Laluzi
Laluzi
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- Laluzi
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It really depends on the situation. If it's a map where you have high LoS, you can safely ignore it. But if you're somewhere like Lery's? If the killer can instadown? I'm cleansing that totem like it's out of style.
Penti's not bad if you're responsible about re-cleansing any bones you broke.
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Plague-Os. The cereal so great you taste it twice!
The back of the box has fun games like Smite the Nonbeliever, Create Your Own Human Sacrifice, and a little maze shaped like her headdress.
(Plague-Os is not responsible for any outbreaks in your area. Please take any cases of bubonic plague or typhoid fever to your local physician, not our customer support.)
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@MikaelaWantsYourBoon said:
I don't remember achievement's name but it was survivor one.
You have to finish last generator alone (all survivors should be dead except you), open gate and escape. Probably it is the hardest one atm.
Yeah, Left For Dead is a horrible achievement that doesn't fit modern DBD gameplay. It took me the longest by far, and even then, it took a killer letting me escape to get it.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3168403#Comment_3168403
I love DD, but it can be annoying when the Obsession is literally invisible for the entire match.
https://forum.deadbydaylight.com/en/discussion/344722/most-fun-perks-in-the-game
Devour Hope, Plaything, Retribution, Pentimento.
Let havoc ensue.
Yeah, that's why I tossed Nemesis onto the build - it was pretty unreliable otherwise. (And then I added Rancor because why wouldn't I do mori roulette on that kind of build.)
Retribution and Plaything is evil. I love it.
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Leon didn't know you can heal survivors from the dying state.
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My favorite "mess around" build is Dark Devotion, Coulrophobia, Nemesis, and Rancor. Hit someone at a pallet, switch targets while they run off thinking you're still chasing them (and scaring anyone they go towards while convincing anyone else nearby that you're leaving the area. They never expect it.)
Blast Mine was top-tier comedy until they nerfed it dead, but I've got a fondness for Quick & Quiet + Head On, and also Autodidact.
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Nah, not really. In this case, it's more like the baby ones don't count, but even average Nurses and average comms SWF have a leg up on their compatriots, and you start seeing the gap widen at merely "good." They both fundamentally bypass game design and confer advantages that can't meaningfully be countered by the other side. You don't have to be god-tier to start reaping the benefits of that.
(I love your name, by the way. Always makes me smile.)
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I'd just replace that with "when you get hooked in EGC" period. :(
Or worse, you're the rando in a 3-man SWF. At least the solo queuers might hesitate a little before leaving you behind.
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I usually do it unless they annoyed me or I don't feel like they helped their team.
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Because reliably being able to pull a third health state in every non-instadown chase, choreographed to the point where you could react to the killer's swing to use it, was overpowered and you should never have grown to expect that in the first place?
Dead Hard was a bad idea to begin with. I'm not shedding tears for its current state. If they want to work on the latency, sure, but asking for it to be buffed again is a fool's errand.
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Yeah, the ones that want to play with you and dangle every false hope imaginable in front of your nose are obnoxious as hell, as if you're remotely fooled by their 'generosity' after the first time burned.
Best thing you can do when a killer is screwing with you instead of ending the game is to go afk. It's like a cat playing with a mouse - once it's dead, it's no fun and they'll lose interest. Reacting is exactly what they want and it prolongs the game.
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Yeah, that cooldown needs reduction. I get why they don't want killers to be able to ignore pallets, but this is undertuned to the point where you're better off never using it. The only time I've managed to get value out of vaulting with his power is on a second-story window where the cooldown was mostly matched by survivor stagger and part of it happened during the fall. Everything else punished me for trying.
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Hmm. I thought that one was worth its iri status. Breaking the pallet is way more useful than vaulting it, and he has more antiloop in his kit than anyone you listed but Blight - but Blight is S-tier and not exactly the golden standard for balance.
But I do see the situations where it's a trade-off. Maybe if it worked more like Legion's iri, where he vaults the pallet and then it breaks afterwards?
But it's definitely better than getting another shoehorned Undetectable iri addon.
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@PaintedDeath said:
https://forum.deadbydaylight.com/en/discussion/comment/3167469#Comment_3167469
Yea but that's sorta the thing, it's NOT fair. The flashlight is one of the few tools the Survivors have to "Fight Back", and it isn't very powerful at all. I'm just suggesting, maybe it would be a bit more powerful.
