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Laluzi

Laluzi

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Laluzi
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  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179921#Comment_3179921

    Refusing to hook anyone and end the game because he wanted to hold us hostage and remain in match to unnaturally farm points in a manner breaking ToS.

    Is this forum full of killer mains or what

    Farming is not against the rules. The match ended. Dunno what your problem is, especially since it sounds like you weren't doing anything for most of the time the game stalled (if you had ten whole minutes while Wesker gave Adam a piggyback ride and didn't do a single gen. In that case, the stalling is your own fault.) Like, if you were pointing at the hook and Wesker wouldn't kill you, that's one thing, but seeing as Wesker used Adam to find you and then wanted to farm with you instead of using that information to immediately murder you... that sounds kosher to me.

    I'm following along half of what you're saying, but when you act like the killer shouldn't have the agency to kill whoever they want whenever they want, you lose me. I'm not advocating trapping people or teaming with survivors to help kill their team, because that's scummy BS, but I can think someone is cute and spare them, prefer to spare Jane because I'm a Jane main, or prefer to spare the Meg because the Claudette has been hiding all match and I respect the player trying to progress the game more. You can't criminalize that, and yet you repeatedly proclaim that killers should be punished for wanting you dead in particular when it may just be that your behavior in game isn't something that most players respect. (Which, if you were hiding for 10 minutes, increasingly sounds like that may be the case.)

  • @UnknownKiller said:

    You can report post game

    Sure, after giving them a chance to sandbag and harass you? If they're already going off on you with some hateful ######### in pregame lobby, playing a game with them does not sound like a good idea.

  • @SilentShepherd said:

    Another troll game just now.

    A Wesker held us hostage. He killed two survivors, and then carried the third survivor, who refused to Wiggle, allowing Wesker to roam the map trying to see my aura. This went on for 10 minutes until Wesker gave up and then tried to pick up and drop the third survivor, to have him snitch. And yes, the Adam snitched on me by using the downed aura.

    Then, the Wesker finds me, via snitching Adam (third survivor), and the Wesker wants me to give him generator hits and pallet breaks, because he was running around map with Adam doing this #########. I went off to do generators while Adam and Wesker exchanged hits on generator regression. Then Wesker is done, and kills Adam, his little minion and kills me.

    How is that holding hostage? It just sounds like Wesker was trying to farm the gen kicking challenge. You got some points out of it. It's not a bad trade.

    I have total sympathy for the case where a two-man trolled you and the killer got in on it instead of doing what they should have and murdering the little shits, but there's nothing wrong here.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178857#Comment_3178857

    i have yet to see someone go "Is it just me or do men have a radar for Trapper and spend all match touching his groin" and yet the amount of posts I've seen about Jane and now this about Ada is somehow still shocking to me.

    Funnily enough, I just got off from watching a streamer match where an Ace and a Bill spent half the match giving an AFK Trapper the forbidden boop.

  • Fairly annoying to play against, and you don't properly get points for being chased by Victor. Can't say I'm a fan.

    Not a big fan of playing them either because I dislike slugging, but it's hard to play them without doing it. It takes Charlotte so long to reach her buddy. :(

  • Top 3 campers:

    -Bubba. It was never up for debate.

    -Ghostface. They often hide near the hook to grab or mark the rescuer.

    -Trickster. They love to proxy and then knifespam.


    Top 3 tunnelers:

    -Wraith. I couldn't tell you what's cause and what's effect here (Wraith being a newbie killer in every sense of the phrase, Wraith having no tools to deal with loops, Wraith being fast as fecc) but Wraiths will tunnel like it's nobody's business.

    -Pyramid Head. They always want to torment, hook, and then go for the mori straight after.

    -Pig. Pig players are either memelords or balls to the walls the nastiest players you will ever meet, with almost zero in-between. Part of this is probably for the same reasons Wraith is likely to tunnel, she has so little going for her, and her kit... kind of encourages it? Sometimes they play for the headpop, but sometimes you wonder why they even bothered to put a trap on you if they were just going to chase you until you died on hook anyway.

  • Literally impossible? I did it on my first try. With Pig. It's asking you for 6 hooks, not a 4k.

    There are far more difficult challenges out there. Yeah, this would suck on a map like RPD or the Game where there's pallets everywhere, but on other maps, you'd scarcely notice it.

  • a.jpg

    How could you say no?

