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Laluzi

Laluzi

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Laluzi
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  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190988#Comment_3190988

    Right it just costs hours and hours of your life to get it. You still pay with your time which is more valuable than any other resource.

    What game lets you start out with the best stuff unlocked? That's not what pay to win means.

    Weird point to fixate on.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191463#Comment_3191463

    Problem with this status is it doesnt let you do anything at all, you cant repair, heal, open chests, nothing except opening the Exit Gates, being hit by Huntress, Victor or Pinhead chains is not as bad because it means you are being chased and you wouldnt be able to do anything anyway or are easy to void by performing a fast action like getting rid of Victor or breaking the chains.

    On Eruption is a whole different thing because you get hit by it and you are left 25 seconds without doing anything at all without being chased by the Killer, you may aswell go to a locker get inside and wait for it to go away, pair it with several prompts in the span of a trial and the time people are sitting there doing nothing mounts and becomes dull, after all people want to play a game not sit there waiting for some dumb status to go away so they can resume gameplay.

    Yeah, this pretty much covers it for me. Incapacitated as a direct result of the killer's power is fine - it ensures you can't make any cheeky plays mid-chase, or if the killer switches targets, determines that you're still out of the game for a bit and should use the time to make distance instead of immediately returning to a gen.

    But incapacitated outside of chase makes for really brutal 1v4. Gens, heals, unhooks, bones - there's nothing else a player not being pressured by the killer should be doing, and incapacitated effectively removes a survivor from the game for the duration. Eruption is way too overtuned right now - 25s of being unable to do anything useful on multiple survivors multiple times per game is way too strong, and I don't want to see more of that.

    It also leads to some really annoying moments where teammates don't understand that you're incapacitated and get mad at you for not healing them or working on gens. Had a couple of sandbags and potentially-related endgame ditches because of this.

  • Depressing. He doesn't feel good to play and there isn't much reason you'd ever want to pick him over Huntress - he lost the things he used to do better/differently than her.

  • Currently more people want to play killer than survivor. If we'd had incentives before 6.1, you would have seen them move around far more dynamically.

  • Never, which is why her addon Wooden Fox can sometimes be effective. Still, most players will be cautious hearing her max volume lullaby, and Insidious is generally bad unless you're camping a hook because standing still is such a risky prospect as killer.

  • Botany's fantastic for healing other people now, but it's terrible for self-heals unless CoH is involved. I run Botany often, and brown and green medkits are completely useless to me. Can't count how many times this has come back to bite me.

  • It's a relatively new status effect, being introduced with Twins. It's also insanely powerful and shouldn't be applied lightly.

  • Yeah - given that he sent himself to Haddonfield, I'm guessing this guy didn't read the fine print on his addon. Whoops.

  • I guess it's better than something I literally couldn't redeem last month, but at this rate, I'm thinking they should have let the Amazon partnership end while the going was still good.

  • The other day I had a Nea that did this, except she also dropped several hundred flashbangs across the map with minute-plus-long blinds. I almost didn't make it out the gates because I couldn't navigate until the very end.

  • Jeez, did they run out of outfits or something? I shouldn't be disappointed, but I was hoping something snuck out of the Hooked On You collection and ended up a prime reward.

    At least it's better than getting an outfit I couldn't claim. I'll take it.

  • I'd like to see the MMR stratification on this. If the kill rates are like 40% at top levels and 80% in low levels, then it's not good at all. If it's universal, then meh, can't complain.

  • The fact that it's still #1 used when it's so blatantly horrible and empirically worse than Inner Strengh or Circle of Healing should tell them everything they need to know about why nerfing it was never the right play in the first place.

    At this point, Self Care is pure noob bait.

  • @Hensen2100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188473#Comment_3188473

    That's a really dumb assumption. I have most survivors P10, and lots of the newer ones P1. All of them have the same perks now.

