Avatar

Laluzi

Laluzi

About

Username
Laluzi
Joined
Visits
4,175
Last Active

Comments

  • They'll never implement voice chat because they can barely moderate the game as is. They would not be able to keep up with the chat abuse, which is downright endemic in every game with a comms feature.

  • @Risky12 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182901#Comment_3182901

    If this was his chase music then I would willingly forsake gens just to have epic chase music.

    Same. I'd buy HUNK and just chase people around the entire match. It's so good. That theme is even built like a terror-radius-to-chase evolution: 0-12s for distant, 12-23s for mid-range, 1:13-1:25s for close, and 1:28-1:51 for chase.

  • In my experience, it's extremely rare with crossplay on (though I've had it happen a few times - my favorite instance was during the Bone Chill event where the repeat survivor recognized my killer outfit and remembered I liked goofing off in the previous round we'd played that night. Immediately wandered up to me in a snowman), but it happens pretty commonly when crossplay is off.

    Though it does make me wish we had a 'continue playing with this lobby' function. Sometimes you get a solo team you really click with, only to scatter to the four winds.

  • High Speed Pursuit. Was running a mega legs Myers build with Bamboozle, Fire Up, and Superior Anatomy for all of the vaulting.

    Only one left is that godawful Outbreak Breakout. I don't hate myself or the people I play with enough to use RPD offerings.

    Damn, congratulations! Easily the most difficult one to knock off the list. Good job getting that out of the way for good!

  • If I see a player getting trolled or deliberately sandbagged (I'm not going to assume Dwight running me into a gen is malicious unless he keeps doing it, but the Steve blocking a pallet mid-chase and clicking at his teammate is clearly a douche), they're now my best friend and it's my new mission to get the griefer out of the match.

    If someone is going around dropping every pallet and spamming vaults near teammates, I murder them ASAP. If someone's trying to get me to kill them so they can dip early, I ignore them. I don't like bad teammates.

  • @MDRSan said:

    I’ve nodded at survivors to try and communicate I’ve got my hooks in or challenge done and have decided to switch to friendly mode. I never knew it had an alternate, BM meaning till I read about that on these forums.

    I’ve only shook my head no once and it was as Meyers in RPD. A survivor was doing the unhook, cancel unhook, repeat thing to someone on the center hook in the main hall while another just ran in little circles beside him. I just shook my head in confusion and walked off, lol.

    Actually, scratch that - I’ve shaken no to try and tell survivors I don’t need an offering and they can keep their stuff. Usually accompanied by a nod when they pick it up to try and clarify - no to the offering, yes to the ‘I guess stabby time can be over now’.

    Oh yeah, +1 to that last one. I shake my head at offerings and nod when they pick it back up; if they don't pick it back up, I'll go to the item and hit it in hopes they get the idea. Offerings are nice, but it's more the thought that counts, and I really don't want people sacrificing event items to me.

    @Cybil said:

    Almost every game as survivor and occasionally as killer. It's one of the few things that I genuinely love about this game.

    -Walking up to someone working on a gen? Nodders (they nod back)

    -Did they miss a skill check? Nodding Again (they look down)

    -GF just exposed and jumpscare downed the person next to me? Noddarino (he nods back and watches me walk away)

    -Got outplayed on way to hatch/exit gate as killer? Epic nods (they leave rather than bming)

    Missed skill checks are hilarious. If someone blows a gen and I have time, I get off the gen and stare at them. I've had people go and crouch in the corner before.

    My favorite thing about Lethal Pursuer is seeing survivors do the solo queue dance at the start. It's like birdwatching. Do they crouch? Do they spin? Do they point? Do they headbang at a barrel? I usually crouch spam myself to greet survivors, but I like to butt pat if someone spawns in after me.

    I once had a Billy fly in and chainsaw someone on my gen. I pointed at him and he nodded back and let me be.

  • Apart from the whole "this is a really great way to get the whole team ez 4ked" that others have covered... a lot of facecampers do what they do because they want to see survivor reactions. Acting salty is the second best way you can feed them.

