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Laluzi

Laluzi

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Laluzi
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  • The last thing those addons need is a buff. They're already relics from an age where survivor and killer tools were far more extreme than they are now - instant gen BNPs, infinite loops, perma hook sabotage, 0-hook moris, a whole cadre of addons that would be considered disgusting by today's standards. Removing a survivor on their first hook state is insanely powerful. The only modern killer to receive anything like that is Sadako, and... yeah. Look at her. It's not comparable.

    The only issue with Myers' tombstones is that the achievement can be infallibly denied by spiteful survivors, and that's more an issue with the achievement than how his mori works. If the achievement let normal moris count, this wouldn't be an issue. As it is, no, removing tombstone's only counterplay is a terrible idea, particularly tombstone piece.

  • Sounds good to me. I've made the mistake a few times, and had some people that wouldn't stop following me around motioning for heals. It'd clear up some confusion.

  • It's a fantastic hex and I love to use it. Doesn't fit every killer, but for those it does, it's guaranteed slowdown or easy hit value in all but the most open of maps. It's also the only hex that isn't inherently unreliable; whether it gets cleansed quickly or slowly almost isn't the point.

    I'd also love to see more hexes that follow the 'you get a hex totem after you get hooked and it's highlighted for you' design. Though sadly, I doubt they'd stack well with each other.

  • I once had a Jane send me to Badham. I was geared up for an annoying game, ready to serve hardball right back at them... turns out she pulled the Badham offering because she wanted to lead me to the mattress in the secret basement room for an evening of passion.

    There was a TTV 2-man in that match who weren't affiliated with the Jane, and listening to the match replay was hilarious because she immediately attempted to seduce them as well. They were so confused. Explained why nothing got done for the first two minutes of the match.

  • Cybil Bennett. Her screams are ear-piercing and I have neither Iron Will nor a non-handicapping Calm Spirit to save me from them.

  • Killers will get incentives when more people want to play survivor. If this system had been implemented pre-6.1, you can be sure killers would have had 100% every evening.

  • I hate this achievement so much. It's bad enough when RPD's in constant circulation. When they make it as likely to appear as any other map? It's going to take months without map offerings, and dear god, nobody wants to see more RPD map offerings.

    To illustrate just how stupid this is, twice I've failed to get progress because the killer opened the gates. And I've lost count of how many games I just wasn't the survivor who opened the exit gates, whether I was hooked at the time or someone else beat me... and then the other gates were opened because some poor sap had the same idea I did.

  • @PBsamichShoe said:

    My hot take is that old old ds with the 60 second timer that wasn't deactivated by conspicuous actions and was still activated during endgame was healthy for the game.

    It forced killers to play as though everyone had the perk unless proven otherwise, and proving otherwise could cost you a decent amount of pressure.

    If anything we've learned from 6.1 that if you give killers the opportunity to play the game without having to tunnel or camp or run 4 regression perks but still give them the option to they will still tunnel and camp and run 4 regression perks lol

    I can't say that was healthy simply because people would almost always use it as a shield to do stuff the killer needed to stop with zero risk. Discouraging tunneling is one thing - bodyblocking, doing gens in the killer's face with zero risk, and getting completely free and uncounterable saves were entirely another. The minute of invincibility needed to go. In fact, it was so nasty that many killers would just force DS so survivors couldn't screw them over with it later.

    The effect you're talking about isn't limited to a perk being so abusable. People would play more cautiously and fear DS if DS was worth fearing, which it currently is not.

  • @RedPlll said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171759#Comment_3171759

    Kinda weird since most of my survivors are tier 3 lol

    P3? If they're not at least P9 from the carryover, then you're probably new here. That and the fact that you haven't learned to call it prestige yet.

    Solo queue can be pretty miserable right now. The basekit BT is awesome, but we're still riding a wave of killer buffs that tipped the scales of "who is the average killer on par with" away from solos closer to SWFs. Escape rates are pretty low, which leads to screwed up matchmaking and even more deaths once newbies start showing up in your matches, and teammates are ragequitting up the wazoo which just makes everything worse. It's in a messy state right now. Denying it is a bad look.

