Avatar

Laluzi

Laluzi

About

Username
Laluzi
Joined
Visits
4,175
Last Active

Comments

  • I mean, step 5's clearly your issue. I'm not saying disconnecting's okay, but I am saying that virtually nobody wants to play the game you're offering. And you're never going to pip up with basement games anyway; grabs, Starstruck downs, and people dying on first hook is awful for your emblems.

    If you're trying to go iri 1, I'd suggest using a different character.

  • My brain hurts from trying to figure out what led to this post.

    If you've got survivors throwing themselves at you in pointless attempts to save their teammates... great? You had a good match? Not sure where you got this universal 'ur mad because bad' from, or where you think this even fractionally relates to the things people are complaining about. I hate solo queue because I just got out of a match where a Dwight only stopped hiding to unhook people and spent the entire match swapping between bushes and lockers, and the match before that, the Feng DCed on her first down.

  • Mine's been slow lately, but I was chalking that up to an aging computer. I do notice there's a significant delay between initializing and loading in, though.

  • Prestige doesn't tell you skill, just gives you an idea of time played. Someone who's P15 might be a god or might be below average, but they for sure have playtime and should understand the basics of the game. Someone who's P100 has sunk an insane amount of time into the game and is more likely than most to be very good (because they're clearly a DBD devotee), though again it's possible for them to be average.

    Meanwhile, P0 doesn't mean anything unless it's a default survivor, in which case the person might have just never levelled that character, but they also might be a newbie. And newbies are bad players because they don't have proper game sense yet and do not know what they're supposed to be doing. That said, since survivors are all skins of each other and there's no real reason for anyone to level them past 3 (or 0, if they don't have any good perks), low prestige doesn't mean as much for someone's experience as high prestige does. (With the caveat that experience does not mean skill.)

  • @HugTheHag said:

    Hopefully it doesn't impede on communication / flashlight blind adjustments.

    It shouldn't impede clicking unless they really bungled the execution and added a huge delay (which wouldn't be necessary). This looks more aimed at scroll wheels and macros, which served no purpose but harassment.

    Blind adjustments, we'll have to see on the PTB, but hopefully the delay they added wasn't so long that you wouldn't be able to adjust.

  • I'm really not looking forward to this change. It takes out a lot of fun and lighthearted gameplay I enjoyed (slug races, giving hatch, running in and tbagging during another survivor getting moried), it wrecks one of my favorite perks to use, and it almost guarantees I'll never be able to mori again because I like to let the last guy go.

    There was no reason to limit moris in this way - it's so arbitrary and it doesn't actually improve gameplay. It feels like a change for the sake of having a change than an actual step forward. If they really wanted to handle mori offerings being useless despite their rarity, they could have just added small beneficial effects to each of them, like blocking gens for 10s at the start of the game or showing the aura of the hatch.

  • This is a fantastic change and I'm exceptionally glad that they're finally addressing this. There was no reason for macros to exist and they caused problem without bringing a shred of good to the game, so I'll be happy to see the last of them and their visual/audio distress. Well done, team!

  • I'm really hoping for blighted Oni, but I think we're going to get blighted Trickster, in line with Trickster getting a gazillion cosmetics. Blighted Dredge would be incredible too.

    I'm also thinking we might get blighted Wesker, since RE seems pretty down to vibe with it and we got a Nemesis last year.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207160#Comment_3207160

    Not sure what you mean with "on platform". If you mean in-game, I haven't had any trouble with that.

    What I mean is that for non-anons, I can report them on Steam as well as in game (which is generally more effective.) Anons, I have no ability to report on Steam, and reporting on DBD is worthless because I don't run recording software.

  • @OnryosTapeRentals said:

    I just don't play anything that I wouldn't happily go up against myself. For example, I personally HATE playing against Clown so I never play him.

    Same, except with Legion. I have a cool Joey outfit and a good synergy build, but... hell. It's Legion. I can't do that to people.

    @YOURFRIEND said:

    Dunno. It's hard to be nice sometimes because survivors just assume you're incompetent instead of just being nice.