  • @get_barted said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175005#Comment_3175005

    There is a reason for him to have a 40m terror radius. With his bound and addons, he can cover that 40m in no time and get someone. So with the 32 meter radius, he can get on gen and grab someone with no warning.

    Blight and Nurse both have way more reason than he does, by that logic, and they're both 32m.

  • @Zen_but_not_Zen said:

    Do you have to actually use self care to heal yourself, or can you just use a medkit while having the perk in your loadout?

    Can confirm a medkit works.

  • Depends on who's talking, really. Some people are usually pretty fair about their assessment when they point out game problems, others live in a state of constant histrionics. There's always somebody crying that BHVR loves the crying X mains and keeps nerfing Y, and X players are leaving in droves and the game is going to die any day now...

    In general? Solo queue definitely feels better since the 10s BT, and things have levelled off somewhat since 6.1, but there's still a lot of issues. Some are same-old-same-old problems (Nurse, 4-slowdown builds, bad matchmaking and dumb teammates, camping/tunneling), some are new (serial ragequitting, Eruption, constant RPD.) OTOH, a lot of people playing (and learning) a non-meta killer has resulted in much more enjoyable survivor games than usual, so I'm not sure how much of my current improved experience reflects helpful game trends and how much of it is just the "yay RE" zeitgeist.

  • I would absolutely buy the skin if they gave him that unique TR. The voicelines feel like something outright missing from the legendary, but HUNK's theme is a banger and I would brave playing both as and against Legion for it, no question.

  • I vastly prefer this to drunk driving goggles and earfuck. Good to know they totally changed it.

  • @CluelessWanderer said:

    They're meaningless basically. The only thing I don't like is that now you have to get to bloody 100 to stop starting over on the blood web with items.

    Now it's like being a n00b every prestige level and waiting until 45 to get access to decent stuff.

    I would have agreed with you a month ago, but they changed it so that bloodweb item rarity was upped pretty much across the board. Getting rare stuff hasn't been a problem for me anymore.

    I have no issue with the prestige system. It's neat, especially now that we're starting to see some big numbers, and lets people show off the characters they hardcore main.

  • @lauraa said:

    It's not rare to get 5+ escape streaks on a good night.

    Since the AoT update, most of my streaks come from being a team player. So yeah, a crap ton of Guardian and BT lol.

    I can get up to about 10 andthen tats it. I'm too skittish and unpredictable for consistent value and results.

    On average it's more like 40/60 every game

    Huh. I have the opposite experience. I'm a team player and that usually gets me killed at the end.

  • Considering it's only a vehicle for addons, it shouldn't be in the chest drop table. And I'd have no issues ditching it entirely, considering it's still a terrible vehicle for key addons compared to the red key. And keys are just terrible in general nowadays.

  • Oof. Sounds like someone out there is determined to screw with you. Dunno what would help at this point - seems like you're past the point a VPN would do you any good.

    @Pulsar You got any advice? I know you've got experience with this (unfortunately...)

  • Enough that I want a better system for sorting and finding them. I wish I could search for animals, dolls, or charms themed after a certain character or franchise.

    image.png

    (best charm, fight me)

  • I think 3. Possibly 4? Now, if you want to know my losing streak... that's double digits. Gotta love solo queue.

  • 3/5. I enjoy him quite a bit, and yeeting survivors has the same kind of serotonin as long-distance crows or Blast Mine, but he's got a lot of bugs that prevent him from being a 4/5. Too many inexplicably dropped survivors and failed vaults.

    I think he'll be one that I end up playing fairly regularly once he gets the kinks ironed out.

  • @SimplyPixelated06 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174950#Comment_3174950

    It is annoying to have to of recorded it. But other wise they don't have evidence to actually ban someone. Because as we all know, people suck, and will just report people saying they are hackers when they aren't, so evidence is needed to make sure it isn't a false claim.

    It's not that we think BHVR should just listen to whatever players say. It's that most games have in-house logging, if not outright match recording, that handles this information without asking players to use third party software at all times and submit a 10-minute form every time they want to report something in game.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176412#Comment_3176412

    "need to know which direction to crawl"

    lol, just crawl away from the killer. not hard. made up reasons.

    Wow, it's almost like knowing your teammate is waiting over by shack instead of in the pallet loop on the other side is useful.

    Your teammates will sandbag and sell you out to the killer you regardless of whether or not this is a feature. You can't stop people from being awful. Quit trying to nerf survivor information for the sake of one edge case.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176408#Comment_3176408

    More cruel than the "escape while having No Mither equipped" challenge?