  • @RedPlll said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171771#Comment_3171771

    My G.. trying to act like a gangster on the dbd forums shows how much of a looser you are. Talk about cringe af! And yes nurse is a ez to deal with killer if you know how to deal with her. It’s all about wasting her time and that’s a very easy thing to do in a swf junior.

    Dude, you're the one who said that Nurse is easy to deal with and also that you could wreck her. The fact that you refuse to verse a Nurse and show off your boundless knowledge isn't exactly reflecting well on you, no matter how much you try to bravado it off. If I didn't know any better, I'd say you can't back up your claims...

  • Yeah. So many players leave before actually scoping out whether their opponent is even threatening or not. I was playing a baby Nurse for the tome achievement and got a load of DCs in the first match. Guys, I'll be lucky to land my blinks with plaid flannel, there is no need to bail on me.

    Guess they outplayed themselves. :P

  • I like how they're accusing you of using the same build as everyone else. Yes, the no perks build is very, very threatening. Did they read the endgame screen at all or do they just have that one pre-typed every match?

  • They cost 3x as much as purchasing a new character that has perks, and if they're a killer, a unique playstyle. Of course not.

    I'll buy them on sale, but so far there isn't anyone I'm tempted to get at full price.

  • @renvolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170908#Comment_3170908

    I mean sure it's not really counterplay, unless you can play locker games before everyone else gets mori'd and waste enough time to get gens done or scout hatch.

    But that's aside from the point. This addon isnt exclusively available to people going for an achievement. If it behaved like a glyph it'd be a different story. Nobody said Myers can only do this once. People can run it anytime they want just to stomp. So survivors should just give in to killers and let them get their 4k fantasy out of their system til karmic balance is restored? Pretty flimsy justification for game health imo

    I agree it's not fun for either side in the hypothetical case of achievement hunting, but that's not always the case

    Except that doesn't check out. We're discussing hiding in a locker as the last survivor, right? Since we agree that there's nothing objectionable about hiding in lockers before the game has ended (and by extension, this should never be removed or tombstones wouldn't have any counterplay at all when they're already pretty poor game design)? If the Myers doesn't want the achievement and he's just taking a tombstone joyride, he won't care that you're in a locker; he'll take you out and slap you on a hook. Only a Myers that's going for the achievement is going to be stymied by this action. That's why locker stalling is specifically a spite move. The only thing it can ever accomplish is preventing an achievement.

    I know tombstone games aren't remotely enjoyable, but I don't think it's wrong to have an issue with players taking action specifically to spite each other when it costs them more than doing nothing, or even that they have the power to do that at all. It's not a niche thing, either. It's really common to run into this when you go for Evil Incarnate, survivors that are fine with dying but refuse to let it be a mori. It wouldn't be a difficult achievement otherwise. And I think that's pretty sad, because all it does is push another tombstone game onto the next group when in all likelihood 0/5 players want to be playing this way.

  • @Sadako_Best_Girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171063#Comment_3171063

    Plague at the very least carries her censer which should mitigate the odor.

    I'd think that makes it worse. You ever smelled something awful that someone tried to cover up with air fresheners? It doesn't smell better, it just smells like awful plus some new overpowering smell. Manure and pine isn't manure badness minus pine goodness, it's just manure with pine on top.

  • @woodenEnthusiasm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171179#Comment_3171179

    A survivor who is unhooking another survivor are 2 survivors not doing gens

    And if the killer is chasing someone else, that could immediately become 3 survivors on gens.

    There's no reason to leave a teammate up there if they're not being camped. It doesn't check out.

  • @ThiccBudhha said:

    Not to brag or anything, but I looped a zombie for 5 gens in the snowman suit. Get on my level, son.

    I remember a survivor doing that in one of my matches. Every once in a while I'd stop to check in on the adventures of Snowmen Versus Zombies. True comedy.

    If only I'd brought a Shattered STARS Badge...

  • I really wish there was some kind of matchmaking/MMR floor so that it wouldn't grab a 3k hour player and put them in a lobby with three <50 hour players and a <100 hour killer. It doesn't matter if they had a string of bad matches; there is no way that 3k player ever belongs there. Newbies should not be playing with or against players with hundreds of times more experience than them.