I think you're wrong when you say flashlights aren't powerful. They have the ability to instantly undo the killer's last chase, and to a lesser extent lose a current chase (though this requires either duration addons or stealth perks to back it up.) Removing the killer's ability to recognize and counter this is not a fair move. It's a high risk, high reward item that takes skill to use effectively. If you want to make it easier to use, you need to lower the reward as well.
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I'm much more tired of RPD than of Wesker. Wesker can stay. He's fun.
RPD can stay until I get that awful achievement and then it can be banished to the most obscure depths of the Entity's realm, never to be seen again.
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She's not the worst, but she has a lot going against her. Her teleport has an insane cooldown for using it on top of survivors being able to turn it off whenever they want, her passive is really bad and won't have an impact (even as slowdown, survivors can completely ignore it) in a normal-speed match unless you run a very specific build and play erratically to try and force it, survivors can easily remove Condemned mid-chase in the blue moon scenario you actually threaten someone with it (which in turn makes it risky to try to use the Condemned playstyle, you can sink in the effort and still get no visible value), and her stealth is horrible because her lullaby broadcasts her presence. Her kit has a lot of things in it, but she isn't good at any of them. She's not even a jack-of-all-trades like Demo; she's more of an amateur-in-all-trades.
And Myers isn't a great comparison, because I do consider him the worst killer, or at least tied with Trapper. Granted, both Myers and Trapper both have snowball potential Sadako really doesn't, so maybe some people value that higher. But she's less map dependent and doesn't have the crippling early game they do, so she's not complete bottom of the barrel, just really close.
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You realize with hook trades, you're not supposed to trade at the start of the counter, right? If the killer's going to camp, you slam gens and then show up to unhook when there's 5-10 seconds left on that counter.
Of course, you can't control your teammates, but even if they're idiots who just hover around uselessly or run in with their dicks out before the killer even leaves the hook, you still have the power to be patient with your own hook trades.
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He's a character I knew of osmotically - not a big RE fan (yet?), but I'm a fan of several similar games and Wesker's enough of a massive ham that he's come up. So I was really excited to see him in DBD.
I think his audio design is amazing on all counts (the menu music, unf) and I love that he monologues at the survivors. His visual design is pretty great, but there's a little bit of jankiness with his endgame screen running and the mori animation feels a bit rushed even if I feel they did a good job with him 'warping' around between bounds. I like his power a lot, and it's fun to use and counter, but boy howdy is it buggy right now and this definitely isn't the final version we'll be judging for those tier lists. In the meantime, it's pretty highkey hilarious when a Wesker slow-mos you towards a rock for ten seconds and the two of you pause chase afterwards to go "...that happened" before resuming your roles.
It's not perfect, but I'm thrilled with his inclusion and happy with his design overall. I'll have to wait for the adjustments to see if he's a killer I'll want to play regularly, though.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3167341#Comment_3167341
I just played a game where he chased me for 4.5 gens. I finally managed to lose him with off the record, I picked up a spray and waited for him to down someone. Instantly used the spray, he was back on me within 20 seconds.
If you weren't close by (which I assume you weren't from 20s travel time), that's more of an issue with the way killer gameplay incentivizes tunneling than an issue with Wesker himself, or an issue with killer instinct being too strong. That or it's an issue with that particular killer being tilted and really wanting you dead, which - if he was dumb enough to sunk cost fallacy that much time into you, he probably was.
Seeing as the game was almost done and it sounds like your teammates didn't have many hook states between them, you had the option to go hide somewhere and risk not using the spray, which you know would alert the killer to your position - and presumably you were his best shot at getting a kill at this point, if it's 1 gen left after sinking all his time into one survivor. You already knew he was a tunnely boi - you could have waited at the gates or joined your teammates on the last gen. You also had the option of waiting to use the spray when you're out of his giant terror radius, immediately running away from that location, and hiding somewhere non-adjacent.
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This happens every time there's a map update or a new map.
It'll go away soon. I'd hate it more if they didn't just release a grindfest achievement that'll take months to get without the current influx of RPD.