    Killers could at least see that and take pity on the No Mither guy, but I see your point.

    They're both terrible challenges that make solo queue a living hell, though. Not necessarily a competition when the end result is suck.

  • No. This would remove so much ability to coordinate and set up for saves, or close the gap towards a player who's coming to heal you. This is especially useful when the killer is trying to camp two slugs at once and you need to know which direction to crawl.

    Sandbaggers are going to sandbag whether you like it or not.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176329#Comment_3176329

    This is the correct answer. But also Self Care.

    The team's going to get this fixed up as soon as we can.

    Okay, but why do you want a bunch of players running Self Care and nothing else? That's just cruel and unusual :'(

  • Eruption was fine before they buffed it.

    I have no issue with the regression portion of the perk, but the Incapacitated is currently pretty ridiculous. Like you say, it's a solo queue destroyer. Comms can completely negate it by calling when they're going to go down, but solos have no way of knowing when someone they can't see is going to go down and have to gamble on whether to hammer the gen and risk it locking them out for half a minute, or not repair the gen and risk the person lasting a while in chase.

    Like, solos could play around BBQ or PR/DMS just fine because they had a cue to work off of. But with Eruption, there's just no feedback, and it's not fair or helpful to game balance that comms can ignore the better half of the perk.

  • The situations where you can be hurt in the first ten seconds in the game are so limited that this would be pointless to implement.


    Huntress with Lethal Pursuer - this is honestly such a skilled and situational play that I don't want anything to change about it.

    Blight or Billy with Lethal Pursuer - Listen and dodge. They both have loud directional sound cues when they approach.

    Freddy squeezing out a teleport at the start of the game - this is a bug, not an intended game mechanic.

    RPD where you spawn at the gate, the killer spawns in the lobby, and they have direct LoS on you - this is just RPD's terrible limited spawns in action and needs a separate fix.

    From spawn, you ran towards the direction the killer happens to be coming from - If you didn't hear the TR or see the killer in front of you and turn around, I don't know what to tell you.

    Cheaters - you're doomed anyway, 10s protection won't help you.


    In the vast majority of games, the killer can't dream of hitting you 10s into the game, Lethal or no. This is not a meaningful way to buff survivor and I would rather see buffs that address recurring problems in this game, not weird edge cases that are at least half the time the survivor's own fault.

    Also, what do you mean about being unable to counter cloaking? If you're not madly swinging your camera around at the start of the match before you confirm what killer it is, checking every approach point for a stealth killer, you're playing the game wrong. You should do the same if you ID they have an Undetectable or Oblivious perk and you don't know their location. Use your eyes. The only time you genuinely need the terror radius is in buildings and indoor maps.

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174973#Comment_3174973

    I don't think it's a very big deal. I think some people might be overreacting a tad bit about the strength of the perk. Honestly, they need to do more about the size of Wesker's Terror Radius rather than touch the perks. I mean, that's the whole problem anyways. It seems people are only complaining about it on him

    This is true. There's no real reason for him to have a 40m TR. His Hindered is almost never in play and there are killers with much higher mobility than him.

  • I always love hearing suggestions from mains who claim the other side does nothing but cry for undeserved nerfs. It's so refreshingly unbiased, well thought-out, and not invective in the slightest.

    Also: no. Few things in this game have deserved their death as much as Dead Hard. May it rest with keys, old moris, old BNP, OG DS, and old Dying Light.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173865#Comment_3173865

    You are arguing, that people used DH to gain distance to a pallet. You are absolutely correct. No one is claiming otherwise.

    BUT the new DH is stronger in the regard, that you gain a longer distance after getting hit. Its superior in that regard, than the old DH.

    The deal is that the current DH provides a better reward with far less consistency - it needs to be very precisely timed, and the killer can always bait it. Old DH, when used for distance, wasn't baitable.

    The old DS was low risk, high reward if you were halfway competent. Current is high risk, high reward if you're pretty competent. Killers are much more content with the current version because it's generally their mistake if they get Dead Harded, whatever chase extension benefits the survivor gets. Previously it wasn't something you could do anything about, and so people got frustrated.

  • The thing is, when there's mapwide Coulro... you don't have to heal. Wesker's the only killer who can truly work this strategy, and there's no especial reason why being injured against him is a bad thing (like it would versus Oni, Spirit, or Wraith, for some examples.)

    I just play it like I would a Legion and prioritize gens over heals, and if I get a moment where Whiskers is far away, I'll use that to sneak in a heal. I also can ignore Coulro because I use Autodidact like a boss.