    And yet this constantly happens to me. I'm almost grateful for lobby prestiges despite it being a horrible and abusable feature, because at least I know when to dodge a completely brand new lobby. And the newbie matches are always busts - your teammates rarely do anything useful, frequently sandbag or hide the entire game, and go down like dominoes.

  • @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171041#Comment_3171041

    Title of the Post: CAN WE BRING OLD DH BACK? KILLER IS TOO EASY.

    For you or anyone that feels that "killer is too easy" the solution is at your fingertips, don´t run perks. Solved.

    Fun fact, I'm not the OP? And I said that bringing DH back was a terrible ######### idea?

    You have fun with that. I'll be over here actually using my thinky meat to try and address imbalanced aspects of this game in a way that doesn't leave loopholes or unintentionally punish players for doing what they should be doing, because the environment we occupy in DBD is much more complicated than you seem to be able to comprehend.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171048#Comment_3171048

    Yeah, probably Plague.

    Also Onryo in her skeletal skin - that thing must reek.

    Eurgh, yeah, forgot about that one. Yikes.

    Clown's stomach is rotting too, which is why I brought it up. Man's not exactly interested in the idea of personal hygiene.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171033#Comment_3171033

    The Emblem System was an attempt to take into account Killer's skill that was better than SBMM simply due to the fact IT LOOKED AT MORE THINGS.

    SBMM just goes ooga booga has the Bubba killed anyone. The Emblem System will look at Bubba facecamping every hook and give him a depip.

    Yeah, I've got to agree with this. SBMM is better at grouping up individual skill brackets where RBMM just threw everyone past a certain point in the deep end of the pool and said 'have fun', but there's a lot of ways SBMM screws up that RBMM didn't. The emblem system has various issues, and at least on the survivor side it was questionable whether it actually measured skill, but it does broadly look at what a player does in a match and whether or not they accomplished a lot. SBMM will look at a killer who got 0 hooks in 5 gens but got an altruism snowball with NOED at the end, and go "wow, this guy's awesome!", while looking at a killer who got 8 hooks and 13 downs with some wacky Obsession build and going "you're awful at this game." Same with rewarding the survivor who stealthed most of the game while the other three did gens and took aggro, and punishing the one who goes down to save their sorry ass at the end.

  • I think it's got to be Plague. Her skin is rotting off her body, plus vomit and pus and all that glorious stuff.

    Dredge, Blight, Billy, Nemesis, and Clown are probably close contenders though.

  • @TheLastHook said:

    @Laluzi

     I'm not saying killers should handicap themselves

    That´s EXACTLY what you were saying. You and everyone else, Survivor mains.

    No, I didn't. I explicitly said otherwise, you just can't read anything without bias goggles.

    Not a survivor main either. I follow whoever has shorter queue times. Right now that's survivor, in the past that's mostly been killer. But again, people like you see any opinion that doesn't align completely with their own and write it off as "they're a filthy OTHER SIDE main and therefore everything they say is wrong. Flanderize flanderize."

    Come back when you're actually interested in addressing anything I said.

  • Oh wow. Why didn't I ever think of this before. My mind has been expanded. Truly a new idea that has never graced the forums.

    It's almost like having no loadout flexibility and not being able to use any perks you want to because your entire build consists of "let me actually play the game when the killer does X" is terrible design.

  • Yeah... I'll pour out a shot for you. MMR deciding they're the skilled players and you're the one who needs to git gud is just salt in the wound.

    Bonus shout-out to every rando with a 3-man SWF. You knew your fate from the start and you still gave it your best shot. Nobody was ever going to come for you.

  • @TheLastHook said:

    @Laluzi

    While that's true and 10s BT/Haste is great, I still have my eternal hope that they could look into solutions that make tunneling less attractive.

    You can do that by playing Killer as main, and then, don´t ever "tunnel". Make sure that if a survivor gets stressed out you turn back and get into a pallet, then count to 10 before chasing anyone else.

    Take notes in a paper to ensure you don´t attack the same survivor twice.

