sad.

    The box is all he has, but like Legion, that doesn't make it good design. But it's what we're stuck with, so I'll just count my lucky stars I don't have to verse it that often.

  • It could be better, but it's been worse. In a nutshell?

    The good: The bloodweb reduction was one of the best changes we've had in a long time, and I think that really does improve new player accessibility alongside the new prestige system. Acquiring stuff is better than ever.

    Killers got great buffs that were sorely needed and it improves the M1 experience.

    Nerfing Dead Hard and NOED really puts us in a healthier state than we were at last year.

    They're moving towards making all non-licensed content purchasable with shards, which is awesome.


    Mixed: Cheaters are currently a massive issue, but BHVR's made some promising statements in that regard and their roadmap has a couple of key features that should help.

    They keep making noise in the player satisfaction surveys about time-limited cosmetics. No confirmation, but I'm very worried about FOMO coming to DBD.

    I really don't like the look of nearly everything about the finishing mori system, and it looks like it could mess the game up something fierce, but it's still subject to change.


    The bad: Ragequitting and DCing are rampant and unchecked.

    The solo/SWF gap is unaddressed and solo queue desperately needs help. Currently no concrete plans to address this.

    The community in-game is pretty bad and there's a lot of deliberately unpleasant behavior. Tribal hatred of the other team is common and manifests in habitual griefing. Good sportsmanship is rare.

    The report system is nearly worthless due to its reliance on third-party recording being run 24/7. Some platforms can't make meaningful reports period.

  • @Adjatha said:

    The box will ALWAYS spawn closer to the survivors than to Pinhead. All it takes is one single survivor to do it.

    "We can't expect survivors to do anything other than gens" does not make a killer strong. It means the game caters to very lazy players.

    The issue is that Pinhead's also really good at interrupting the box solver. The box likes to interrupt its holder 3 times and waiting for those to be over with often gives Pinhead enough time to show up and chain you. And if you start the box and get chained, RIP, he's on his way to your location before you've even started.

    Luckily it's not a very common strat, because he's not a common killer, but versing a box control Pinhead using solve time addons and Hoarder is downright miserable gameplay. It's pretty Legion-tier. I don't really see a fix to this, though - it'd require redesigning Pinhead and BHVR doesn't have a great track record when it comes to making positive changes when they rework killers.

  • Yeah, I see it happen with Pain Resonance too. It's got something to do with an animation interrupt... it never stops being hilarious.

    I miss the one where survivors got stuck in the gen repair animation and would scoot around the map like they were driving a bumper car.

  • If I can't change my perks when I see a 4-flashlight lobby, or put on a sweatier build when I see 4 toolboxes, I'm just going to dodge you. I already have to do that versus maps as Trapper and versus flashlights as Hag because switching killers isn't a thing anymore and there's still some hard counters baked in for whatever reason.

    Overall, I think it's fair the killer gets the ability to plan around survivor items, given that survivors are bringing 4x the perks and addons that they can. The game was clearly designed with this decision in mind.

  • Yeah, it's pretty overtuned. 25 seconds of incapacitation is too much, especially with how often it can be applied - killers who religiously defend gens with Overcharge/Eruption/CoB create some of the nastiest, grindiest games I've had the displeasure of being stuck in. And it just further exacerbates the solo queue/SWF disparity when comms can ignore most of the perk by calling their chases, something solo queue has no way of getting around or predicting. It reminds me of Third Seal, except meta. Eurgh.

    I'd happily accept an increase in the regression in exchange for shortening the incapacitation. Being unable to do anything meaningful for 25 seconds repeatedly is far too punishing. It also causes nasty situations where your teammates who weren't around for the Eruption don't understand why you aren't doing anything and get pissy/form vendettas, because again, we're talking solo queue and nobody knows why anyone is doing what they are.

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