    Though I've gotta say, I'm weirdly glad to live in a time where people are asking Coulrophobia to be nerfed. Three months ago and people would have laughed off at this.

  • @Coffeecrashing said:

    I’d like for the incentives to be locked in when the player presses the Ready button to join the queue.

    If I join the queue because of the incentive bonus, I expect to get that incentive bonus.

    That's how I feel about it. They wanted more players in that queue in that specific point in time. If the balance changes ten minutes later, it shouldn't matter, because I got in the queue with not enough people when there weren't enough people in it.

    Plus it's false advertising. :U

  • Pretty sure the Observer got eaten by spiders he let into his tower during one of his Aurus binges.

    Maurice got gnawed on by Dredge, and we're waiting on an ETA for when he spits him back out.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174570#Comment_3174570

    Asking more nerfs for survivors :d How about we start survivors on dying statu? Would you feel happy after that?

    You are talking about some stuffs are issue but you are not adding video for prove your words. Oh, silly me. You and your boyfriend tested it! So we need to trust your words!

    Nerfing hyperfocus is hardly an egregious survivor nerf, considering a.) it's a new perk that was only just introduced and b.) only the most skilled survivors can use it, so the hapless solo queue potatoes getting routinely slaughtered aren't going to notice a difference, only the streamlined top-notch squads that were already doing fine.

    Stuff like "you all just want survivors to start out on hooks" is flanderization and contributes nothing to the discussion.

  • Yeah. I just played three matches and I'm pretty happy with how he feels. There's still some weirdness where he'll crash into a pallet instead of vaulting it or hitting over it, but landing bounds is much easier and more intuitive now. 30cm feels like a pretty solid medium between the 45m jank and the 20cm pinpoint accuracy.

  • I'm also noticing problems in Midwich much more often than I used to. In my case, it's been less the middle and more the halls. I'm almost always getting entire halls that have no hooks in them, and they're all in the middle or on the other floor.

  • Thanks for the Otz warning. Needed to set aside a 5 hour time block to watch the video :P

    Okay, the section with Tombstone Piece got a genuine laugh out of me.

    On the unpredictability - we have gotten some outliers recently, but a lot of those things have been in the game for a while too. I think the thing that's changed is that it was mostly items before, which are visible from the start, and now more perks are moving on that territory. So while I don't think Otz is wrong, the takeaway I'm getting isn't that gen/heal times are more unfair than ever, or that survivors being able to stall hooks is a bad thing. I'm more concerned about what he raised with subtle cheaters having more room to get away with things. A 45s solo gen would have been bullshit before, but now it's possible. A 4s heal mid-chase would have been bullshit a year ago, but now it's possible. And the report system is dysfunctional enough when cheaters are getting properly noticed and reported.

    With gens themselves... I'm starting to feel like the only way gen times could be balanced is to change gen times depending on aggregate survivor MMR. There's just no universal way to balance the game for good and bad survivors at the same time. Certainly not while the game fails to account for comms efficiency.

  • @SuzuKR said:

    Even if the killer is protecting it from the start, it’s a game of attrition. They can only chase one person off at a time. If someone is on another gen, that can’t be stopped. So survivors will win by chipping away regardless.

    Exactly. 4 people versus a killer 3-gen, the 4 survivors always win (as long as they have basic competence.) This is true even if the killer is running all gen kicking perks. Either the killer commits to a chase and loses a gen, or they get attritioned.

  • 30cm sounds great, especially with the obstacle hit detection remaining the same (because PTB was a bit messy.) Thanks for the quick response and the transparency!

  • My Jane is P15 and my Plague is P11. But I tend to put bloodpoints into the character I just played rather than consolidating them all on my mains, so I have a bunch of P10s and such, and my killer games are way more diverse than my survivor games because survivors are all skins.

  • @lesgo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173998#Comment_3173998

    Is not fault of survivors in soloQ. This isn't league of legends, you as a survivors cant type or ping. You also dont have a minimap. The killer can follow his strategy because only depens on one persone while the survivors are impossible to coordinate.

    It actually is, and I say this as a solo queuer. I usually try to find a central gen in the start (or at the very least, as my second generator) because I know my teammates are just going to jump on the gen they spawned at.

    It isn't my fault when they end up doing all the safest gens at the start, but it's my teammates' fault for not considering what they're doing, and ultimately I'm not the sole arbiter of my team and their mistakes are fair game for the killer.