    I already do that (no paper needed, memory's fine.) What kind of point are you trying to make? I'm not saying killers should handicap themselves, I'm saying the tunneling everyone complains about is an endemic game design flaw because it's the smartest thing killers can do, and you're not going to fix a very unenjoyable mechanic with bandaids, you have to actually make it so that the killer has a reason to target someone else.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170922#Comment_3170922

    Regardless of why a survivor hides in a locker against a Tombstone Myers, Myers is not entitled to that achievement or any other specific action from that survivor. Meyers must earn the achievement through clever outplay.

    Killers are in four games at once--each survivor's outcome counts as a separate win (or loss) for them. If a survivor hides in a locker to prevent a tombstone mori, then the killer should hook them and attempt the achievement with some other group of survivors. The game isn't "lost" for survivors until they've died. It's time you all retire the argument that one survivor left alive on the map equals game over for that survivor. There are a number of ways a killer could misplay even under those circumstances.

    So you're saying that Myers should go through piles of iridescent addons looking for a game that a.) he can 4k and b.) where the survivors aren't sore losers, because the killer should respect that survivors don't want them to get an achievement they've even when they've utterly lost and have no hope of escape?

    You realize just how busted this is, isn't it? The equivalent is that... say you have an achievement that requires you to escape through the gates in solo queue. So already it's not applicable in every game - survivors have a hard enough time escaping in the current lay of the game, and solo queue is a pretty big penalty. But while the killer can't prevent them from escaping, they always have the option to prevent the achievement by, say, swinging their weapon, even if that doesn't accomplish anything for them. You are saying they should also respect that the killer can just decide "nope, ######### you, try again next time" and prevent them from getting the achievement arbitrarily, which they will do because they're mad at them escaping. Because the survivor isn't 'entitled' to an achievement that they otherwise got, even though the killer earns no benefit from stopping them other than the malicious glee of knowing they ruined someone else's chances.

    Achievements should never be subject to player spite, because player spite is damn near ubiquitous when it comes to losing games. That's just idiotic. It's terrible achievement design and it's terrible to think that's acceptable. This is more an issue with achievement design than it is with addon design (though tombstones are their own separate can of worms), but that doesn't mean it's defensible.

    Also, no, there isn't really a way for the killer to misplay and 'lose' when it's just them standing in front of a locker the survivor has no intention of exiting. Which is the situation I've been discussing from the start, so I think you're the one who's been misunderstanding the argument. 🤷

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170773#Comment_3170773

    SWF can do that regardless. Just go to hook, jump into/over nearest locker/window/pallet and point at hook. Killer has no choise but to down/hook them or stay in a game where nobody does anything. Killer can't make SWF suddenly play out the match.

    And yes - surrender should give hooks-worth of BP to killers/escape's worth BP to survivors.

    While that's true, I was thinking more about adepts or kill challenges. It'd get annoying to do those if everyone could reliably say "nah, I'm out" on matches they don't like.

    But otherwise, yeah, it'd be a good thing to have. My thought on a surrender mechanic is that it should be gated by a long period of nothing progressing - like no gens being done in 10 minutes, or no health state loss occurring in 10 minutes. Ideally BHVR could get their act together and handle cheaters by actually baking in game recognition that something's gone wrong (people moving at 400%, people flying above or beneath the map, survivor health states changing several times per second, the killer having a power that doesn't match that killer, a player having 40 perks active, action bars moving at 1000% percent speed or 0.01% speed) and letting players vote to end the game once something wacky has been detected.

    @JoaoVanBlizzard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170773#Comment_3170773

    That's right, I apologize for not having explained it right, sometimes I have ideas that would be good, but because I don't know how to explain it generates all this misunderstanding, I have a little disability that unfortunately makes me explain things the way they seem negatives

    in no way do I want to harm Killer's game or any other player, but the mechanics that DBD uses makes the game often unplayable, which generates these disconnects that people are complaining so much about, or people who kill themselves on the hook,There are also killers who leave the surv on the ground until they die and don't put them on the hook, or even the survivors who open the exit gate and the killer needs to wait for them to escape.

    there will always be people with bad intentions, but this has always existed, we need to think of this idea as a solution, after all, when someone comes in to play DBD the idea is to play, if you noticed that the players gave up with malicious intentions, you should be able to report it , it even has a function for that, but apparently it doesn't work well in practice yet

    No worries, that happens all the time. I'm not the greatest with explaining stuff either. And the stuff you listed is all annoying behavior I've been asking BHVR to discourage for just about as long as I've been here. A system like this would definitely help, it just needs to be carefully thought out so it can't be abused.