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I'd be fine with pausing the infection if the survivor gets into a chase within 10-15 seconds of being unhooked, and unpausing it once they take another virulent bound hit or are out of chase for the same amount of time. Having infection get halved when a player is hooked was a smart move on the anti-tunneling front, but it just delays the inevitable by 30 or so seconds rather than actually stopping Wesker from using an inevitable down on a relatively convenient timescale. There's no way to remove it mid-chase, since it doesn't save progress and the interaction takes so long.
I'm fine with the killer instinct, though. If you have time to use a spray, you're not being tunneled.
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If you have issues reliably hitting greats, you're much better off with Stake Out than TINH, which doesn't widen skill checks very much and only works when you're injured.
It's definitely a contender for the worst perk in the game.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3167192#Comment_3167192
the ONLY good thing about surv is looping and getting better.
Yeah, and it's total ass to verse as an M1 killer. Past a certain point, fun for one side is usually the opposite for the other, you know? Doing a minimum of 4 rounds around each loop before breaking the pallet and moving on to the next loop is frustrating as hell for basic killers, to say nothing of the chainsaw boys who get completely wrecked by windows, so they might bring Bamboozle to help them break the cycle and get downs in a reasonable time.
I don't have much sympathy for survivors who think it's their god-given right to loop the killer.
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@DredgeyEdgey said:
https://forum.deadbydaylight.com/en/discussion/comment/3166948#Comment_3166948
But space Victor his people needed him
As hilarious as space Victor was, I saw several clips of Wesker suplexing survivors into the sky. I'm almost sad that bug appears to be fixed.
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Wow, really? Yeah, a survivor will surprise me with it every once in a while, but once you know the Meg has it... that's it, man. If they get you twice, that's completely your fault. It sounds like you need to learn to be patient and remember/play around remembered survivor perks. Once DH is known, it's super easy to bait and is not nearly as powerful as it was before.
Also, please don't use all caps, it's super hard to read.
@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/3167153#Comment_3167153
Whenever someone gets me with it i just say, “good play” i dont get mad at that perk anymore
Same. Always makes me go "nice." It actually requires good reading on the part of the survivor.
If someone manages to get me more than once, I'm really impressed, where pre-nerf I'd be frustrated as hell.
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Wow, we're complaining about Bamboozle now?
I've got amazing news for you, man. If your killer is running Bamboozle? They're not a meta killer! Congratulations! You are not facing a Nurse/Blight and are by all rights either one of the chainsaw killers or an M1.
If your tile gets blocked, leave the tile.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3166948#Comment_3166948
I actually watched a video talking about the worst dbd patches and looking at twins again. This update is nothing like twins.
Twins were completely broken and rushed out. 5 out of the 6 perks were not even working. And it took a while 2 weeks just to fix twins. This was the worst update alongside legions.
Weskers update the only issue is the bound hit box everything else is fine no lag no game breaking bugs it’s just one issue
He's not Twins bad, no, but he has more issues than you're giving him credit for (or... not giving him credit for? You're giving him too much credit.) Slow motion bounds, slow motion throws, bounds that pull Wesker to one side of the map until he hits a wall, slams and throws that collide with an object and then fail to damage the survivor, wacky pallet prioritization, wacky height interactions. His power's really buggy - less buggy than the PTB, yes, but still bad. He does not feel finished.
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Terminus is way more than an Adrenaline counter. It prevents survivors from resetting and weakens survivor endgame situations - if the killer has a hook to defend, injured survivors have to open the gates or lose, when previously a stalemate could be enforced for a very long time, or a bodyblock conga line would usher the hook out the gates.
As for Adrenaline, I'm not seeing Terminus enough to shelve it - and that's with everyone playing Wesker. Personally I never considered Adrenaline a reliable solo perk anyway.
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Hag's perfectly playable with minimal hook camping. I do fine with it - just set up a territory and trap vaults on the side you expect the survivor to jump to and high-traffic crossing points. Odds are you'll end up catching people going towards your hooks anyway.
Flashlights and comms are way nastier for Hag than Reassurance unless you just hug the hook like a Bubba.
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@Viskod said:
This is definitely one of those moments where you have to wonder, "What's the point of the PTB again?".
He had all of these bugs there, and all they did was over correct on his hitbox.
They had to fix some of the bugs, because I haven't seen Wesker yeet a survivor into space or warp himself out of the map on the live release.
That said, I'm getting some real release-day-Twins vibes.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3166928#Comment_3166928
Stake out isn't about the stacks its about the bonus 1% progress.