    Sometimes I even play the P1s/ P0s on purpose to look less threatening in a lobby

    Default survivors. I'm not talking about newer characters or any DLC characters period, I'm talking about the ones that come with the game.

    If you don't even have Bill's or Meg's perks unlocked, you're probably brand new and I don't want to take the risk of having you on my team.

  • @Ghoste said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188510#Comment_3188510

    Case in point. Low Prestige does not mean baby Survivor. This mentality is why Prestige should not be shown in lobby.

    A P0 Ada or Zarina doesn't mean anything, but a P0 Dwight or Bill is not a good sign, teammate-wise. There's always exceptions, but I'd say the pre-match profiling ends up being right more often than not.

  • Showing prestige in the pregame lobby is just a terrible idea in general. It encourages lobby shopping - killers don't like seeing high prestige survivors, survivors don't like getting P0 default survivors as teammates - and it can also tell the killer who the weakest link is in those same circumstances.

  • Really depends. I'll usually commit, but if Bubba is coming at me with a chainsaw and I'm right next to basement, I'm outta there. Sometimes trading your life for the gen is the right play, sometimes it's not. And if you mistime it, you lose the gen and go down.

  • blorp.jpg

    I see your Ada and raise you a Jane.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187792#Comment_3187792

    For the first part, I'm afraid I don't have an answer to that just yet. Our usual MMR wizard is off at the moment so I can't bug them for an answer. That said, that's a very difficult problem to tackle since trying to discern what is and isn't your fault is extraordinarily nebulous and hard to put into code. Going back to variables, there's so many things you would have to consider to determine if you played so well that you shouldn't be there. I'll make a note and try to follow up when I can.

    For the latter part, the matchmaking system already somewhat does this. Whenever a Survivor dies or DCs, the game understands that the other Survivors' chances of Survival decrease dramatically. As a result, your rating will decrease by a smaller about for each teammate that's already dead (the game does not expect you to win as the last one standing).

    Thank you for the answer! I didn't know that it took dead teammates into account at all. And that by itself partially addresses the ELO hell issue by punishing you less as long as you last longer than any derpy teammates. While I agree that it's impossible to determine what is and isn't someone's 'fault' outside of a case-by-case basis and there's not many variables you could meaningfully look at, the idea that your MMR takes less of a hit if you last longer might already help even out the balance when a strong player ends up in a weak lobby. Certainly it does if you end up in a lobby where the other players give up. I'm glad to hear that.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187694#Comment_3187694

    Not at all! But this is probably one of the most misquoted things, so it's worth talking about again. Escapes are not skill, but they are a proxy to skill - that is to say that skilled plays tend to improve your chances of escape.

    This does not mean that the game thinks you're a bad player if you have a really good match but die in the end. It also doesn't mean that you're a good player if you hide all match and sneak out the exit gates after your teammates carry you. No matchmaking system in any game is able to accurately estimate your skill from a single match. Matchmaking systems work over the course of many matches to continually refine your rating. If you're lower than you should be, you'll outclass your opponent(s) and your odds of winning will be higher, meaning you'll gradually climb over the course of several matches.

    To give an example, you lose two matches and then win two. You'll end up more or less around the same point that you started. The game doesn't think you suck just because you lost a couple matches, it's looking at the bigger picture and always trying to make sure you end up in the right spot.

    The reason why matchmaking systems use a single metric (like kills / escapes) to estimate skill is because adding a ton of variables into the mix has huge consequences. Say you count two hooks as a 'win' for the Killer- does that mean that the Survivor who escaped also won? If so, you have a situation where both parties can win, raising both of their ratings. This might not sound like an issue yet, but it has just created a scenario where on average you're more likely to gain rating than lose it, meaning people are on average always climbing higher. This completely breaks the entire matchmaking system.