    For players quitting maliciously, I'm not actually sure what BHVR's current stance is? I hope it's reportable, but BHVR's report system is a dysfunctional mess that some platforms can't even access, and I know some of the terms on the endgame report screen are outdated. For instance, they say disconnecting is reportable, but separately say not to report disconnects because the DC system handles it.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170821#Comment_3170821

    It’s an achievement—earn it. You aren’t entitled to benevolence from random people playing a video game. If you’re unable to obtain the Tombstone Achievement, well, that’s unfortunate. It’s a challenge—it should be difficult. You’ll need to try until you get it. But I strongly suspect you aren’t giving any survivors Left Behind.

    Benevolence is not the absence of spite.

    A killer giving you Left For Dead is benevolence (and yes, I do that a lot - heck, sometimes I go out of my way to block the hatch and force them to do a gen, then close hatch so they have to get a gate. Lost count of how many survivors I've given this achievement.) They lose out on points/a 4k/their time by sparing you.

    A survivor preventing you from getting a mori on a game you already won is spite. They lose nothing from letting you mori them because they're going to die either way; they just want to spit in your face as they go and will waste their own time to do it.

  • @renvolt said:

    I don't really have sympathy for anyone trying to do the achievement cus from the survivor side it's vs a killer that can mori you out of the clear blue sky no matter how you played and that's... not fun to go against? What other counterplay do you suggest besides denying the cheevo?

    Denying the cheevo isn't counterplay, though. You're dead either way, you're just trying to get back at the other player for giving you an unfun game, and thus forcing them to play more unfun games against other survivors. If you're dead either way, why not just... get it over with? (If you're not entirely screwed yet, then sure, use lockers to deny the mori. I'm talking about the situation where you're the last survivor and Myers is staring at your locker waiting for you to come out.)

    When I'm up against a tombstone Myers, I just let him do it because a.) I get it, achievement hunting is annoying, and b.) I got the achievement because the last survivor gave up and didn't fight it. Only time I'll actually play hardball and deny the mori is if the Myers pretended to be friendly for an easy T3 and kills (which - I rarely trust a Myers anyway, but I have to disrespect the strat on principle.)

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170796#Comment_3170796

    It is. Unambiguously so.

    I started under grades, and simply dealing with multiple 'red rank' 2-4000 hour SWFs in a row as a brand new player thanks to the monthly reset alone was ridiculous.

    Despite being new, I was pushing into purple ranks within 2 weeks and, again, facing people with thousands more hours than me.

    You cannot possibly think that that was good for the game - unless all you're really after here is being able to roll over new players.

    SBMM certainly isn't perfect, but it's a huge improvement.

    https://forum.deadbydaylight.com/en/discussion/comment/3170828#Comment_3170828

    The recent buffs to baseline BT were pretty effective at helping make tunneling weaker.

    The big problems right now are instadown killers camping and Nurse...well, Nursing.

    While that's true and 10s BT/Haste is great, I still have my eternal hope that they could look into solutions that make tunneling less attractive. That's the only way the issue would ever be 'fixed' - changing the paradigm that hitting a 3v1 ASAP is empirically the best way to ensure victory. It'd be tricky as hell to implement safely - an example might be futzing with repair speeds so that people off the hook are less threatening to the killer and people that haven't been hooked for a while when one player has been hooked several times consecutively are more threatening - but anything else is just placing obstacles in front of the killer that they are inevitably going to smash through for the prize on the other side. I've seen people suggest pooling hook states so you can't remove a survivor as easily, but going after the injured guy is still more efficient than the healthy one, so I don't think that'd actually stop tunneling.

    No disagreement on Nurse or instadown camping, though.