    Last night I had a Kate that was a very weak looper and so I hooked her twice. She kept running into me so rather than take her out of the game I slugged her. I did this for her twice. At the end of the game she called me the classic "tunneling camper" and threatened to DDOS me. You just can't please a lot of people

    Yeah. It's depressing how often you do things to be nice, check a streamer's VOD, and listen to them insult you for it for the entire game. I always get accused of tunneling for going within a mile of the unhooked survivor, even if I walk straight past them and go after the unhooker. And if I leave someone slugged or ignore them because I don't want to keep chasing them, or I only planned on 2-hooking everyone and they're on death hook, it's because I'm an idiot who doesn't know how to play the game.

    But I also get survivors who notice what I'm doing and mess around, and I've even been thanked in endgame chat for playing fair (or had streamers notice and remark on it), so the bright spots do exist.

  • I like weird builds. Devour and Plaything are staples (the latter is really fun with Retribution), but I've also been playing a few wacky builds lately - 'where is she' Sadako with Dark Devotion, Nemesis, Rancor (RIP), and Coulrophobia has been a favorite, though the lack of gen regression means she gets blitzed hard if they're organized. Some others include pallet melter Ghostface with Brutal Strength and Fire Up, and Mega Legs Myers with Bamboozle, Superior Anatomy, and Coup de Grace.

    I'm pretty non-tunnely and I'll go for the unhooker if I can. I don't like removing players from the game too early and if I keep running into the same survivor while the others haven't been hooked much, I'll give them a few freebies where I slug them instead of death hooking them. (All bets are off when there's 1-2 gens left, though.)

    If I end up totally dominating, like 8 hooks at 4 gens left, I usually feel bad and just ######### around. If the survivors acknowledge me, we can meme and I'll let them all go - if not, I'll let them get a few more points before they die.

    No Mither survivors are gigachads and I'll always let them go unless they're playing gross unhookable builds. Similarly, I won't kill anyone who brings streamers/cake (you can tell who used what in the offerings screen as long as every survivor brought something.) I also like to mess around and I'll let people go for being cute or surrendering, which is why my MMR is low enough to get away with playing no-slowdown builds and still sometimes winning.

    Pretty sure people still despise me for playing Plague, Hag, and Artist, though. (Other frequent fliers are Nemesis, Whiskers, Pig, and Wraith.)

  • @GentlemanFridge said:

    Fun fact! You don’t need the player’s SteamID/gamertag! It is optional when making reports.

    Just last week I reported an anonymous Nea, and got them banned.

    You can't report them on platform, though, and reporting them on platform is way easier than navigating BHVR's rat race of a report system.

  • @WipeIncGamingYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207105#Comment_3207105

    So you would suggest NPC's walking around? (high population area)

    Nah. The game can barely handle two zombies, and random non-survivor people hanging around wouldn't fit the theme of the entity's realm anyway. While Glenvale is an awesome map on its own, I'd also like to see more of a modern urban aesthetic with tall buildings, artificial lighting, and ample concrete. There's no reason we can't have both of these things in the game.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207093#Comment_3207093

    I thought only Hags was available for shards but not the others

    I think the difference with Hag's is that it's mix-n-matchable while the others are a set. It might be cheaper?

    But now that I think back on it, I'm pretty sure they were all always available with shards, because I remember looking at Doctor's and going 'that is the highest shard price I've ever seen.' Costs more than a full devotion level.

  • @WipeIncGamingYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207092#Comment_3207092

    My dictionary says that a city is the center of a town. Please explain to me why the Dead Dawg Saloon is not the center of the town.

    Never seen that definition of city before.

    I don't think anyone would consider an old west ghost town a city. A city is generally much larger and more high-density than a town, and the style of buildings changes to reflect this (space is at a premium in high-population areas, so you build tall, not wide, and there's much less greenery and unused lots.)

  • A modern city map would be phenomenal. I'd love a Seoul nights kind of map for Yun-Jin and Trickster, though their studio is more likely to get chosen if they ever get a map. Seriously, though, dark alleyways and neon lights would make for such an aesthetic - you could create a few traversible buildings as loops, streets and parking lots for dead zones, create jungle gym tiles out of alleys or crumbling/ruined buildings, add a fire escape or two for a second floor area, and fence it in with a wall of high-rises, two of which can be entered as exit gates. That chapter's menu background remains my favorite to this day and it's a crying shame they didn't drop with a map.