    But even so, adding in a bunch of other variables doesn't necessarily indicate skill either: If a Killer gets two hooks, that doesn't automatically mean they played super well. The matchmaker can't tell if you got those hooks through some tough chases or if you just tunneled someone off the hook and downed them before they could get to a pallet or window. Adding chase lengths into the mix is yet another variable and yet again doesn't reflect skill (you might have downed someone really quickly because of a skilled play, but they might also be in a very safe part of the map where that's not possible). Already, you can see the rabbit hole this is turning into. There's far too many factors to look at a single match and say, "This person is amazing, strap a rocket to them and send them to the moon!"

    By using a single metric like kills & escapes, that ensures that one person always wins and one person loses (or they draw). In order to keep climbing, you'll need other people with a similar rating, otherwise the gains you get from each match gradually diminish until you stop climbing.

    But all that said, the matchmaker's job is purely to stick you in a place where you'll win about half the time, not to judge you and make you feel bad about yourself. Whether that's because you're a legend who needs to go against other legends, or because you're crouching in a corner because you know you'll only last 5 seconds in a chase. It's only trying to find a spot where your strategy, regardless of how skilled it is, works about half the time.

    To get back to the original question: Yes, we do have some improvements in the works, including team-based ratings (so dying heroically to save your team doesn't count as a loss). I look forward to sharing more info about it and the other changes when they're a little closer to release.

    I'm definitely glad to hear you guys are looking into team-based ratings so that being a Bill isn't punished.

    That said, do you also have any plans to address ELO hell? Essentially, it's that the game tends to be killer-sided in low-rank matchmaking due to survivors not understanding their goals or how to run tiles (and conversely, the game being more survivor-slanted when you look at the very top.) The idea is that while moving downwards in MMR as killer increases your odds of winning your next match... past a certain point, moving downwards in MMR as survivor decreases your odds of winning by increasing the likelihood you get bad teammates, which has more of an impact on your ability to escape out the gates than also having a weak killer (because you're not designed to outrun the killer forever, and it's an impossible ask that one survivor does most the gens, gets most unhooks, and also loops the killer for days.)

    It's very frustrating when I end up in a lobby full of players with less than 50 hours when I have over 3000. Currently the prestiges in lobby (which isn't the greatest idea because it encourages lobby shopping and targeting) gives me a better shot at dodging completely new teammates, but some way to segregate newbies so they're not likely to play with or against very experienced players would be appreciated. Because on the flipside, when I inadvertently tanked my killer MMR while being friendly in the anniversary event, I started getting lobbies of pure newbies and that just wasn't fair or fun for anyone.

    I'd also like to know if you guys would consider tossing match outcomes if another player dies less than 60s into the match? I know something like this exists for DCs, but suiciding teammates is generally an insta-loss and doesn't help the solo queue slog at all.

  • The only one I think you have a point on is Artist. Blight and Wesker don't have nearly the amount of versatility in loops that you think they do. And Pyramid Head is not a ranged killer any more than Nemesis or Demo are ranged killers.

  • @Freshwick said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187228#Comment_3187228

    Really cute post.. it's a like a bum complaining about people buying Nike's.

    Then Nike gives the shoes to the homeless for collecting cans and all of sudden Nike is doing a great deed 🤦‍♂️

    How can you not understand that BHVR decision is devaluing the item?

    A recolor would have been sufficient and "fair"

    I wasn't gifted the game with playstation plus, Xbox gold or downloaded it as f2p epic games gamer.

    So spare me with, "I'm a customer" routine smh

    This game has been free, discounted to a dollar on steam or is part of a subscription service.

    At most you paid $40-60 multiple years ago.. you are not entitled to cosmetics sold to other customers.

    Tbh you don't have a valid opinion on this subject because you don't even own a paid skin imo

    Uh, except the issue is I do own paid skins. A lot of them. I'm just not salty about it and see this as an opportunity to be able to get more stuff moving forward.

    Just went through my store; here are the non-licensed paid outfits I've purchased.