  • Frequently. I'll nod to show my respect for a play, to communicate approval of someone's outfit (especially Jeryl), as banter back at people wiggling no, or as acknowledgement of memes.

    I'll shake my head when I don't like what a player is doing or as banter about them or another player doing something stupid. Shaking my head can also mean 'that didn't work' or being annoyed at a blocked gen.

    I do the slow turn to lockers or if I do something dumb like getting blastmined or vaulting instead of a pickup.

    Friendly communication is fun.

  • @Aven_Fallen said:

    Since they buffed his Hit Detection he is very annoying to go against. Killers really got used to truck-sized Hitboxes with Killers like Demo or Twins, now Trickster is the same after enough complaining.

    You can see him run past you and you get grabbed.

    Did you play him before the buff? You would literally go right through survivors. The fat hitboxes exist to prevent these situations where there's a visual connection but nothing happens - when it looks stupidly generous from the survivor end, that's usually latency in play.

    He's much fairer than his PTB iteration. I've got no issues with the hitbox size at present.

  • At that point, I feel bad and want to see if the killer wants hooks. If they won't respond, then I'll leave.

  • I really enjoy playing Wesker. There's something viscerally satisfying about the yeet. His power is a straight shot of serotonin when it lands and I'll never get tired of "Poor performance indeed" after a survivor fuckup.

    He's fun to verse too, though the TR builds are getting pretty stale.

  • If you had to ask me what survivors are genuinely boring to play against, I'd say it's the stealthy ones. Loop-de-loops around unmindgameable structures are still more engaging gameplay than playing Spot the Claudette on Haddonfield or Dead Dawg.

    (To clarify, the ones who can use misdirection or perks to lose me in a chase are big brain; it's the one who do their damnedest to never get seen even if that results in 20-minute games that annoy me.)

    But I'm sure someone else would disagree. This discussion is often pointless because different people have different ideas on what makes the game fun.

  • People that habitually facecamp tend to like trolling people and getting reactions. Some will be more honest about this than others.

    That said, Blight's not a particularly good facecamper and it's a real waste of Blight's actual potential, which is map presence and fast downs. The trick to dealing with a non-instadowning facecamper is to rush gens and have someone hook trade near the end of each hook stage timer - if you do a parade of back to back hook trades or you have a hook standoff, you're playing right into the camper's hands.

  • Wow, I didn't know James Sunderland was getting his own perks.

  • Wow, P52? Nice!

    P17 Jane and P11 Plague.

  • Thanks. I do understand - every time I load into a match and I hear Legion's bass or Nurse's screech, I sigh and gear up for some grade-A misery. But I just can't think of a way to implement this that wouldn't be abused - or on the flipside, that wouldn't make it miserable for people who just want to play a particular killer. Like, there's some Nurse challenges in the current tome and I'd never be able to get them done if people were allowed to block even one killer from showing up.

    It's probably better to petition BHVR to fix elements of gameplay that are widely considered unfun. Pinhead is 90% a solo queue issue, for instance. Lethal Pursuer/Franklins/Hoarder perma-hunt builds are a complete PITA no matter what, but overall he'd be way less of a slog if I had a better idea on what my teammates were doing.

  • They're anonymous users. Usually they're your average rando that doesn't want you looking at their profile. Sometimes they're TTVs. Sometimes they're cheaters.

  • Ooh, good luck!

    I would suggest doing some of the harder killer ones first, since once you leave ash ranks (and you will after a few Merciless games), the requirements for double pipping become more strict. Watch out for instadown killers and also Twins and Plague, as these killers tend to have poor Chaser emblems if they use their powers too much, and you can easily 12-hook 4k and still fail to get the adept due to this single emblem unless your monthly grade was low. Either you do this when you're ash rank or you have to refrain from using your power very much and play them like basic M1 killers (or in Myers/Ghostface's case, M1s with minimal stalking.) This also applies to Hag and Pig - you don't want to use Devour Hope or you'll never get the adept, and you don't want people to die from headpops unless they were on their death hook anyway. Exposed addons are unhelpful for the same reason - great for 4k, bad for scores.