  • I think those were always purchasable for shards. I'm not completely sure, though, so take it with a grain of salt.

  • It's not a bug. The blocker goes up so that he can slam you against it, but it lingers for a few seconds. He's a killer like Twins or Deathslinger where it's better to bail than it is to do anything saucy or daring at the gates.

    Really sucks to have that happen after a bad string of games, though. I feel you... you finally get a match where you make it to the end and then something dumb happens.

  • @Tsela said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206747#Comment_3206747

    OK :)

    8!

    I intended that as an insult! Are you feeling insulted now?

    "intended".... Well it doesn't take a lot of effort to offend some of these people then. They are deliberately looking for something to be offended about. I wouldn't want to be in their shoes. Everything is so offensive, and they suffer so much :))

    Do you understand what language is?

    Words, phrases, and gestures gain meaning through repeated propagation until those meanings are baked into the vernacular and are universally or at least near-universally understood.

    If I say "bubbery bubbery boo", it doesn't mean anything even if I intended for it to be an insult, because I just made those words up and there is no consensus on their meaning or reason for you to understand what I mean.

    If I say "you're an idiot", it is an insult because I am using language with an agreed-upon meaning and that meaning is insulting.

    Teabagging has an agreed-upon meaning. Its origin was meant to invoke "I am dipping my balls in your mouth" and it's evolved into a general taunt in online gaming. That's rude. People do it to be rude. I'll never understand this convoluted series of mental gymnastics that it's somehow your fault for being insulted when someone does something that is clearly meant to be insulting. Like, I get that there's plenty of people online who make getting offended about things an Olympic sport, but trying to claim language doesn't mean anything and you're a baby for ever being bothered by anything is an extreme in the opposite direction.

  • I don't see this affecting my regular killer gameplay, but I'm highly concerned about what's going to happen when I encounter anti-hook SWFs - sabo/oak, breakout, boil over with map offerings, flashlights, mass bodyblocking, pallet swarming. Slugging was previously the only real counter to any of this, and that's dead now, especially with the upcoming super-Unbreakable you know those teams will bring.

    Mostly I do not think this change was well thought out. Nor did I think slugging was a major issue compared to tunneling and facecamping. There were less disruptive ways to fix griefers bleeding people out for no reason - and that wasn't even the purpose of this change. As for 4-man-slugging Nurses and their obnoxious games, they're more bolstered by these changes than anything.

  • Huh. Different strokes for different folks, I guess. While camping hatchet-into-M1 Huntresses are annoying, as are iri head Huntresses who just hug your back and then instadown you, I generally find her one of the more fun killers to verse in chase. Had one snipe me through a hole in shack today, which was pretty cool.

  • Teammates that waste time crouching around when the killer isn't anywhere near them.

    People that ragequit as soon as something they don't like happens.

    Sore winners and people who trash the other side in chat.

    Bubba.

  • Came for the outrage, stayed for the t h i c c triangle daddy supremacy.

    Still waiting for the upgrade that allows me to uproot the entire bush instead of just picking up the Claudette, though.

  • @luvcraft said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202505#Comment_3202505

    I disagree with your first point; Myers and Oni's powers last less than 45 seconds, so once your power ends you'll probably still have time to get back to the first survivor you downed before they can get up.

    That's not true. IIRC, Oni's lasts 45 seconds exactly and Myers' lasts 60 seconds base.

    Plague has the same issue with Corrupt Purge, which is basekit 60s.

  • Honestly, restricting the free self-pickup to that phase would solve almost all of the balance problems this patch introduces. Not many people are complaining about an inability to slug everyone to death - some would, and having three players on the floor and going for the last is certainly a strong position to be in as killer. But I could lose that route to victory without much fuss. Losing slugging completely is a different issue, especially where aggressive survivor play is concerned. Slugging is the only counter there is to hook denial and team play.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203610#Comment_3203610

    Devour Hope loses the thing that makes it great. For me anyway. I'm not a sweaty killer usually. I don't have to 4k. Will often let last person go.