First thing you should know: Stake outs bonus 1% applies to all great skill checks, not just the ones converted by the tokens.
Additionally,Stake out's bonus 1% increases the base amount for hyperfocus, causing each hyperfocus stack to grant an addition .6% to the generator instead of .3%.
That's why I said strong players don't need the full stacks - one to activate the perk and maybe one as a safety net. Average players would chew through stacks and flop as soon as they run out.
That said, I'm under the impression the skill check bonus only applies when Stake Out has at least one stack, and I might be wrong about that.
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@[Deleted User] said:
Mostly not the same thing since it's SFX and not voice, but Dredge's SFX change depending on the cosmetic's matching the material's it's composed of. Not sure if there's any other cosmetic's that change specifically SFX in game that arn't a linked set, if any.
Joey's Gameplay Expo mask adds a filtered sound over Legion's breathing.
Then there's Dwelf with his jingle bell pants. And outfits that add backpacks or other accessories sometimes add clanking sounds when the character moves (like Kenny Ace and Mikasa Yui, off the top of my head.)
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It's incredibly effective, but only if you can hit greats extremely reliably. It's pretty much a toy for high-level survivors and not worth trying for anyone else.
Stake Out has great synergy, but waiting to build up 4 stacks is the opposite of gen efficiency and that tends to cancel itself out unless you're banking on a long chase followed by not getting tunneled. The best survivors would only need one or two stacks to make it rain.
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While his power does have some above average tunneling potential built into it, it also has safeguards so that you can't be hindered straight off the hook and it'll take some time to build back up. There's way better tunnelers out there than Wesker - see Pyramid Head, Trickster, Blight, Spirit...
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The issue with voting to end the match is that this is an asymmetrical game and survivors will always out-vote the killer when it comes to their interests. Sure, in this situation where the killer is more or less taking the game hostage, survivors can vote to get it over with. But on the other side of the coin, where a bully SWF is refusing to complete generators so they can dunk on the killer? The killer can't pass a vote through them.
The only time this could properly function and players won't vote as blocs is if there was a cheater in the match. Overall, I think there are better ways to deal with stalled matches.
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@typervader said:
https://forum.deadbydaylight.com/en/discussion/comment/3166473#Comment_3166473
Ehhh kinda? Her voice is the same but she has the lullaby.
Tecgally the only one all others share the same voice
Her voice isn't the same, though. She has different voice acting than a normal Huntress.
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I'm quite happy with the AoT cosplays because we were never going to get an actual AoT chapter, so for the fans, it's better to have something than nothing at all. But for Felix and Chris, yeah, that was a sad choice. I can understand that they didn't want to create two different legendaries for the same person, but it's unfortunate and I get why people are mad. And Feng was clearly just Feng cash cow bait, lol. Girl's had seven new outfits since my main last got one.
@adirgeforthedead said:
https://forum.deadbydaylight.com/en/discussion/comment/3161692#Comment_3161692
With the possibility of sound like I'm reaching for straws, I feel it'd have made more sense for it to be a Jake skin since he does have the "Afterburn" skin where it says he was hired by a company to take the role of the Captain for a convention and Jake was reluctant, but he loved the series. I like Felix as a character, but I do agree that skin feels random on him.
Pretty sure they picked Felix because he's the closest in appearance to Chris. Though I do think it's funny he got two cosplay skins back-to-back.
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@deckyr said:
counter-request: could the men also moan like that while injured? only leon's doing it. equality means all survivors moan while injured, not just the girls and leon.
For shame, forgetting about Steve.
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Yeah, this lowkey drives me nuts on the character select screen. They had a thing going since the start of the game and changed it, but at different times - the survivor ones started with Cheryl as an outlier, then went full in on the new way of doing it with Jill and Leon. The killer ones started with Onryo.
I imagine it had to do with license holders wanting the actual names in there, given how it started on a licensed character in every instance. If they're going to change it to the new way of doing it, fine, but at least go back and normalize it across everyone.
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@typervader said:
https://forum.deadbydaylight.com/en/discussion/comment/3165766#Comment_3165766
Which killer legandey has a unique voice?
Baba Yaga Huntress.
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@Cybil said:
For some reason they put less effort into killer legendaries than they do for survivor. I don't think a single one has a unique voice.
