Laluzi
Laluzi
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- Laluzi
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@dollidahlia said:
https://forum.deadbydaylight.com/en/discussion/comment/3138863#Comment_3138863
That’s hypocritical though. 2 hooking survivors is the higher chance to lose, and how is it a crutch if it doesn’t work 100% of the time? And it’s hypocritical because it’s a crutch if a killer tunnels but it’s not a crutch if survivors abuse god loops and body blocking.
not saying that tunneling is a FUN thing but it’s a VALID thing. It’s the best way to win and a smart killer would choose the best way to kill effectively
I mean, it is objectively more skillful because if you can pull it off, you're succeeding with a handicap. Tunneling is the path of least resistance.
Also, anyone claiming survivors don't have crutches is as dishonest as claiming killers don't have them - though that's a bit of a digression when nobody invoked that. Though bodyblocking is hardly a crutch; outside of the conga line to the exit gates, it's very risky play. Badham/Game/Corn/Garden map offerings, now there's a crutch.
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You're not wrong, but it is objectively bad game design that tunneling is encouraged over spreading hooks.
Personally I prefer to spread hooks because it's more fun for me, though I agree that against better survivors, you're handing yourself an L if you even try.
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@Chaos999 said:
If the killer is going for you, your mate can bodyblock. If he is going for your mate, tank the hit for him.
If your mate is wounded, well you don't really expect to leave together from the basement in that situation. I don't see the problem.
I think the point is that they stated their hopes to reduce reliance on second chance perks, but they largely failed to do that because in most situations, you're still dead off the hook with little hope of recourse. Sure, you might get hooked in a triple ||| tile and 5s lets you make it to the window, but what does that get you? Eight more seconds before you go down again? Technically it let you reach something, but 'something' doesn't mean good. Consider that you're often going to be hooked in areas where the pallet was already broken, unless the killer carted you away to basement or scourge hooks, because by nature of hooking, you just lost a chase there. Either you have OTR or you're screwed, because almost nobody runs BT anymore when they really should. Killers were fine with counting to 12 before; counting to 5 is the easy mode edition.
I personally rather would have seen them deal with offensive BT/bodyblocking so that they could afford to be more generous with the duration. That or they should have paired the 5s with a better speed boost so that survivors could make distance without having the long bodyblock potential.
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This idea works up to the point that people recognize keeping your teammates alive is the best way to survive. It's like Dwight's quote. It's in your best interests to get chased and take heat so that the game doesn't enter a 3v1 early - just not necessarily to do so when the gens are almost done, or once the gates get powered. In solo queue, that's often a death sentence no matter how few hook stages you have.
I can't blame anyone for going "screw it, let me take my E" at the end over saving someone else. (Unless saving someone else had no risk involved and they bailed anyway.) Solo is miserable and sticking your neck out for the heroic lategame save generally gets you killed in the other guy's place - and unfortunately, that's way more punishing than it used to be, due to how survivor MMR works. Didn't use to matter if you lived or died; now you're rewarded for the heroic sacrifice with idiot teammates, and that causes people to regard escaping with a sort of desperation that wasn't previously present.
But people that just play for hatch and intend to let their teammates die at the first sign of trouble are terrible for the game and I don't want them anywhere near me.
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@Ryuhi said:
...isn't that a good thing? I thought people hated being slugged since it was forcing non-interaction upon them.
I think when people usually complain about slugging, it's either in the context of situations where the game functionally over and they just want to die, or in situations where the killer can effectively snowball and 4-slug instead of hooking people one by one (so basically the power burst killers, Twins, and Nurse.)
That said, people complain about everything. And slug builds were always risky as hell unless you were in a SWF and could be guaranteed your teammates would be distractions for you; there's only a few killers who are inclined to slug by default. It's why I've never run Unbreakable apart from when I had survivors with no good perks unlocked yet; it's great when it's relevant, but you're far less likely to need an anti-slug perk than an anti-camp or anti-tunnel one in your average game.