    I almost always use DH as I like the thrill of attempting to get to 5 stacks before it's cleansed. The reward is a fun animation. Some moris are just plain entertaining and limiting them to only the last survivor upsets me. True DH gameplay wise is mostly unchanged. But the reward for the hex actually lasting is just another hook.

    I hate it.

    Same. Even if it's mechanically almost identical to how it was before, this change will turn me from a frequent Devour Hope enjoyer to someone who will rarely if ever use it. The mori was the point and there is no explicable reason to take the fun part away from it.

    Also... in the upcoming lay of things, I may never see a mori again, because I like to let the last survivor go, but that's now the only way you're allowed to mori anyone.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203713#Comment_3203713

    I think when a lot of people sound harsh it's often because they are speaking from a place of passion - so it's completely understandable.

    We try here to be as understanding as possible - remember we play the game as well, so we do understand a lot of where the frustrations come from and try to be mindful of these things.

    @TrueGuardian32 thank you for your post and your kind words.

    I'm really glad to hear this, because looking back, it does seem like most of the things I have to say are negative - not just now, but across most updates. I try to keep things constructive rather than invective, but I'm only human, and critical is still critical. And I don't want to mean that! I really do love this game. It's incredibly unique and it's offered me a ton of fun over year and a half I've been part of it.

    While I am glad you guys don't take that personally, the positives do need to be said - there's so many things I adore about Dead By Daylight and I'm always blown away by the work that goes into every new chapter, rework, and cosmetic set. This latest chapter is one of my all-time favorites and Wesker's one of the most fun killers you've released, both on a mechanical level and an immersion one (his voicelines are so satisfying!) And the player satisfaction surveys that go out always make me happy not just for being able to give feedback, but because they almost always have questions pertaining to recent community concerns, and it makes me glad that we are being heard.

  • Alright, got a hypothetical for you.

    Devs announce tomorrow that they're bringing back no-hook moris. That's the mori rework; it's 2016 again and we're going back to first-down kills if you bring a mori. Do you think we should wait until the PTB to complain, and that all complaints about this course of action are invalid until we test this out on the PTB? Or is it already clear this is a really bad and unfun decision?

    My belief is that while the PTB serves an important purpose, it is not necessary as a gatekeeping function to know that a bad idea is a bad idea, or that something can be exploited, or that a change just never needed to happen in the first place.

    Also, they almost never make significant changes from PTB to live, so the fear that it'll make it to live is extremely valid.

  • The loss of moris is the thing I'm most upset about, because it's pointless. It's a change for the sake of change, not because it helps anything. When they announced a mori rework, I was thrilled! I love moris and want to see more of them! But then the rework turned out to be a mandatory cypress mori and the removal of every other form of mori, and my main thought is... why? What was the point in removing every other possibility for fun? Why does Devour have to lose its style? What was wrong with me getting to mori several people in one match? What was wrong with me picking a location or mori-ing survivors in a big pile?

    Unbreakable concerns me because while I don't slug very much, I've frequently encountered situations where I had to slug due to tactics survivors were using on me, and I see no way to emerge victorious in those situations now.

  • I'm at 10/20. I'd have 20/20 already if they hadn't decided to add that obnoxious restriction that I personally had to be the one opening the exit gates. As it is, people in my matches have been pressed to both fight each other for the gates and open gates at stupid times because they can't risk another player opening them instead. It's awful.

  • Hard disagree. They gave a roadmap for their plans on anti-cheat features. That's the opposite of empty politician speak.

  • Oh, thank god. I've been banging on about how insane it is that the game doesn't have any server-side checks to detect when weird stuff is going on. This and the auto-game-end after EGC times out are fantastic moves and I'm very glad to see them.

  • Wraith and Sadako are very good at it. Stealth killers are usually the best at hit and run because they have the easiest time landing that first hit.

    The issue with hit and run is that one Circle of Healing completely destroys you.