Re: killer legendaries with unique music/voice, the one Huntress skin has a unique lullaby as well as her own voicing. That's not quite the same thing, but it's pretty close.
The mixtapes do complicate any possibility of adding a unique theme to HUNK, though. Hadn't thought about that. Which is ironic, because he got stuck with the one killer with such a factor.
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I certainly wouldn't complain if they touched him up. It's pretty sad he didn't get unique audio. And oof, if he'd gotten a TR based on his theme... that might have made it worth playing against Legion. Or playing Legion.
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I like that idea. It'd just need a decent cooldown so he couldn't immediately jump to using his power, and a shorter cooldown so he can't attack straight out of it either (think Wraith and his uncloak, but maybe somewhat longer because Wesker otherwise has more going for him than Wraith.)
It'd definitely justify his Terror Radius more.
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First off, this is not the place to air questions of this nature. Talk to a mod.
Second, I would eat my leftmost toenail if you were telling the full story here. I find it hard to believe you were banned for no reason.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3165336#Comment_3165336
i mean the perk is suppose to heal you.... do you want me to be 4 hits, so 25%? i mean healing perks are design to be anti-hit & run. current version of the perk is useless because you literally can't get healed with it alone. I don't even want to try the perk, its not worth hassle to use it, even with self-care. 2 perk slots for healing is not worth it. too expensive.
I suppose you're right - I just think that the way your suggestion would work in practice would basically serve as passive healing. Even with perks and medkits, healing takes time - giving it totally for free, in a way that's going to happen more often than not, seems too much for me. (And that would strongly encourage tunneling if it were to get into the meta - switching targets is a horrible idea if hitting other survivors directly heals the first ones.)
4 is fairer than 3 (it's less that it's 4 hits and more that it's 4 separate instances of time spaced by 30 seconds), but I still think this perk would be better off doing something else. It reminds me of Boil Over in that it's an innately bad idea for a perk - either it's good enough to be busted, or it's so undertuned that it's crap, because what it does is inherently extremely powerful and can't really be balanced as something a player can slap a perk on and have it work on its own.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3165249#Comment_3165249
then make it work outside of 32 meter killer radius(not terror radius). although 50% is a bit much, maybe 35% total heal progression.
That's bordering on too strong. Mapwide with a 30s cooldown? One non-potato chase with a teammate would heal you 70%. One more hit on someone else and you're done. There would be very little need to heal as long as you didn't get chased back-to-back.
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@Asura said:
https://forum.deadbydaylight.com/en/discussion/comment/3165249#Comment_3165249
Yea, that's why I suggested adding a cooldown to the perk, so you can't infinitely chain it. I should have placed the cooldown sentence after my initial ask.
Yeah, my bad, should have read that more closely. Whoops!
I still think it'd be a pretty weak perk, though. Effects that rely on circumstance are rarely desirable for either side to run, and Hemorrhage is the absolute destroyer of non-contiguous healing perks.
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The issue I see with making it a flat 50% is that it'd become bodyblocker SWF bait while still being neverused trash on solos. People with the perk could cycle in in sequence and become invincible, but in normal gameplay, the effect is still too niche and random to be of any consideration.
If they want to buff Reactive Healing, it just needs to do something else.
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@GravelordNito99 said:
https://forum.deadbydaylight.com/en/discussion/comment/3165014#Comment_3165014
I understand that point entirely. But the point is that it's selective. They don't need to promise anything, only give indication that the constructive criticism being given is actually being seen. Then maybe they'll be encouraging more of it.
In that case, I agree, it'd be much appreciated to get more common feedback on well-reasoned suggestion threads.
I'd just hope people wouldn't construe "we see this" as "we're gonna do this."
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3165193#Comment_3165193
BHVR is supposed to be bridging the gap between solo q and SWF. Making a perk that makes the gap even wider should be corrected.
It would be great if someone from BHVR could chime in, and tell us if it's intended for this perk to work through floors.
If that's your stance, then I sincerely hope you'd agree Eruption is an issue...
However, I disagree with this take. Pre-nerf Reassurance was far more solo-independent than the current version, which requires several people to bring it for true anti-facecamp effectiveness. But that's not related to the fact that it works through floors. You don't need to be on comms to figure out how to use that; it's pretty caveman-level. If you know the map and you understand that basement bad, you can drop Reassurance through a floor.
But sure, go ahead, ask BHVR.