    If everyone on a solo survivor team has game sense, they will do gens intelligently and identify which gens are best left for last/which ones would create a dangerous endgame. Coordination is not required - it just bypasses the "my teammates are stupid" issue by letting one aware person warn the other three. Of course, "my teammates are stupid" is at least half of the problem with solo queue, so... yeah. But that's genuinely a bad player issue and is certainly not grounds for a nerf.

  • It's not unstoppable if you have 4 survivors alive or 3 with CoH.

    As for being unstoppable and unfair... killers can't complete generators. Only survivors can. I'm painfully aware you can't stop your teammates from making bad decisions, but it's the fault of the survivor team if they complete gens in easy areas, leave a cluster of exposed ones for last, and the killer profits off of that. They played into the killer's hands instead of recognizing a problem and attempting to avert it early on. I don't see how that isn't fair.

    It's not comparable with tunneling or camping. Those are killer initiatives. 3-gens are survivor mistakes - and yes, this is true even if the killer protects the 3-gen from the start.

    The only time I think 3-gens are kind of an issue are those football field maps (Azarov's, Suffo Pit, Sanctum) that can spawn with up to 5(!!) gens on one side and basically have a 3-gen situation from the start.

  • I often wonder just how many players buy the game and get turned away within a few matches by either obnoxious playstyles or running into players who treat them like crap.

    Yet BHVR has no interest in trying to improve the community or fix these integral game flaws, so here we are.

  • That is a very good question. I've always considered these a hindrance and never run them for this reason.

    It can be in the survivor's favor if the killer isn't paying attention at the offerings screen or forgets. And if the final hook occurs far away from where the hatch has been set, the killer won't have enough time to reach it if the other survivor is camping the spot. So it's not quite as limited as you say. But the killer definitely has an edge on both reaching the location and choosing to base their endgame near there (chasing/hooking in that direction) so that they can access it before it has a chance to spawn.

    It makes way more sense as a hidden offering.

  • At this point, it isn't, at least not on its own. You just need to consider your pathing carefully so that you can drop ASAP. It's an annoying perk, but it's not really threatening anymore - and when it is, it's about as much so as any other anti-hook perk.

    The fact that it can drag you around while trying to get through narrow doorways is more obnoxious than overpowered. It can be nasty, especially on console, but it's super unreliable.

  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173000#Comment_3173000

    It’s kind of obvious but let me explain it since you seem to not be getting this. They’re being toxic-level unsportsmanlike because they’re mad at people they consider unsportsmanlike. And… how do you get more bloodpoints by save spamming? I’m talking about the partial save/release/save/release that survivors can do at hook.

    Ah. I misunderstood you. I thought you were referring to tbag spamming after saving.

    While that's hypocritical, I can't say it's not deserved. The only reason it's stupid is because it makes it look like they're the instigator to any outside observers.

    The game's already ruined when you decide to ragequit - I can't blame subsequent players from giving up at that point, in whatever spiteful form giving up may take. You certainly don't have any right to complain about poor treatment after attempting to ragequit at the start of a match.

  • How exactly is it hypocritcal, though? You failed to explain that part.

    You forfeited your right to respectful treatment when you failed to treat anyone on your team with respect. If you won't be a teammate, then at least give me some bloodpoints.

  • I always mistake them for pallets. I wish it was a little easier to tell the difference - like, yeah, if you put them side by side right now I could pick the correct one, but ask me again when I'm fleeing Bubba in a panicked sprint.

  • @Maelstrom808 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172734#Comment_3172734

    They just need to treat zombie hits as killer hits and briefly remove collision after a hit.

    Yeah, I agree. The fact that you can't pass them is the only issue. The way it currently works is really counterintuitive and can create some stupid situations where it's impossible to save a survivor no matter how many health states you have to burn, or you get trapped and go from uninfected and healthy to downed because a zombie followed you towards a dead end totem or gen and you couldn't perceive their groaning until it was too late. Zombies shouldn't be implacable walls and it doesn't make sense they're like that.

    But "nerf zombies" is definitely not the way to go when zombies are exceptionally useless most of the time and indoor maps are the only maps they're likely to do anything on.

  • @Nazzzak said:

    It never used to be like this with Kindred. I swear it was only a few months ago that it changed and I'm not sure why

    Yeah, it seems to have been a silent change a few months back. It's very annoying and I wish they'd revert it - there's no reason for the hook bubble to block aura perks.

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