    RBMM versus SBMM is tricky. You're not wrong about RBMM shooting you up too quickly and red ranks being a giant mess of varying skill levels that meant nearly nothing, but SBMM has a lot of issues inherent with it too - ELO hell, punishing altruism, under-placing meme build/12-hook/merciful killers and over-placing killers who rely on facecamping/NOED. These are all things that the emblem system handled better than the kill system, even if the emblem system had serious issues in other areas. Plus SBMM still does the same thing as RBMM where it's quick to go "I don't care about fairness, just give me a match" and throws completely random overpowered/underpowered lobbies at you on the regular.

  • Please. DS is so outclassed by OTR right now it's not even funny. One-time use for a 3s stun that you can miss by the game stuttering when you get the skillcheck? And the killers who are best at tunneling are also the best at ignoring a 3-second stun and jumping right back on you.

    There's no reason to respect DS or even the possibility of DS anymore. It's so weak.

  • Stacking flashlights is hilarious. Besides, that's even more survivors that are following you around instead of doing gens.

  • Do solo survivors need buffs right now? Yes. Should that buff be Dead Hard? ######### no. There's so many better ways to try and improve the game than by adding the most broken perk shy of original DS or MoM back in.

    You'd be way better off looking at weakening tunneling and camping than making everyone have 3 health states or free loop extension again.

  • @JoaoVanBlizzard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166577#Comment_3166577

    but this is a theoretical opinion on your part, but think like this: you're playing surv and someone disconnects right at the beginning of the game, or there's a hacker in the game, it wouldn't be a good idea for the guys to be able to vote to end the game without harming the game?

    DBD is not a perfect game the way it is, otherwise I wouldn't be wasting time creating ideas and trying to make you understand them, we know there are a lot of people disconnecting and people just want to increase the penalty, that doesn't solve the problem, it just affects players that the internet goes down, the voting system exists in several games, and it works well, in DBD it could work too, as long as the voting system only works under specific conditions

    In those situations, yes, it benefits the game to have the ability to unilaterally agree to end the match. That's just not what you framed in your OP - you made it sound more like it was a way survivors could get around BMing killers and killers could get around BMing survivors (but only in the endgame, and not the actual scenarios where the killer is being held hostage.)

    A way to bail from a match that had a DC or a hacker would be a great addition to the game, but at the same time, you'd need ways to prevent it from being used inappropriately (like a SWF deciding to surrender as soon as they start losing, which denies the killer points and challenges.)

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170595#Comment_3170595

    And you’re entitled to having an opinion. 🙂 On the flip side, in my opinion, there’s nothing wrong with slugging for pressure regardless of how many gens are done. And I just don’t understand the issue where survivors saying slugging is “worse” than being hooked since you can at least move around and potentially be instantly healed while slugged.

    It sounds more like your issue is with Nurse being overpowered than slugging in general.

    Eh, yes and no. My experience with 5-gen slugging is mostly Nurse (which, yes, overpowered) and the odd Knockout build, which I dislike for encouraging annoying solo-stomping gameplay. Also Doctor, sometimes, because he can force the issue by preventing anyone from being able to pick each other up with Madness 3. In all other cases, I can pick people up and my teams usually are altruistic enough to try and save me, so I don't care.

    But re:opinions, that's fair. As for slugging being worse than being hooked - I can only speak for myself, but I'm pretty sure people mostly get like this when it's being slugged in a situation where they have no hopes of getting up and just want to exit the game, and slugging is seen as denying them the ability to die. That or they're complaining they want time to safely unhook players while the killer is actively patrolling for them, which... I get the frustration when the match just started and they never had any time to do anything, but at the same time, if there's one survivor up and you can be relatively sure there are no Unbreakables, there is no reason for the killer not to hunt them down.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169916#Comment_3169916

    Even if it was good the overall design of it would still be awful.

    You use Reassurance:

    • Killer is camping: You can deny 1 or 2 kills, match is still boring for all Survivors involved
    • Killer is not camping: -1 perk slot as Reassurance is almost completely useless in this case

    You don't use Reassurance:

    • Killer is camping: Match is boring for all Survivors involved
    • Killer is not camping: You can use 4 perk slots to run a build that is fun for you.