    Plague's Crimson Robe (400)

    Plague's Celestial Salvation set (675)

    Plague's Blighted set (300, sale)

    2/3s Plague's Levant Wanderer set (650)

    Hag's Blooming Seed Core (400)

    Hag's Fangtasmagoria (400)

    Blight's Mangled Tailcoat (400)

    Spirit's Hibernal Sarashi (400)

    Wraith's Evening Wear (400)

    Trapper's Crankcase Suit (275)

    Shirtless David (400)

    Mikaela's Scarlet Off-Shoulder Top (300)


    Comes up to $50. But, you know, I wanted these skins anyway and I don't have shards to spare, so I'm not too broken up about this.

    And you can't devalue an item that can't be resold, so...

  • @Freshwick said:

    I'm sorry I didn't know the people asking for free bread and water were customers

    Cosmetics locked behind a paywall should stay behind a paywall imo

    Could have easily released a recolor of the skin for shards.

    To unlock a paid cosmetic signals to me that bhvr has nothing new for free users to release..

    Or this is a five head move to force paying users to purchase another skin. As these customers are not satisfied looking like a freemium/ f2p gamer 🤷‍♂️

    Sucks because charms are the only exclusive item that are "safe" in the game now

    They're not noticeable and were released with no emote or animation to show them off.

    Are usually limited timed and are never released.

    Wait, you mean you were buying those skins because you wanted to look like you dumped a ton of money into the game, not because they looked good? In the parts of the internet where I come from, people usually try to avoid that.

    You do you, IG. But you can safely stick with licensed killer outfits if that's what you want. Those are never going to be obtainable with shards on account of royalties.

    Also, you'd have a point with the bread and water thing if this were a F2P game. It's not. Everyone playing DBD has paid for the base game and whatever DLC they've purchased.

  • I've got no issues with current Dead Hard. It's stronger against strong killers and weaker against weak killers. If I get hit with it more than once, it's usually my fault.

  • People always get pissy when something they own becomes easier to obtain. It's rarely worth listening to, and when it is, there's always some secondary economic concern that makes actually releasing the thing for cheap a bad thing.

    This is just '"I had to pay for it, so should everybody else!" whining.

  • @Ricardo170373 said:

    its nice but, i think its so unfair with people who spent a lot of money with buy auric cells. I play on Ps4 and my prices are ridiculous and now everything will be "shardable"? It unfair.

    While it is a bit of an oof, this only really matters if you have tens of thousands of spare shards lying around, which is hundreds if not thousands of hours of playtime. The cell prices haven't changed, and if you want to buy a lot of outfits, you need cells anyway.

  • No, that's probably legit. I have a friend who's a P59 Steve, and there's a few real P100s at this point. You figure prestiging has gotten a lot cheaper with the bloodweb change - it takes about 1.2m BP to level up as opposed to the old 1.8m.

  • @DBDVulture said:

    Blast mine is a helpful tool for solo queue vs Overcharge/CoB in the same way that Kindred is helpful for solo queue vs camping.

    In the right situation it works fine. People got used to it working in a bugged state and think the perk is weak when it is fixed. Let us not forget that Survivors cried foul when Spint Burst's timer was changed from 20 seconds in 2016 because that made the perk worthless. Then it became "worthless" again when you could no longer get get sprint back mid chase.

    How is it helpful against those perks? It doesn't stop the killer from kicking the gen, it just delays them for 5s. The only time it's going to do something meaningful is if the gen was 99ed and you can slip in and finish it.

    Blast Mine has always been a meme. It was never anything close to a meta perk, so SB is a very weird comparison.

  • @CocoLuma said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186100#Comment_3186100

    Its a pretty cool change for sure.

    But can we get a deeper look at how and why it was decided to be that way now?

    This probably came out of nowhere and while it definitely is a good change, i never really saw much complaining about that system.

    I think nobody complained because we all just expect this game model and accept it as a necessary evil. DBD makes their chapters pretty cheap and accessible, so we assume most of the revenue comes through cosmetics, and that randomly making outfits store-currency-only (or less randomly making very desirable and cool outfits store currency only) is as inevitable as teabaggers.