Killers having no reason to respect DS anymore is a separate problem, though. (Though I think a good deal of it is just killers no longer expecting DS by default. The ball's in OTR's park right now.)
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What's stopping them from using that to catch up to a survivor who held W on them, or to zip back to a hook from across the map?
Impossibility of a mechanic that only allows gen protection aside, I don't think it's necessary.
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They shouldn't have nerfed it any more than they should have nerfed Mettle, and yet here we are.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3137479#Comment_3137479
Yeah but seems BEhvr can be one step ahead of possible problems.You know the worst part? That they know we are angry yet they didnt say anything official about the issue.
Seems more like one step behind to me, considering this is in reaction to so many people giving out the otherwise useless codes. I don't get the impression they predicted that was going to happen.
Them addressing this but not the skin itself does kill my hope this was all a mistake, though. :(
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I generally wait for the TR to fade out and then some. Give the killer at least ten seconds to walk away from the hook. Generally, more is better and I prefer to wait a bit on my gen or whatever before going for the unhook, unless I have confirmation the killer is in another chase or I know they're leaving to pressure a gen with Tinkerer.
Healing under the hook is a risky move unless you know the killer is busy with someone else, or they teleported away and cannot immediately teleport back. If you have We'll Make It, sure, heal under that hook, but otherwise it's better to move a moderate distance away behind some cover. (However, if a survivor wants to take you across the map to some obscure corner, they're wasting too much time and don't bother with them. It's also possible that they don't want you to heal them if they aren't stopping in any reasonable time - Resilience, Pharmacy, Inner Healing, etc.)
That said, if the survivor's still waiting under that hook, I'd heal them anyway unless you know the killer is coming back. Since communication is so difficult, it's often better not to fight a stubborn player unless you have confirmation that what they want is a bad idea.
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Yeah. I can't really say anything here but +1. The takeaway I'm getting from this is that despite their intentions to shake up the meta, and some choices that implied they understood how it formed and became so dominant... they haven't learned.
My only hope is that Reassurance may function like old-old DS (the longstanding version where it didn't deactivate for conspicuous actions) where the threat of it discouraged tunneling whether or not it was present. Actually having to bring an anti-facecamp perk every game is a hard step backwards and not at all how I wanted them to address this issue.
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@BenOfMilam said:
I think that they're going to turn blink attacks into special attacks in the midchapter after wesker drops. no way is starstruck AA nurse gonna stay in the game for longer than a month or two
I think that's way too optimistic. We've had a lot of recent perks (well, past two years recent) that are really dangerous on Nurse, and the only Nurse change we've seen was buffing 3-blink Nurse to be viable.
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I love that "don't share codes" header. Well, what else are we supposed to do with it when you gift something most players who were here last year already have?
This whole situation was so easily avoided.
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Glad to hear it's not just me. Haven't been getting notifications or seeing view counts update since yesterday.
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I think it'll be changed so that people can't be held indefinitely. But the actual anti-camp meat of the perk should remain untouched.
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I mean, I do that because I have Botany/Empathic Connection/Autodidact and I could heal you way faster than your piddly medkit while allowing you to preserve it for some time I'm not around. But you do you.
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@PigMainBigBrain said:
Nemesis.
Giving survivors free health states....on repeat. Is pretty bad. Even with the anti loop capability, you have to cut through several survivors worth of health states to make it actually have an impact. By the time you've cut through all those health states, shy of camping, the game is over.
Nemesis has passive map pressure and information, antiloop, and he's the best pallet buster in the game. As long as you go for tentacles in places where you couldn't have gotten a punch anyway, the extra health state isn't too crippling. There's no way he's in the bottom bin.
I'd say it's probably Myers. Mandatory slow start that's downright crippling without perks to back him up, no antiloop or mobility, and is the only killer whose power can actually run out. (Well, Freddy partially applies, but he's not in a good state either.)
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@Huge_Bush said:
How the hell are you finished?