    A solution to camping can't come from a perk, it needs to be implemented into the game directly.

    🦆🦂

    I fully agree with this and I was annoyed that it came out as a bandaid/perk solution in the first place, but my hope was at least that the threat of Reassurance would have stopped people from playing Basement Bubba and we might have had more killers that didn't even try to facecamp (or with Reassurance, they would have been driven to leave the hook and play normally.) Currently Reassurance is too weak to discourage them.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169870#Comment_3169870

    There's literally nothing wrong with slugging for pressure when all four survivors are alive regardless of how many gens are completed. If I down a survivor and I think I can get some extra hits or another down in I'll obviously do it, it's common sense. In fact I don't slug as much once I already have a survivor eliminated because at that point I can more easily maintain pressure by just hooking as I down them, it's the early game when there are four alive and kicking that slugging is really useful to help get them distracted from gens to give you time to collect the hooks.

    I'm allowed to think it's obnoxious when the game starts and a Nurse immediately goes full tilt boogie and steamrolls my team and won't hook anyone until we're all on the floor. I'm not saying it's against the rules, I'm saying it's annoying as ######### to be on other end of. My exceptions are stuff I don't get annoyed at because it makes sense as anything other than sheer overkill. It's an opinion. 🤷

  • @Akumakaji said:

    Yeah, I can see the wisdom in not making him kill you out of a locker ... but its still so very frustrating to get this achievments just within your grasp and then get it taken away, not because of a skill issue, but just spite of the other side. Its the same with survivors who would rather bleed out for 4min then letting the killer have that last kill, but amplified by a good margin.

    Maybe though Myers should get a special locker mori with his tombestone add-on, if it is the last survivor? Just so that we don't have the 15min locker stand off because the Myers player is highly frustrated and got the achievment just one step ahead, and the survivor player probably just laughing their behinds off and watching youtube.

    I mean, the ideal solution would be making moris also count so you could bring a cypress mori and clean up any stubborn survivors that way.

    No messing with his power, no strengthening a controversial addon, just making the achievement less stupidly specific.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168847#Comment_3168847

    Being hooked and taken out of them game instantly are different things m8

    I think they were referring to when the game is essentially over but the last survivor won't exit the locker and runs back to it if removed. There's no way to actually win here beyond getting the Myers to rage-DC.

    Which is very different from a survivor suspecting/knowing Myers has a tombstone and jumping into a locker to force a hook instead of a mori during normal gameplay. One of these things is trying to survive, the other is just spite.

  • They kind of didn't, though. Reassurance isn't bad, but it's not good either. Unless the camp is in basement or in a two-story map, you have to get close enough that you can either hook trade (in which case, why use Reassurance, just go for it, you're going to get hit anyway) or the killer can instadown you (in which case you can't use Reassurance.) And the fact that it's capped at once per hook state isn't going to stop a Basement Bubba from getting at least 2 kills, so I'm not impressed.

    Right now, a hard facecamper can pretty safely ignore one survivor using Reassurance. I'll spend a perk slot on it once it's actually good. Pre-nerf had enough potential for me to use, this version doesn't.

  • @[Deleted User] said:

    East Wing seems stronger than West IMO. The pallet setups in and around the helicopter area can be pretty gnarly.

    JFC, this. Who thought three pallets in a row was a good idea?

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169848#Comment_3169848

    That's...even easier, literally something everyone does every game, but that Myers one is just a nightmare because it's just a petty "haha here's a middle finger"

    Bruh? Took me 2500 hours before I got that achievement. It's virtually impossible unless you're either running a hatch goblin type build (and still get very lucky) or the killer specifically gives it to you.

    The stars have to align for the game to even be in a state where you have the chance to get the achievement, and finishing a gen is a very stupid thing to do as the last survivor because it tells the killer your location. Of course, that assumes you can complete a gen before the killer closes the hatch/finds you. From there, you need to lose the killer or prevent them from ever finding you, then hope the gates are far enough apart (and that the killer isn't one of a list of killers who can make gates basically impossible) that you have a chance of opening a gate, then hoping you get lucky with which side the killer checks first and their patrolling pattern. You also have to hope they're not running NWO, which is pretty common. Most players get this one because the killer gives them the gate after letting them farm on their lonesome for a bit (as opposed to giving hatch, which is way more common.) I'm no different, and I try to pay it forward as killer when I can.