    Killers like Legion and Wraith aren't the easiest to get a 4k with, but they'll have great Chaser scores no matter what you do and you can save them for later unless you're at really high MMR and getting the 4k becomes the issue.

    In general, tunneling the first person is fine and may be necessary if you're playing a weak killer versus good opponents, but you want to spread hooks otherwise. People who die on their first hook are bad for your scores.

    Early disconnects often mean the run is scuppered, but people who DC while they're on hook actually end up giving you double emblem points for their sacrifice, which is amazing for you and can cause you to get the adept even when you wouldn't have otherwise.

    If you don't think your Chaser emblem is good enough, you can alternate slugging the last two/three survivors and let them pick each other up for some bonus downs. Another thing is that if you end up downing a lot of already-injured survivors, your Chaser will be bad and you may need to do this anyway, or voluntarily give them time to reset so that you can chase people at full health. If your Chaser is good and you got more than 9 hooks, it's okay if the last guy gets hatch.

    Never hook the last guy and kick the gates open for some bonus points! I made this mistake once and lost an adept because of it - that's -28 Gatekeeper right there.

    Survivor adepts are all the same and your rank doesn't have any bearing on them, so go ham on those whenever you feel like it! Just watch out for Laurie and David, as they both have perks that are dangerous for you if you don't account for them. You'll probably want to play those two very safe.

  • The problem with allowing players to refuse to play against stuff they don't like is that people will weaponize this to block everything that's good. I don't want to play against Nurse/Blight, I don't want to play against any killer that isn't an easily looped M1, I don't want to play against Hyperfocus/toolboxes/medkits, I don't want to play against BT/OTR/DS because I want to tunnel everyone out with no resistance, I don't want to play against Reassurance because I want to Bubba facecamp... etc.

    The game you paid for has this content whether or not you like it, and it's part of what you signed up for. This isn't a singleplayer game and you're ruining the game for 4 other people when you pick and choose your games this way. DC penalties are very healthy for the game.

  • @Bot_Salvo88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183121#Comment_3183121

    What I don't understand is that killer challenges require to to play the game normally. Challenges like break a pallet/gen/wall, hook survivors, chase survivors and that's pretty much it. Survivor challenges require you to escape after healing someone else, open the hatch with a key, escape after someone else did, get the Glyph and bring it to the basement, repair for 1 sec 5 different gens in one match. The list goes on.

    Funnily enough, we just got a killer challenge that acts more like a survivor challenge (the orange glyph) and I've seen several posts freaking out how unplayable it is.

    But I think that's mostly because of the way the two roles work. Killers are the only player on their team and they cover all of their roles during the course of one match. Survivors are four players competing for limited opportunities and may not end up filling every role in a given match - maxing every role is a pipe dream. Also, some parts of survivor gameplay are obsolete (mainly chests and doing bones.)

    It's also because there are more things that survivors can do on the whole, and do the challenge designers have more leeway to ask for weird stuff than with killers, who lack those extraneous actions.

    There are a few throwy killer challenges (kick 5 different gens, hook the obsession 4 times, use no perks but Stridor, do weirdly specific and unnatural things with a killer's power), but mostly they're things that will just happen during gameplay. Killer challenges almost always have more reasonable numbers, too, on account of the 'I'm the only player making things happen on my team' aspect. A killer will get 12 hooks way faster than a survivor will get 12 saves, but the challenge numbers tend to run a parity.

  • Grabs getting cancelled means the disparity between what you're seeing and what the server is seeing is too great.

    However, the fact that it changes into a swing after the survivor is already safely on the other side of the pallet/window is complete bogus. It would have been a hit if the game had never tried to grab at all. A missed grab should directly transition to a health state, not the roulette it is now.

  • @shiroo said:

    https://forum.deadbydaylight.com/en/discussion/346169/survivor-challenges-play-a-huge-impact-on-why-solo-queue-is-unfun-to-play

    Hmmm...

    I've never seen a challenge "crouch across the map while killer is far away" anywhere. Is it new?

    Same for "avoid doing gens while hiding behind a rock outside of killer terror radius". That must be new as well.

    Or "Unhook a survivor before the killer gets the chance to leave the hook".