  • God, yes. The longer they put off this trainwreck, the better. We're hard buffing SWF in order to make moris less fun, accessible, and dynamic? What?

  • Yeah, I've got no issues with basekit BT. It was a very healthy change on the survivor end and it doesn't impede my killer playstyle in any way. Good for me all around.

  • Yeah, I'm really glad to hear this. Definitely an improvement over the radio silence.

    I'm looking forward to the additional failsafes, especially the auto match end. I was hoping we'd see an improved report system in general, but the feedback that your report actually accomplished something should help galvanize the people who are willing to put in all the time and effort to report someone.

  • @Audiophile said:

    Lots of salient responses. I agree with pretty much all of them but the ones basically saying ‘why wouldn’t i go back - it’s easy’ and ‘it’s not cheap’ are the ones that make me sad and pretty much sum it up. Yes, it IS cheap, But I understand it. Of course people will take the easiest path to victory when they can. And once you take the logical easy road it can be hard to look at it objectively and realize that yes, it works well but maybe isn’t really how the game was intended to be played. It’s a design flaw in the game.

    Alright, then explain to me what I'm supposed to be doing.

    I'm running around the map looking for someone. I don't know where any survivors are - they might be on gens, they might be going towards the hook, they might all be in corners for all I know. The unhook notification goes off. I now know two survivors are there. What should I do? And if it's not "go back to the hook", can you give me an answer that isn't "because I don't like it?"

    I was following you until you floated this idea that I'm not even allowed to go after the unhooker because that's 'cheap.' Like... I don't even know what to say to that. I'm already being generous by ignoring the injured unhooked guy and letting them scuttle off to get healed. But apparently not allowing a heal under the hook and a totally safe unhook scenario is 'sad.'

    @shiroo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202686#Comment_3202686

    So you’re saying that you prefer to have 2 people sitting on gens rather than just one?

    if you go back to hook you have 2 ppl on gens,

    if you go for someone else, you have one on hook, one rescuing and one in chase and one on gen.

    If I can't find anyone by the time the unhook goes off - generally I was already patrolling gens in this scenario. So for all I know, they're not on gens and they're all going for the save, or they're booning, or hiding near the gens, or anything else. Either that, or the unhooker didn't wait for me to get anywhere before they unhooked.

    I will take guaranteed pressuring two survivors over maybe not pressuring anyone every single time unless I'm straight-up giving survivors a break and playing against my own interests.

  • @Jangles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202669#Comment_3202669

    I just think its pertinent to actually try the proposed changes rather than clutching your pearls saying its going to destroy the game. I also think you're wrong.

    I don't believe that killers should have inherent pressure from getting one down and ambiguity of what the killer is actually doing. This doesn't effect SWF, the ambiguity only effects solo q.

    In the same breath, 45s is the same time it would take to get someone 1 tap or use unbreakable as is. Stacking perks that reduce that time is obviously going to be ridiculous. Hence the testing. It's not going live anytime soon. It's going to the PTB to be tested. If its insane, it will be changed.

    I'm personally excited for a shake up.

    Never said it was going to destroy the game. I said it was going to give SWF carte blanche to go ham with never-hook strats, and that there's an element of fun human interactivity that's lost by relegating moris to an endgame cinematic and preventing survivors from taking part in them or letting killers choose amusing spots to mori in.

    We're going to have to agree to disagree on the whole. While I can continue this argument, the purpose of this thread was not to debate Unbreakable but rather point out a specific problem with the mori offerings. Overall - I feel that providing feedback is a good thing, and it would be insane of me to expect positive changes in the game's trajectory if I'm not willing to ask for them or explain why I think they're the right move.

    @DBDVulture said:

    This offering is stupid.

    Just make it be +5000 points per person you kill or whatever.

    Why do they have to be useless? That's the easy way out, and frankly I think it's annoying that killers don't have any worthwhile offerings outside map offerings. If moris actually mori-ing people is illegal now, why can't they do something like... Ivory mori blocks exit gates for 5s when opened? Ebony mori prevents hatch from opening? They can do better than this.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201365#Comment_3201365

    I don’t feel like slugging was that problematic because it’s not like it happens a lot. Just when a killer is trying to secure the 4k.