    I never assumed removing it was even on the table, which is why I'm so delighted to see this change. There's a few outfits I liked but wasn't going to spend cells on that are now back on the wishlist.

  • @Chocolate_Cosmos said:

    Why so many people are mad for such bad perk? It's not like it was popular or great perk anyway.

    Did it need nerfing? No. Did it need buffing? I quess maybe? Would that be good perk even if it is the old version+ buffed? Nope.

    Because they've been nerfing a lot of bad perks lately and we want them to not do that? Pharmacy, Calm Spirit, Self-Care, Blast Mine, Mettle of Man. There's no reason for it, and just because a perk is niche doesn't mean it doesn't have its enjoyers.

    Also, I liked using Blast Mine for tome challenges and even that isn't worth it anymore because I'm likelier to get a killer I can pallet stun than I am to get a killer I can Blast Mine.

  • @OrangeBear said:

    They didn't intend to nerf as they said in the patch notes the previous change was a fix, it was never intended to be returned to you if the killer doesn't activate it.

    I just find it unbelievable though how the perk was not working as intended for over a year.

    Even if they didn't intend to nerf it, it's still a massive nerf.

    There wasn't anything actually unbalanced about its previous state. Currently Blast Mine is insanely unreliable and gives very little value when it actually goes off. Previously it still gave almost no real value, but it was at least more reliable, so people used it for stun/blind challenges (because half the killers on the roster are risky to pallet stun and not everyone wants to use flashlights.)

  • Not remotely. It's still too much to ask for its unreliability.

    Wiretap is miles better, asks less, and lasts longer. Blast Mine was always a perk that was more funny than useful.

  • @SilentShepherd said:

    https://us.v-cdn.net/6030815/uploads/E4LC9FRQFKGH/yup22222.jpg

    I was Claudette. Killer is calling me a stealth mastermind at end game chat.

    Just for proof that I'm a good survivor and this is why I am fed up with the 2 survivor end game.

    P.S. I have now switched to playing Rebecca more than Claudette. I really like the Rescue gear she has on

    Playing Blendette isn't really helping your case. Nor is the killer saying you stealthed a lot.

    Again, I'd like to see some examples of your boldness score as proof that you actually took heat for your teammates and didn't just do gens and avoid the killer all game. If you're ending up in an endgame scenario where two of your teammates died after 3 chases each, another teammate has 2 hooks, and you're sitting pretty at 0 hooks, you let your teammates die and it's not surprising the remaining guy is pissed at you.

    There's more to survivor than doing gens. Your priority should be keeping your teammates in the match as long as possible, not waiting for them to die off so you can slip through hatch.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184633#Comment_3184633

    It gives me a head start on the killer so i can loop them as long as possible so my team can "hopefully" do gens instead of crouching full screen away doing nothing, THATS WHY!

    My strengths are looping and wasting the killers time! Because im good at looping it means "im not" hopeless against tunneling. Tunneling " me" is one of the worst things a killer can do to me bc they'll most likely lose, i dont know about you.

    https://forum.deadbydaylight.com/en/discussion/comment/3184655#Comment_3184655

    Off the Record is good!

    Windows is a crutch perk for players that are not that familiar with or good at looping and or aware of the map or they're surroundings. Waste of a perk slot for me personally and i will never use Windows of Opportunity. I think it sucks and there are much better perks.

    Adrenaline yes agreed.

    https://forum.deadbydaylight.com/en/discussion/comment/3184660#Comment_3184660

    Windows isnt that good imo. Its for beginners bc good dbd players that know the loops dont need Windows at all. You can put something much better than Windows of Opportunity.

    Windows is far from a crutch perk. I can know every structure in every map and still not know where RNG pallets and windows spawn (or more importantly, don't spawn.) Windows of Opportunity makes it so that when I'm approaching an area for the first time mid-chase, I'm not operating blind. It also tells me what pallets have already been used so I don't run somewhere expecting a safe point only to find my teammates have already used it up. And there's a bit of tertiary information knowing what's going on near me if I see a pallet at the edge of my radius drop or a breakable wall get kicked down.