The double rift fragments during the Attack on Titan event propelled me to tier 50ish. At that point, it was just a matter of mopping up.
Think I finished a week ago. Could have done it earlier, but I took a break because solo was getting too awful and then came back once I steeled myself. Still not really motivated to play, but I wasn't wasting those $10.
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@Raptorrotas said:
No offense, but why call out killers if it also applies to survivor? "Win, get better opponents" applies to both roles and most games with matchmaking.
Also:
Survivors have no incentive to do gens, or look for the hatch! Omg you survivor mains are always try to make killers follow your madeup rules. Us vs them Us vs them Us vs them /s sorry couldnt resist.
While I get what you're saying, this philosophy specifically doesn't work for survivors because the weaker killers come with weaker teammates and low survivor MMR is an inescapable deathtrap without SWF assistance or the stars aligning. Killers are a one-man team; survivors are screwed if their teammates don't carry their weight.
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@HNTR_Green said:
https://forum.deadbydaylight.com/en/discussion/comment/3136337#Comment_3136337
Penalties are currently disabled for Fog Whisperers...
Irrelevant. They're way less likely to abuse disconnecting than the majority of the playerbase - if not because BHVR is watching, then because their viewership is. Fog Whisperers are vetted, ToXiC_KilLr_69420 and NurseOrBlight=DC aren't.
@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3136491#Comment_3136491
It was a PC Nurse, playing through the Epic Games Launcher.
https://forum.deadbydaylight.com/en/discussion/comment/3136758#Comment_3136758
Post-Game Chat Logs
Me: Why did you BM me?
Nurse: I didn't BM you. I was BMing your teammates
Me: How? They all left
Nurse: I thought you were SWF and they d/c'd for you to get hatch
I talked to the Nurse for like 3 minutes after this match. The vibe I got was this person has a lot of bottled anger, and they assume the worst of survivors in every match. In their eyes, they earned the right to gloat because they prevented 4 sleazy survivors from creating their own win condition.
Eh. Not for anything, but that's way better than someone who just wants to punish survivors period and BMed for no reason. Did they apologize once they realized they got it wrong?
Also, while I don't approve taking it out on randos, it's not uncommon for killers to have a lot of bottled anger at survivors if they engage with endgame chat at all, because trying to win is a cardinal sin and you get treated like trash on the regular.
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I think it would be better to make boons only affect a single floor than to inadvertently nerf hexes along with them. Some of those are the best hex spots on their map, especially when you have derpy totems out in the open on the newest maps and we all know what our replacements would be.
Plucking second-story totems from maps like Badham and Thompson House still wouldn't solve the issue of boons being extremely powerful in two-floor maps, as every boon spot not in the corner of the map suddenly becomes very strong for all boons, not just CoH, and you can't really solve that by making the totems easier to find.
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I think it does, but you'd need footage of nothing happening for that 15 minutes to have a hope of reporting it. They also tend to have this idea that 'it's not hostage taking if it ends', so I'm not totally sure it counts if they eventually started playing the game... even if they only started doing that because you proved they couldn't hide forever.
@KayTwoAyy said:
People will argue that it is bannable, but I really can't see how BHVR can justify banning anyone for this occurence.
It sucks, and it is frustrating, but if the survivors deem that it is tactically advantageous for them to wait out the infection, then they're completely within their right to explore that tactic.
At first, sure, you're waiting to see if you can get around it, but eventually it's clear that it's not working. 15 minutes is well past the point of biting the bullet; at that point it is obvious that between the Plague's activity and the addons, it's an infinite loop. Them hiding in lockers implies that, as opposed to slinking around the map looking for a clean gen.
When you're permanently hiding as a team, the only thing you can possibly accomplish is getting the killer to AFK or DC.
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On the one hand, the Nurse might just be trying not to depip... but looking at the BM, not really inclined to give the benefit of the doubt. Or her build, for that matter.