    Yeah, seriously. I would have been happy to see this level of game overhaul to deal with tunneling or even camping, but slugging is almost a non-issue compared to those two.

    This feels like it's creating more problems than it solves.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202717#Comment_3202717

    But that's at least 3 survivors not on gens. I doubt that will become a big problem if you are skilled enough as killer to deal with those survivors. It will surely be fine.

    Nothing that encourages survivors to triple oak me and play disgusting 30-minute-plus "haha you have no hooks" matches on RPD or Midwich is ever going to be a good thing. And skill? Skill was putting them all on the ground after a knockdown slog because I was experienced enough to realize that trying to beat them at their own game was a bad prospect. Now I can't even do that. Unless skill just means I should play Nurse every game...

    As long as one survivor can progress the game, the fact that the killer has no good options is a problem. Hell, even if all four of them are doing it, it's still a problem. That was the entire issue with that godawful week of Boil Over - it was a massive timewaster with no recourse but very slow bleedouts, and nobody honest wanted that gameplay. (Speaking of, Boil Over is still a problem on certain maps, and basekit Unbreakable means you don't even have to spend perk slots on self-pickup.)

    BHVR just went over how the killer is supposed to be a force to be reckoned with and that's why they want kill rates to improve, which makes the timing on this super weird. I'm not sure they realized how much they just empowered clown strats.

    Stepping aside from SWF strats, basekit Unbreakable cuts down killer options and improves survivor efficiency by removing any need for players to pick up slugged teammates. How much this will impact gameplay, PTB will have to show, but make no mistake that this is a very substantial buff and the situations it would impact are not rare. Overall, I think it's a pretty overkill solution to 4-man slugging.

  • Man. They nerfed Calm Spirit, they nerfed Mettle of Man, they nerfed Blast Mine. Who would have thought this was the warm-up to the grandest nerf of them all.

  • Yes.

    Fending off one survivor near a pallet probably won't be an issue, but multiple? There's no way to win that situation. Even if they screw up, you can't down people faster than the guy on the floor can pick themselves up. Those situations were always wars of attrition and now the killer loses them by default.

    Unbreakable + Soul Guard in a bully squad is immediately a no-win scenario. You can't do anything unless they screw up the save or bodyblock.

  • I avoid tunneling when I can, but I'm always coming back to the hook if I don't know where anyone else is and I don't have a chase underway. There's at least two people there - why would I not?

    You say it's a cheap hit, but why should I do a loop around the map and allow a free reset on the hopes I find someone on gens when I know where half the team is right now? Downtime is how you lose and it's your job as killer to make sure you're pressuring survivors at all times.

  • @Jangles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202648#Comment_3202648

    I never mentioned anything about sides. People were losing their minds crying end of the world before the last update hit. Did the world end? No, people adapted to the changes. Same as they will adapt to this.

    You just told me to play survivor instead if I didn't like that BHVR's slated changes are going to wreck things for killers.

    Last update primarily consisted of things I liked or was neutral about, with a few issues of varying importance that are still unresolved (and I have been talking about ever since they dropped.) This update is the first time I hate every single thing they've announced.

    Mostly I think you are very wrong about the idea that we have to wait for PTB before we're allowed to say that water is wet.

  • @Adjatha said:

    Oh, they're completely awful. It reads like a First Draft by somebody who had 20 seconds to come up with literally anything, with zero thought put into it.

    The whole thing is just a Dog And Pony Show to distract from yet another base-kit survivor perk. And RIIIIIIGHT as they said the 60/40 ratio was where they wanted things to be. What a shock, the left hand doesn't know (or care) what the right is doing.

    Is it weird that i don't think they were actually trying to megabuff survivors? The impression I'm getting is that when they asked themselves what they should do with moris, they got fixated on this idea that moris should be an ending cinematic and went nuts trying to create a DBD where that works, which also happened to involve gutting mori and self-pickup perks because they realized pretty early on that having everyone on the ground as a win condition is really exploitable. But they're not yet at the stage where they realize that infinite self-pickups are also really exploitable.