    Nobody's claiming idiot teammates don't exist. There's no challenge that tells you to ######### on hook, either. But a very significant portion of unhelpful behavior is motivated by archive challenges. Pallet camping for stuns, basement visits for white glyphs, chest goblin-ing, hook farming because they want 4 unhooks in one match, stealth gameplay for hatch, opening gates early and sandbagging because they need an endgame collapse save - take your pick, it's all in there. It's pointless to deny this exists and that otherwise decent teammates will do stupid things because their tome challenge told them to.

  • @get_barted said:

    https://forum.deadbydaylight.com/en/discussion/346169/survivor-challenges-play-a-huge-impact-on-why-solo-queue-is-unfun-to-play

    The Challenge, Looking out for Number 1 is a great example of this. Where you have Heal once and use ONLY the perk Self-Care and escape. Ive had survivors hide in corner and do nothing all match because of this challenge in hopes they can escape.

    Same. Yesterday I had a Feng that insisted on self-caring in a corner. I had Autodidact, Empathic Connection, Botany Knowledge, and Dying Light's obsession speed boost (while she had Dying Light's heal speed penalty.) Literally I could have healed her in 8 seconds or less, but she insisted on the ~50 for a challenge.

    Naturally, her heal got interrupted half a minute in and she was downed again.

    Survivor challenges will always skew gameplay to some extent, but when the game actively tells you to cleanse 20 totems, hide next to the killer for 60 seconds within one match, or run No Mither and no other perks... that was never going to be a recipe for good gameplay and I'm appalled they keep doing it.

  • @shiroo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183073#Comment_3183073

    I was replying directly to your comment.

    Looping is more than just running around waiting for pallet to drop. There are many tools/mindgames to make looping fun.

    The only reason why Killer would hate on no anti loop tools would be just being bad at chases. Looping is bread and butter of this game, there's a reason why every map has 525234 structures built just for that.

    Some survivors don't like anti loop killers because in a way it's breaking/ignoring the rules of the game and can be frustrating to play against (aka Nurse). Tho I personally don't have a problem with anti-loop killers. With couple of exceptions majority has some sort of counterplay.

    But that was my first post in the thread?

    Sure, because having no tools to avoid the pallet shuffle on the Game or Badham or Eyrie or any map where there's ample pallets and full visibility is just 'being bad at chases.' Mindgames are definitely a useful skill, but against a survivor that's watching behind them at all times, you're more likely to extend the chase by yourself than score a hit, especially if the structure has holes in its walls (like shack or certain maps' jungle gyms) or there's an impenetrable tile chain (like Suffo Pit or Cowshed.)

    I think you have a skewed opinion on core gameplay when you say that all antiloop killers break or ignore the 'rules of the game.' Nurse, yeah, because she ignores every single aspect of map design. But loops aren't the end-all-be-all of DBD gameplay and they haven't been since Huntress showed up in '17.

  • @CookieBaws said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183048#Comment_3183048

    Baba Yaga is just replaced hums, overall theme is the same and unique.

    Hunk expected vs Gegion ost is another story.

    You still haven't explained why it's unreasonable to expect players to learn that a new TR means X killer.

    Worst case scenario, you hear a TR for a killer you don't recognize, go ???, and when you see HUNK or all your teammates getting deep wounded, you go "oh, it's Legion."

    Hell, it used to be that the TR didn't give you any clues on who the killer was at all, and you didn't know anything until you saw them yourself. The idea that you should have advance warning on who the killer is is a very new concept, and I'm convinced it has less to do with actually believing survivors need that information and more to do with the cool factor.

  • 500 is a lot for a perk that can be activated technically infinite times, but 100? Sure, why not. Not like there's enough things in the survival category anyway.

  • @shiroo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182847#Comment_3182847

    And yet chases are the most fun part of this game. If you consider that running around a rock then why are you playing the game? There are gen skill checks sims online!

    I think you're misunderstanding the post (unless I'm also misunderstanding the post.) Survivors hate killers that can't be looped traditionally because being unable to loop is boring. Killers hate M1s with no antiloop tools because running in circles waiting for someone to drop a pallet so they can move onto the next tile and do the same thing is boring.