Solo queue is a damn mess right now. People ragequit all the time now and it's such a miserable experience to slog through a game that one of your teammates immediately lost for you. At least when all three dip, it's instantly over. The only time I've seen the disconnecting situation worse than it currently is is when the penalties were outright disabled.
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Yeah, nobody likes the censorship. I still see people get around it to say hateful slurs, because the kind of people that spew bile on a regular basis are the ones that get familiar enough to know what they can and can't say. But people trying to chat dynamically get cockblocked constantly. Off the top of my head, you can never say "_ main", Yun-Jin, Wesker, Myers, phone, youtube, tiktok, tbag, any variant of "kill(ed) my/your/her/him/themself", "prove a point", "my camera", Rancor... plus it'll often decide your sentence is sketchy for no reason and censor words that it allows normally, such as "gg" or "Jonah."
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I don't think Amanda's Letter removes boxes from the trial anymore? If it still does, it's no longer mentioned in the addon's text. But this situation doesn't seem relevant anymore.
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Survivors are running PT because surprise surprise, killers are still stacking gen regression and slowdown perks despite the buffs to both gen speeds and chase. I saw a lot of calls to adapt, and... this is adapting. PT helps make solo more livable in those games where nothing is getting finished.
It's no stronger than it was before - PT is very good in endgame, but not that dangerous to the killer in early-game because it runs counter to the dominant strat of survivor efficiency. If survivors stack early, you'll lose a gen at the start for sure, but you won't get the dreaded 3-gen pop on your first chase. Survivors that are grouped up are easier to pressure and blatantly open themselves up to 1v4 antics. If PT is killing you, run Discordance. Heck, many other info perks like Darkness Revealed, BBQ, Surveillance, and Thrilling Tremors will do a fair job keeping you posted on survivor activity if you hate the idea of switching your build. Pain Resonance and Eruption will also tell you if survivors are stacked on the same gen, though in PR's case, not which gen that is. But seriously, Discordance is the Prove Thyself buster and it's a great perk even when you're not going up against it.
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Personally I think that design-wise, Myers is one of the scariest killers in the game. He's built for jumpscares and that walk and breathing are menacing as hell - not to mention, while I don't think the tombstones are the greatest balance decision ever made, they plus his mirror addons create a level of uncertainty that's beyond any other killer. Survivors are never sure what they're facing when they see Myers and that threat creates its own fear. If they tried to ramp up the intensity... I dunno, sometimes less is more. Better stealth in t2 or the ability to actually use t1 when he wants it instead of it being a mandatory hindrance would shore him up, but he needs pressure more than he needs the fear aspect, imo.
I guess tombstone at endgame is a thought, but that feels like a simultaneous band-aid to his low power level and a death sentence for whoever's being chased by Myers when the last gen pops. In practice, it's less dynamic than it sounds and would make his endgame very boring - he just murders whoever he was chasing last while everyone else goes for the gates, and if he hooks the person instead, hoping to bait more kills, nobody will want to save because it's the NOED effect but ten times worse. I mentioned tombstone earlier, but the threat of tombstone is way more interesting than actual tombstone gameplay, from both ends. Guarantee it and everyone turns super predictable. I think there's better things you can do than giving Myers built-in Rancor.
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I'm not a fan of the Prime Gaming collaboration, but if they're going to do it, they may as well do it right. This simultaneously fails to give anything to a large portion of the playerbase (seriously, they didn't think of backup iri shards?) and most likely permaretires an outfit that was definitely supposed to come to the store. Which can be said for a lot of Prime outfits, unfortunately.
I'm just really annoyed I got my hopes up for the first Plague outfit in a year and then got handed a code for something I already own. They couldn't even do a recolor?
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3135994#Comment_3135994
You know what is even less fun? Having to bring 4 gen perks and get 4 man SWF sweat squads every game. Much more nice this way, i'm getting mostly more relaxing games, but even after "losing" 25 games in a row at this point i'm still randomly getting high tier survivors for some reason.