    I don't run Windows on all of my builds, but I get plenty of value when I do. I'd argue it's way better than the current iteration of Spine Chill, which no longer gives you anything your eyes and a rotating camera can't against non-stealth killers. Old Spine Chill had many more merits than the current version.

  • Yeah. It's way too prevalent to deny that there's an issue with game design. Endgame encourages you to throw your fellow survivors under the bus, to the point where players will actively try to get each other killed in hopes of a reward.

    It's the same kind of issue as tunneling. Players will play in a way that is ######### and unenjoyable for everyone else because the game incentivizes it, however inadvertently, and it won't be fixed until the game is edited in a way that changes that incentive or balances it out with a punishment. In this case... just throwing things at the wall, if Dwight would automatically get crows for waiting the entirety of two survivors' hooks doing nothing to progress the game, then waiting for two players (who are actually trying) to die wouldn't be a valid strategy and he'd be more inclined to unhook you.

    That said, BHVR could at least help by not designing more give-me-hatch perks that have no value unless you're going in with the intent to play selfish. Looking at you, Low Profile.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185195#Comment_3185195

    https://forum.deadbydaylight.com/en/discussion/comment/3185199#Comment_3185199

    True, but this is dangerous for people on older systems.

    If adding a single Zombie for Nemesis caused terrible performance issues, I can only imagine what this does.

    At first, I thought it couldn't be worse than the people who spawn a couple hundred flashbangs. Had one of those a few days ago - they even had the remnant firecracker addons for a bigger explosion radius.

    But then I realized you could get someone who spawns in a couple hundred bots...

  • That's insane.

    It boggles my mind that they don't have built in safeguards. Even if anticheat can't catch people - and it won't always be able to, that's just the nature of the arms race - it seems absurd that they don't have conditions baked in like "if there are >1 killers in this trial, end the match." "If a survivor is moving at >164% speed, end the match." "If a player is moving below the terrain/in out-of-bounds locations, end the match." "If a player changes health states several times per second, end the match."

    Less or more than 4 designated survivors in one trial should be such an obvious tell that something is wrong.

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184617#Comment_3184617

    Killer then knows where you are, downs you and leaves you to bleed out while they run round endlessly to find S4 who, very rightly, doesn't want to buy into the trap and rescue you.

    A good time for all, not.

    Which still ends the game faster than both survivors sitting around waiting for the other one to die. But I'd give it 1:3 odds on whether the killer even slugs for the 4k in the first place.

  • Dredge has a very loud and unusually large ambient sound radius. If you hear slithering, run.

    The grey outline is definitely still a thing, though it won't do you any good in low LOS situations.

  • @PaintedDeath said:

    I dont believe interacting with the actual supply case gives a notification, but once the case is open and the item is there, interacting with the item will cause the notification.

    That's odd. I was doing most of my testing with Nemesis and I'm certain interacting with his supply cases causes Hoarder to go off as well as picking up the vaccine.

    It would be strange if it functioned that way for Nemesis but not Wesker.

  • Campy Hags and basement Hags are irritating, and I'm not a fan of Mint Rag because there just isn't any counterplay that wasn't decided before the match began. But I have no problem with Hags that trap loops and points of interest with relatively minimal hook trapping/dropping everything to tunnel; it's the hook clusterfucks that are annoying to play against.

  • @BradQuackson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184659#Comment_3184659

    Not if the game is considered "over" and hatch is def going to be how the game is decided doesn't make it bannable!

    Nah, telling the killer where your teammate is is strictly against the rules. Selling someone out to the killer is always reportable, no matter what the circumstances are - the only time it might even slightly be a grey area is if that player was also blatantly breaking the rules. (The fine print is that pointing at a locker or beckoning the killer to follow you is deliberate teaming - running the killer towards someone is not, even if you're totally doing it on purpose.)