    It's an asymmetrical game. What's fun for one side is usually the inverse for the other.

  • @CookieBaws said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182901#Comment_3182901

    They have to keep presense music default, it defeat the purpose of killers having different presense music.

    Why? If there's a unique TR for a Legion legendary and I hear that TR, I still know it's Legion.

    Baba Yaga Huntress has a different lullaby and I know it's her just fine.

  • Mostly, seeing your own scratch marks lets you know whether or not you can actually fool the killer. You want to use it in conjunction with perks like Quick and Quiet, Head On, Deception, Dance With Me, Lightweight, Bite the Bullet, and other tricky where-am-I perks - then it will warn you whether the killer can see where you went or if you're successfully incognito.

    If you ran to a hiding spot when the killer was following far behind you, knowing the difference between faded scratch marks and no scratch marks can save your life.

    It's also useful in any chase situation where the killer doesn't have LoS on you, or versus Spirit, because it helps with all attempts to double back and confuse where you've gone. This is possible without the perk, but it's easier and more certain with it.

  • Like... I'm sorry that happened and you can't always control bad internet, but at the same time, you should probably have realized that DBD wasn't working out today and you should play a singleplayer game instead before you got the 24-hour ban that forced the issue

    This is part because the game can't bake in exceptions for dropped connection that wouldn't allow quitters to just reset their router every time they wanted to leave a match scott-free, and part because DBD doesn't want to encourage playing with unstable connection because a game with a missing player is a ruined game regardless of why the player left the game.

    @Thusly_Boned said:

    Not to be mean/harsh, but if your internet is so unstable that you can get to the 24 hour ban solely because of it, you shouldn't be playing online multiplayer games. The game can't know the difference between your net kicking you and you pulling out the ethernet cable. The only way to assure that you don't get banned is to get rid of the penalty altogether, and that's just a non-starter.

    It hasn't happened often, but in cases where my internet kicked me more than once in a play session, I just played something offline. If it's consistently an issue, you either need better internet, a new router, or to not play multiplayer online games. Not fair, but it is what it is.

    This. My ISP has been kind of dodgy this past year and I've had a few weeks where my connection was dropping too frequently to play DBD. When I start having recurring issues, I take that as a sign it's time to play something else until the situation's fixed.

  • If there's Pentimento or there's something that pressingly needs to be done and you're doing bones instead, yes. That or you know one of your teammates has a boon and you're getting rid of a really good totem spot - which isn't throwing, but it's definitely net unhelpful to lose a great CoH spot because you wanted an Inner Strength instead.

    Otherwise, nah, it's no more throwing than doing chests or setting up Exponential is throwing. Is it the best use of your time, no; are there reasons you might want to do it, yes; will it kill you to do it, probably no.

  • Beats me. I think it's because he can technically permanently apply Hindered, but the way it's currently set up, this will never happen unless he uses one of his iri addons or if he drops chase constantly. You figure there's 12 uses of sprays in the trial and survivors will typically use one after they get hooked. That means each survivor usually needs up to 2 sprays, since they're dead on the third hook anyway. With his iri addon, 12 is reduced to 8 and any infection that doesn't result in a down has a chance to contribute to a permanent hindered on a survivor. But that still means he has to successfully use his power in every single chase before this even starts to become a thing.

    And when you compare it to Blight and Nurse, or even Billy, the idea that a TR should provide enough advance warning for a survivor to get away falls pretty dang flat.

  • @AnneBonny said:

    the chase music is sick be quiet

    besides that yeah legion are in a sad state. the buff honestly didn't do a lot, they're still severely map dependent and awful to play against. they needed a total rework

    I still feel like it was mis-advertised that they called it a rework at all. A rework is what Freddy got. Legion got an addon pass, some numbers buffs, and an additional effect to their power that's both situational and very easy for experienced survivors to deny.

    Legion still sucks to play as and against because they're the same Legion that always sucked to play as and against, just with some duct tape and sweet riffs taped on. They're never going to fix the part where Legion is about as fun as a root canal until they make it so that his gameplay isn't unavoidably finding everyone, unavoidably stabbing them, and running away to do M1 killer things to the last victim while the rest of them mend.