    Looks to me like they just kept compounding onto this honestly pretty mediocre idea and it mutated into a complete monster.

    @Jangles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202580#Comment_3202580

    That's good and all, but when 3 people are lying on the ground for 4 minutes; That's not engaging gameplay. You're also assuming there wont be any changes before it goes live. Chill, let it go to the PTB. Break it, then im sure if its that outlandish it will be changed. If not, queue survivor.

    I have always campaigned for them to fix that. However, I maintain that there are better ways to solve this than infinite unbreakable, holy nuggets that's crazy. That's like fixing tunneling by stunning the killer for 30s if they hit someone off hook. The solution's worse than the problem. The solution I always proposed was to have them end the game if there were no perks in play that could get anyone off the floor, or to let survivors choose to die if they've been bled out for half their timer/a certain amount of time when every other player is also incapacitated.

    Also, while I've had a few bleedout griefer killers, they're really not very common and I rate it a pretty minor concern in DBD's smorgasbord of major issues compared to tunneling, disconnecting, basement Bubba, and solo queue being horrible.

    I am asking for them to make changes before it goes live. That is why I am complaining. And why does everyone assume that just because someone is talking about [side] issues, they must not play [other side]?

  • The shadow of Elodie's foot... I feel that. Oni and Myers aren't having great days right now either.

    I think they've stated a Twins rework is on the horizon, though we don't have an ETA.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202587#Comment_3202587

    These and sabo is what really worries me it's survivors forcing a situation where the killer is now in a lose lose with no counterplay other then the second survivor really messed up and goes down.

    Yeah. I honestly don't give a fig about losing slugging for pressure, because I never relied on it (it's one of the reasons I hate playing Twins - I'm a simple woman, I want to put you on the hook ASAP), but slugging is necessary as a counter to aggressive survivor play. This change is genuinely a straight buff to SWF by making SWF-only strats nearly impossible to counter.

  • Play with friends. Intentionally go down under a pallet, or bring flashlights and go down in an open area where the killer cannot face a wall. Profit.

  • @Jangles said:

    My guy, You've made 10 long winded posts about this already. We get it, you're not happy. Let it go to the PTB first before you start freaking out.

    Buddy, long-winded is my modus operandi. I take that as a compliment.

    PTB is well and good, but there are some things you don't need to test to know if they're good or bad. Half of my complaints are that they're making moris less fun to use by restricting them, which has nothing to do with balance and everything to do with interactability, and the other half is that it doesn't take PTB to realize infinite Unbreakable is incredibly abusable and that killers have no realistic way to counter this. If they announced next patch that survivors now only take two hooks to die instead of three, would you say we should wait to test it out before we complain? No, because you already know what's going to happen.

    I don't slug often, and when I do, it's an act of generosity (I don't want to hook you again so soon, but I do want pressure, so I'll make a teammate come and pick you up.) However, there are numerous circumstances I've been forced to mass slug due to survivor tactics. Again, I do not need to go on the PTB to realize that every survivor being able to pick themselves up in 22 seconds would completely screw me over in nearly every scenario this has happened. It also doesn't take PTB to realize that when a strat has no counters, people will start to abuse it.

    The complaints are good. They're letting BHVR know the community doesn't like the direction they're moving in and that they should think about what they're doing. If we didn't complain, why would they change anything?

    @Steel_Eyed said:

    What if it was 5,000 bonus bloodpoints per survivor sacrificed/killed but each offering caps the number of maximum kills. Yellow caps at two. Green, three. Red, four. A little better than the all or nothing it currently is.

    That or reduce the rarity from iridescent.

    Something like this sounds pretty reasonable, though I'd rather the reward be higher (because it's still pretty bad compared to pudding in addition to being rarer and harder to use.) The main thing it needs to lose is that finisher mori requirement. All related bad behavior is going to stem from hatch completely cockblocking the offering.

    I think they need to keep ebony moris iridescent because there's an achievement that requires you to play an iri offering, and moris are the only ones left out of the original crop.

1 … 22 23 24 25 26 … 110