    Myers' achievement is... actually a similar type of bad. On the surface, they don't appear anything alike, but they both unintentionally rely on player goodwill. It's not that hard to get the conditions of Evil Incarnate - it's risky that the last one might get hatch, sure. But it's insane how many survivors will waste their own time in lockers, run the endgame collapse to the end, or disconnect just to spite a Myers that's clearly going for the cheevo. Like, you guys know you're just making him play more tombstone games, right?

  • He really shouldn't for as long as Tombstone Piece is a thing - that counterplay needs to exist. But at the same time, the fact that survivors can completely deny his achievement even when Myers has won the game under the correct circumstances (and usually will deny his achievement out of sheer spite) is very stupid. Unfortunately they can't change the terms of any achievements unless they're literally impossible, so we're stuck in a bad loop here.

  • @Blue_Archer33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169858#Comment_3169858

    This is a very fair point. But you don't exactly have to lose out on the kickass healing! Pair Autodidact with the double Empathy combo. In fact, finishing it with Solidarity is one of my favorite builds ever.

    My current build is OTR + Empathic + Botany + Autodidact. I don't want to lose the Botany-boosted Autodidact heals! They reduce (though don't entirely remove...) the odds that I'm going to cause a bad situation with the first two skill checks. And OTR just feels way too necessary to play without it in the current game climate.

    Never seen anyone use Solidarity in action, especially not post CoH (or Hemorrhage) - that's a really neat build! Props for heading off the beaten path. Sounds like a sweet deal when you end up in a healing party with two other survivors. And hitting the 5th Autodidact skill check on people will never not be a flex. The amount of tbags you get, it's great.

  • Slugging at 5 gens is obnoxious as hell (unless your teammates are dancing around for the save or it's a power burst killer, then it's understandable), but if your team doesn't try to help you and there's no Knockout, that's more of a team issue than it is a killer issue.

    In the case where there's no way you're going to get picked up and the killer is letting you bleed out, you're way better off tabbing out or going AFK than disconnecting. It's quicker even with the first level of penalty, and past that it shouldn't even be a question.

  • @Blue_Archer33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169110#Comment_3169110

    Don't swap out Empathetic Connection for Empathy. Try running them simultaneously for really good two-way comms

    The issue with Empathic Connection is that solo queue teammates are as likely to use that info to screw me over as they are to benefit from knowledge of my activities. Or maybe it's not as likely, it's more like a 1/4 chance of someone in a match being a dipstick instead of using the information intelligently, but that's still too often. Can't count how many times a player will be looping far away from me, and as soon as they get injured, they beeline in my direction and try to pass the killer off on me. Or they run to me to get healed the second they escape chase, but then it turns out they maybe lost chase for 5s and jumped the gun when their scratch marks were still being followed at a distance.

    And I don't really have room on my build for both without losing either the kickass heals or OTR, so it's going to be one or the other. I'll have to see. Empathic Connection is great when it works, but I'm really tired of the sandbagging. Empathy would help me see it coming, but it wouldn't stop it.

  • I honestly loved that event. Ghostface was unplayable during it, but goddamn if those snowmen weren't peak comedy. Nothing was greater than spending two minutes looking for any survivors only to find a group of four snowmen slowly advancing on you...

  • I might swap Empathic Connection for Empathy on my healer build and give it a whirl. The heat-seeking missile property you mentioned has brought as many sandbagging teammates to my gen with the killer on their heels as it has people looking for some sweet sweet backrubs. And being able to find an injured survivor to help escort them to the gates would be very useful to me - I often run around aimlessly looking for the TR in that scenario and Empathy would help quite a bit. Thanks for reminding me it exists!

  • Whenever a survivor pulls an Any Means Necessary in front of me, I just stop and let them do their thing. It's such a chad move.

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