  • Come on, the chase music is literally the only good thing about a Legion match. I might be in miserable mending purgatory for half of my natural lifespan, but at least I get a sweet bop to listen to. Especially with Julie's/Joey's mixtape.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182353#Comment_3182353

    You're not angels to anyone except the 1 person. The other players in the game don't appreciate it.

    Project harder. Most players do not have a conniption when someone else gets hatch. In my experience, people often get annoyed if the hatch player deliberately sold them out, or if they were a hider/useless. The rest is just generic saltiness.

    It really sounds like you just need to stop spectating if it gets you this steamed that other players get to live when you didn't. If you lack the self-control to stop, get a SWF or play killer.

    This is an issue with you failing to deal with your emotions, not an issue with the game's climate. You are asking in no uncertain terms for the game to be less reactive and to have less positive and even understanding moments because someone might feel bad they weren't involved. To which I say - if you wanted to be involved, get involved. Whether that's trying to have a funny moment with the killer, giving up your item, or just being helpful, respectful, sympathetic, and self-sacrificing and seeing where the cards fall. If you are never getting hatch and your killers frequently go out of their way to see you dead instead of your teammates, this likely has something to do with your playstyle or behavior in game.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182325#Comment_3182325

    Wait, you don't have fun playing this game unless you work with survivors? Lol why are you here if you don't like the base game? According to you, "let me work with survivors or its a no fun allowed game"

    You think it's okay for killers to work with survivors?

    because that's what this thread was about

    It's incredible how much I can speak and how little you actually read any of it.

    "Working with survivors" is not goofing off. It's not having a cute moment with the killer and the killer being friendly to you later. And it is not ignoring one survivor to target others. Working with survivors is either farming (which is mutually beneficial and not against the rules) or actively helping the killer find and kill them (which is against the rules, and I have always decried it, despite your repeated claims to the contrary because you seem fundamnetally incapable of understanding the difference.) Doing your own thing while the killer kills other survivors and ignores you is not teaming, and neither are mid-match shenanigans.

    This stopped being about working with survivors the second you started complaining about killers having favorites or sparing anyone for any reason at all. You have been complaining about this for the entire thread.

    Like so, you want a very boring DBD with no human element because that human element sometimes likes other people more than you and it makes you feel bad. Luckily, it doesn't seem like many people agree with you, and my DBD will continue to have the occasional silly moment sprinkled in.

    Not sure where you even got the 'I need to mess around with the opposite side to have fun' from??

    @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182336#Comment_3182336

    You apparently didn't read the context of that post. Not reading all that since you didn't read the discussion.

    I actually did. It stems from another person giving their criteria for why they spare players while you whine at them. You're complaining that you're low on the scoreboard despite doing match things and that it's not fair the killer/your teammates thought you didn't do anything. I'm arguing that you actually did do less meaningful contributions than the other players and it's totally legit that the killer thought another player was worthier than you.

    If you don't like reading, then I'll put it in nice short words: Not taking chases while your teammates die makes you a bad teammate.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182253#Comment_3182253

    https://us.v-cdn.net/6030815/uploads/17XOXAFV641W/see1.jpg

    Example of a game of mine. I maxed out Objectives, 10,000 is max.

    I did 3 generators, 2 of them by myself. I didn't get any more credit for the rest of the gens I did because of cap limit of 10k. So yes, rest of team was running killer, but I was doing my job doing Generators. I also unhooked and healed people, with 5k Altruism.

    Yet I was 3rd on the scoreboard score at end game. Here you come along and say I didn't do anything by looking at the scoreboard.

    Funny thing - your Boldness score is very low. Altruism and Objective are important, but Boldness is the real measure of how much value a survivor provided their team. Anyone with a brain can sit on a gen with PT and hit skill checks or sneak in for a safe unhook; it takes an actually good survivor to both buy time for their team and to recognize "hey, my teammates are in trouble and I'm not, I should go take the heat so that they stay in the game longer."