I don't disagree, but you asked me why I should kill survivors and I answered you. If you keep your kill rates low but not 4E, like averaging 1-2k, you end up with games you can win without having to go balls to the wall. Which in my case tends to be alternating 3-4ks and letting everyone go (never really planned, but I'm very susceptible to funny moments and pity.) If you 3k-with-hatch or 4k every game, your games are going to suck and you're not allowed to have any fun. But if you 0k every game, your games are also going to suck, because it's a lot more like going against bad AIs than the human engagement which makes playing killer exciting. For the most recent example, I was playing very friendly during the anniversary event, 8 hooks and then memes, and I was bored out of my skull by the end of it. Half the time I was getting survivors so fresh that they couldn't even appreciate a friendly killer (i.e., would hardcore hide, couldn't be coaxed to farm, and took forever to do gens which just wasted my time.)
Also, yes, MMR will still randomly throw absolutely whoever at you, but having solid newbies interposed the occasional sweat squad still isn't a good place to be.
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I can't hate MYC for the same reason I can't hate Devour Hope - at least it keeps the killer from camping you. MYC discourages tunneling on top of that, so I can't be that mad at the inevitable Exposed.
...Unless it's Hag. Then I can go back to hating them.
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Eruption's pretty unfun in solo queue. It's annoying that SWF can entirely mitigate it, where in solo, you really have no way of knowing when the guy in chase across the map is going down. Being locked off gens for 25s is nasty.
Also not a fan of Knockout or Third Seal because they serve virtually no purpose except to make solo games even more miserable than they are by default. Luckily they're not common, but when you run into them, you know you're in for something nasty.
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Depends on who's the easier target, how much time is left on the survivor's hook stage, and how I'm doing in the match. If I'm comfortable with my progress and the guy I'm currently chasing isn't an uncatchable nightmare, I'll let the unhooker do their thing, and I don't like forcing survivors to die on hook. But if I'm losing, I don't give out freebies.
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Unless there is a pressing need to slam that gen now, or it's versus non-camping Legion and there's no good reason to heal period, it doesn't hurt to just give the person what they want. You don't know what they plan to do next. It's entirely possible the person has an 80% heal bar and you're the idiot here.
All true self-healing perks are either CoH or actively bad for you if your teammates are running them (Pharmacy wastes buttloads of time and causes risky play, Inner Strength prevents CoH, and Self-Care is Self-Care.) Unless the gen needs to be completed, dole out that heal. You're complaining about solo queue, and yeah, there's a lot of stupid to go around - but from where I'm standing, you're part of that problem.
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As someone who does/did this a lot? Because tanking your MMR eventually makes the game not fun. Matches where you can fool around and still win are fun, but there's a sweet spot and you will eventually go past it. Going up against newbies and getting those 8 hooks at 5 gens after a whole host of 15-second chases is boring and depressing. Probably isn't any fun for the people you're going up against either, even if you do let them live.
I would have agreed with you back in rank-based matchmaking, when it'd hold your rank in stasis, but in kill-based matchmaking, you have to periodically play serious in order to keep yourself in a fun MMR. It's also impossible to get past iri 4 this way.
Also, while most survivors are happy to fool around and escape, and it's more honey than the usual vinegar, you will still get salt for "wasting my time", "just play the game", "I don't want your pity", etc. Can't please everyone, so you may as well play the way that pleases you (as long as that's not gratuitously being a dick.)
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@Aneurysm said:
Well if anyone wants my code just @ me and I'll post it on your wall or something
Same here. I'm a little hesitant to claim it on the vague hope this was an error, but if anyone needs it, let me know and I'll have a code up for grabs.
Seriously, SMH. They just released a 4-skin pop collection. Why didn't they take one of those for Prime? Or Haddie's missing outfit recolor? Or wherever the Dredge's Rare skin from release went? Or why not recolor the Maiden Guard outfit, if they really had nothing else to offer right now?
At the very least, set it up to give iri shards if people already have the outfit, when you're rereleasing something directly from a rift...