    But people in game tend to do it anyway because a.) the report system is completely defunct so nobody fears it and b.) most players dislike hiders. So your realistic options are to either record every match and report that way, or do something other than waiting for your teammate to die. Which is also just a healthier thing to do in general.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184641#Comment_3184641

    No that's not fair, this is a video game and people want to have fun. If killer dominated the bad teammates, the good survivor should be able to have a CHANCE at doing something to escape. Right now touching a gen with 2 survs left is death.

    It's funny. Normally, when I'm in this situation, my thought is to be the good guy and get in a chase with the killer so that my teammate has a shot at hatch and also so the game doesn't get stalled out (because I'd rather go next than sit around for several minutes earning no points.) Neither do I think "I was the best player on my team, I deserve to get out more than anyone else did."

    And if my teammate's getting chased and they're not right next to me, I'll do a gen because you never know, they might last for a while.

    Perhaps you just need to change your mindset.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184622#Comment_3184622

    The 3rd person had just died, me and my teammate went to a boon to heal, killer came, I went into locker to hide from patrol, teammate spam open locker to show where we were, in hopes that killer would let him go instead. Which is exactly what happened.

    And nice try on the victim blaming. You're toxic af, stop replying to my threads, there's no ignore function but this is the last reply I am giving you.

    I want to make the game better, you want to keep it in the sad state it is in. Go away.

    Ah, yes, how could I forget. You want to improve the game by removing some of what little information solo survivors get to coordinate and forcing killers to kill everyone instead of showing mercy for any reason because it makes you feel bad when anyone else gets hatch. Very improved. I'm the most toxic person on the forums for thinking that the game is better off without your 'fixes.'

    As for victim blaming - if that's what you're calling it, then I feel pretty damn victimized when there's two players and one gen left, I get chased for 80s, I go down, and I see that Meg was crouching in the corner the entire time instead of popping that last gen and maybe even opening a gate.

    If you want me to stop posting on your threads, you could always try not being completely wrong. It might be a nice change of pace.

  • What does Spine Chill actually do for you at this stage? Other than being a weirdly good stealth killer counter and an aid for hard of hearing users, it doesn't do much in most matches.

    Agree with Kindred, but I'd stick Off the Record in there too. Otherwise you're pretty helpless against tunneling.

  • If I get hatch after a bad game, it was still a bad game. Living or dying at that point is nearly irrelevant. I'd rather have the bulk of the match be fun, which requires better matchmaking, better information, and a look at some unbalanced perks.

    The only change that needs to happen to the 2-survivor endgame is the stallouts that happen when both the survivors are cowards waiting for the other one to get caught.

  • Well, it's nice to have confirmation after all these nonstop threads that yes, the reason you keep running into this is because you're the teammate that hides and waits for the other one to die.

    Valid strat? Yes. Does anyone respect it? No. I would personally suggest trying something else.

  • The annoying thing is, I might actually use those charms if they weren't so poorly done. I like having charms that match the character! I like matching charms! But then my Twins charm is a ship and my Pig charm is a foot, and it's like... you couldn't even find the time to put a decent representative image on them? It's a big charm. You could fit something appealing on there, like a portrait of the character's face or a representation of them using their power, rather than... a door.

  • This is the change I wanted for NOED, not the "by the way, your totem is a glowstick." All I want is it to not serve as a crutch for people who can barely catch anyone during the game, or as a mop-up for facecamping Bubbas.

    I'd be fine with its effects working off number of hooks rather than individual survivors, though, and I think that's a better solution in light of hiders or survivors that just weren't good ideas to chase. Like if you got 5 hooks, everyone's Exposed and you have the 4% speed boost, but if you only got 2 hooks, you get 7s aura read when the last gen pops instead of Exposed, and if it was 1 hook, they just scream instead.

  • I don't think those lockers even need to exist period. There's no need to move them - the basement is already laden with lockers as it is.

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