    If everyone got out because your teammates were running the killer successfully, then this whole thing about the killer picking favorites is a moot point. If most everyone died because your teammates were running the killer while you sat in the back doing gens, and you did not try to divert the killer when those teammates were on their last legs, that is partially your fault and a very valid reason for the killer to want to reward a teammate who wasn't you.

    And before you jump down my throat for being a killer main or whatever (again...) while these are the judgements I'll make as a killer, this is very much coming from the perspective of a survivor. I'm not impressed by gen jockeys. Sure, it's part of what any team needs to function and I like that much more than teammates who do nothing at all, but it doesn't make you the MVP. True altruism isn't points farming, it's throwing yourself in danger to try and keep your teammates alive.

  • God, you're on this again? This is what, the fourth thread about this in a week?

    It's incredible that somehow you think it's healthier for the game's community to have killers unequivocally murder everyone and promote a 'no fun allowed' environment because you're so butthurt over the idea that other survivors did cute things that made the killer like them more than you. Because from where I'm standing? The real toxicity is this idea that it's unfair and unacceptable that the killer was nice to someone who wasn't you.

    Today I played a match on Dead Dawg. Claudette was first down and tried to suicide on hook - she DCed when I reached her before she could get out the easy way. The Wesker kept playing normally after that, but I noticed he seemed to be slugging people who were on death hook instead of hooking them (while making no attempt to defend the slugs), and there was one moment earlier in the match where I beckoned him (I was trying to get him to chase me instead of Jonah, who was first on death hook) where I thought he might have been following me around instead of actually trying to kill me, at least until I pallet stunned him. So I took a chance and went table dancing after he slugged me on the down that should have taken me out of the game. He table danced with me and then left. I collected items for an item shop instead of continuing to work on gens, since I was only alive at his sufferance anyway. A few minutes later, he killed the other two players, then came back to my Jane Mart and led me to the hatch.

    Jonah and Kate probably weren't happy about dying while I was being useless, but from how long it took for him to chase them, it looked like Wesker gave them the chance to play around and they didn't take it, and he was willing to farm or fool around but not hand out a free win if they weren't going to acknowledge him. He won the match at 3 gens and they only got more gens done because he let them get back up (and then wasted time with me.) Personally I think what happened here was way a healthier experience than Wesker just massacring everyone after the Claudette was a typical ragequitting baby. Which is what you're asking killers to do.

    But it doesn't matter either way. People are going to play how they want. Sparing a survivor/choosing to kill one over the other is not the same as working with them no matter how many times you repeat this falsehood; it's only against the rules when you solicit the survivor for information or they help bodyblock their teammate instead of just ignoring them and going your separate ways. And if I'm sparing Zarina because I think she was a better looper or more of a team player than Dwight, I don't give a damn how Dwight feels about that - next time he can try being a better teammate. The number one reason I will choose to spare a particular survivor is because one of the last two is trying to do gens and the other is hiding waiting for them to die.

    Like, it'd be one thing if you were just talking about snitches. Snitches are trash and deserve punitive action. But you're not - you hate memeing survivors, you hate killers having favorites. If it bothers you so much that the killer might be kind to someone who wasn't you, quit spectating and just move onto the next match. I cannot overstate enough how much this is a you problem and not a problem problem.

  • I have a Mikaela totem destroying build specifically for this reason. Overzealous, Inner Strength, Counterforce. They'll never see it coming.

    But yes, Mikaela's one of the survivors I tend to profile. It's mainly meta perks, but I'll assume a Bill has Unbreakable, I'll assume a Mikaela has CoH, I'll assume a Meg has SB and/or Adrenaline, I'll assume a Laurie has DS, and I used to assume a David had Dead Hard.

    As for other Mikaela stereotypes, the ones with store outfits are usually pretty good, but the defaults run the risk of being Meg 2.0: Electric Boonaloo.

  • Is it really value, though? Like, I know it's solo queue's favorite hobby and that's the point, but all the same. You slow down your team when you dump the killer on teammates on gens, both by stopping the gen cold and by telling the killer there's a progressed gen there that they should defend and will be able to find survivors around. The only time it's not a dumb idea is when you're on death hook and the person you're sandbagging isn't.