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Hook suiciding is awful and I wish it was held accountable, but an instant ban is far too black and white. If possible, it should be treated like DC penalties, and only under certain circumstances.
For instance - today I did a rare hook suicide because I had done almost 3 gens alone in ~6 minutes, I had to race to an unhook while the other two were milling around indecisively, nothing got done while I looped the killer for a minute and a half, and when I was hooked, I found the remaining two survivors tbagging and pointing at each other on the other side of the map. I'll also do it if I'm the second last survivor and there's no hope of completing gens, in hopes that the last guy can get hatch.
People who first down hook suicide every match should be punished, but going zero to 120 on that punishment would just be blind to the many situations that arise in the game. It's just like serial DCing is bad, but you can't get mad at the guy whose internet crapped out or who realized they left the stove on.
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Yeah, insanely disappointed. Was super excited to see Plague, and promptly reverse excited once I realized it was a rerelease?
This was a dumb decision on two fronts. Not only is it not exclusive content and the code is useless to anyone who's a dedicated player, but this is taking a skin that should have gone to the store by all accounts, as all other rift outfits do, and will now become an actual rift exclusive for no dang reason.
I'm baffled that this was intended and not a mistake.
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@Taxman232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3130571#Comment_3130571
Yeah that doesnt quite equate. The way to get survivors off gens is to spread the love and chase all 4, dont just tunnel the one and be surprised when three gens pop.
Nah, that's not true. As soon as you stop chasing a survivor, they're back on gens. That kind of 1v4 only really works with Legion. The only way to slow down gens is to get more survivors injured/hooked than the rest of the team can deal with, ie a snowball, or to remove someone from the game - which is often the easiest and most permanent form of pressure. Hence, tunneling. Unfortunately, the way the game is set up, it pays off more than spreading hooks.
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Keys themselves are basically worthless unless you play for hatch. There's a couple of good addons that are valuable additions to a build, but the base item is not worth bringing over literally anything else (except maybe maps, because with the death of Ruin, hexes are pretty rare.)
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I've always been a Discordance fan and it's more viable than ever now that BBQ isn't mandatory, so I'm doing just fine versus Prove Thyself. PT can be rough at the beginning when you don't know where any survivors are, but that tends to mean you don't get the 3-gen pop on your first chase. And later on, it's a little easier to tell what gens are being worked on.
But seriously, if PT is being a thorn in your side, try out Discordance. It's a solid info perk and about as close to a Prove Thyself hard counter as you can get.
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@IlliterateGenocide said:
People out here constantly calling my boi Jonah ugly
then getting irked when someone calls Haddie ugly , rubs me the wrong way
That saying i do appreciate her unique body type it's refreshing even if her hair is uggo
If you're referring to me, that's specifically not the point I was making. Jonah's not ugly, he's just not a handsome chiseled beefcake or, like, dark-pale-brooding or some other male equivalent to all the Kates and Elodies and Fengs out there. The point I was trying to make is that he's pretty average, but you don't see people flipping out over that. (The main complaints I see with Jonah is that his lore is uninteresting and that he's a war criminal, which... seem mutually exclusive, but I actually do get the first one.)
Haddie's hair is kind of derpy though. Was hoping they'd provide some different ones with her cosmetics. I don't like how bluish that streak is.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3130641#Comment_3130641
Yeah, I'm a guy (early 20s). So what? Is it so wrong that I find her extremely ugly? It's ok if people like her, but I don't. We all have opinions and that's ok.
Uh, yeah, I've seen plenty of women without makeup... they can be attractive as well. Not sure what that has to do with anything though. No, I'm not into anime or TikTok. I'm assuming you're talking about my comment (since I said she's hideous).
I mean, the issue is that games constantly churn out solid 9s and 10s for all of their female character models, so that when you get a female character who's average-looking, you get an outpouring of denigration and disgust for not matching an impossible beauty standard. It leads people to expect perfection and jeer at anything less, when that same standard is not applied to male characters and they're allowed to look like real people/whatever they want. I hope you can at least see why women would find that reaction disturbing, even if you don't agree.