    Getting your teammates killed only helps you if you were planning to go for hatch at the start.

  • @Wowie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180137#Comment_3180137

    There are situations where this could be falsely flagged, though.

    Like for example when there's only two of you and you haven't been hooked yet, so you suicide for the other person to get hatch. It happens often enough to be an issue if left to the game to decide.

    I do agree though there should be penalties for giving up, but there's unfortunately no way to prove that someone actually gave up without recording every match.

    I think it'd be easy enough to limit this to within the first 2 minutes of the match, or when all other players are alive. Because yeah, there are situations where suiciding on hook is the right play, or otherwise pretty understandable.

    But otherwise, 3 struggle attempts + no attempts to hit second stage skill checks seems fairly trackable. And this is a massive oversight that's allowing people to ruin slews of games without penalty.

  • I think the thing that annoys me most, even more than the implicit "we're gonna keep doing this", is the implication that they're not going to provide a reward to players who have Prime and already own the recycled skins. Not happy that they considered this and went 'meh.' That seemed like a big oversight to me.

  • Bots aren't usually such snappy dressers. Corgi shirt for the win!

  • It really is not that bad, especially for a level 4 challenge. You can bring Enduring and/or Brutal Strength to mitigate the effects, or use a map offering to a map where pallets aren't that much of an issue. Or just play it on a killer that doesn't care about pallets or has an alternate way of breaking them, like Nemesis or Nurse. I'll take this type of challenge over "hit 2 survivors with one string of Corrupt Purge twice", "catch and pick up two survivors in the same trap", and "kill everyone in the basement" any day.

    When you compare it to how throw-y some survivor challenges are (hell, even white glyphs), this doesn't even compare. Getting 6 hooks is not that much of an ask.

  • Literally this is what I am complaining about with solo queue (well, this and Eruption.) My teammates will ragequit even when they have an amazing map or a weak killer because going down first means they have to commit seppuku. It's impossible to play in an environment where your teammates won't.

  • I'm not contending that solo queue isn't in a good place right now and information buffs can't come soon enough, but the perk changes... the point was to shake up the meta. They wanted you to stop using the old DH/IW/DS/BT wombo combo, just like they wanted killers to stop running BBQ/Ruin/Tinkerer/Pop. And Dead Hard was blatantly overpowered.

    The only changes that they really need to revert are DS and Calm Spirit/Pharmacy. Also, BT got supercharged along with old BT essentially becoming basekit, which is pretty great. Check out Off the Record if you need a new anti-tunnel perk in the wake of DS.

  • /laughs in never bringing items anyway

  • A really simple fix would be so that the hook timer doesn't pause while unhooking - or if the intent is that you can save absolute last-second survivors, then the first unhook attempt pauses it, but subsequent unhooks don't pause the timer.

    That, or after you've done it like fifteen times, you get a cooldown where you can't perform the action for x seconds (because you could kill a player by preventing anyone else from unhooking them.)

    I didn't know it even functioned like that, but that's a huge oversight.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179934#Comment_3179934

    Working with survivors is not against the rules?

    kay bro, have a good one

    I explicitly said I didn't support that. I suggest reading posts before going off on them, but hey, you do you.

    Working with survivors to kill other survivors is against the rules. Farming is not against the rules unless a player wants to leave, tries to leave, and is prevented from leaving - from the sound of it, you missed step 2. And ignoring a survivor to kill another survivor is not against the rules so long as that survivor doesn't help you get that kill. Brush up on your knowledge next time.

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179909#Comment_3179909

    You're investing 20-24 seconds of two peoples time just to heal one person when people can run medkits and only spend 16 seconds of their own time praying to get value out of a bad perk

    Autodidact is a boss perk. I've pulled off heals nobody could dream of getting otherwise while the killer was heading straight at us. The only time Autodidact is bad is when the first skill check comes at a time you're under pressure and need the heal completed now. Otherwise, the time investment doesn't really matter. Saying Autodidact is sandbagging... well, I'll be gracious and assume you've never gotten healed in three seconds before.

1 … 25 26 27 28 29 … 110