Like, people constantly call out Nea and Meg for being uggos, but they're not. Ugly is old Quentin tier, or Oni under the mask. By contrast, you don't see women going "OH GOD, HIDEOUS, KILL IT WITH FIRE" whenever they release a Jonah instead of a Felix... but with Haddie, I saw a lot of that.
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Same, didn't get anything. Didn't really notice because 50k is pocket change anyway, but all the same.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3130841#Comment_3130841
I dont see that as toxic, the killers are "beasts" after all.
They are ment to cut you into pieces... (some of them at least)
Sure, you say that, but it's a rare player that's actually roleplaying. Hitting someone on hook once is potentially to shut up the scream, so it's not necessarily BM, but sticking around to beat someone up on hook is BM and it's expressing rude sentiments. And yes, it's also a dumb thing to do because it gives other survivors openings to unhook where otherwise they would have had to hook trade.
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I'm forever baffled why they're so afraid of actually reducing the grind. It's not like it would even remotely threaten to allow players to race through the full content unlock. Hah... only BHVR would find ways to add fees and reduce bloodpoint gain during a grind reduction.
I already had all the perks I wanted. Sure, it's nice having a build ready when a new character drops, but otherwise, all this means for me is that I'm getting half the bloodpoints I used to when I play killer. At least survivor BP gain was always miserable... more fool me for thinking that was going to change.
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I see no issue with being rude to a player that is being rude to you. The cincher is actually understanding what's a rude thing to do versus getting mad at a player for being good/having the audacity to try and make plays/interpreting crouching to avoid a hit as tbagging, because otherwise you'll just end up being the killer described in the OP where you think you're paying back toxicity with toxicity, but in reality you're being a BMing loser for no reason.
Once it gets to chat and message logs, though, the best thing to do is walk away. I have no problem with playing hardball because the other team asked for it, or even facecamping a player that begged for your attention/bagging and clicking a killer that spent the whole game tunneling you and ignored players who tried to present free hits, but where chat's concerned, fighting vileness with vileness is... just don't.
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@Bran said:
I disagree with the band aid opinion.
Don't like camping and want to stall the hook? Use this perk. Camaraderie is a staple on my build anyways and No one's calling it a band aid far as I know.
Kinship/Camaraderie's not a good camping fix because other players have no idea you have the perk unless you're in a SWF. Reassurance bypasses it by putting the ability to act in the hands of the player that knows what they should be doing... but it's still absolutely a band-aid fix to say "having trouble with this extremely common strategy and arguable game design flaw? Then dedicate a quarter of your perk loadout to this perk."
Yeah, Reassurance is better than nothing. When stuff like Reassurance comes out in lieu of basekit solutions or mechanical changes, that's the problem everyone's talking about.
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@OnryoFlow said:
You can tell that most of the people on this forum are men, because holy ######### some of these comments. "Hideous" because...she has a nubian nose, maybe? "Overweight" when she released with a midriff-exposing cosmetic that reveals zero flab. "Looks to be in her fifties" when she has laugh lines and literally no other wrinkles. Have any of you even seen a woman without makeup, or is it just TikTok and anime?
Yeah... reading some of the comments when she was first teased was a depressing experience. It's a pretty endemic problem in gaming (and game design, for that matter), unfortunately.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3130673#Comment_3130673
While I do agree that some perks can definitely be buffed (I never said things shouldnt be reworked or buffed), I still feel like even niche perks can fit into weird builds if you make them. Predator, one you mentioned, is actually a prime example. It's really good on Spirit, and I normally use it over Stridor just to have more accurate tracking (and since Iron will is basically dead you dont need Stridor anyways).
Fair enough - I think I misunderstood the overarching point of your post, and I do agree that while meta performs best, there's a lot of unique builds to discover and play with and they're often not bad at all, just not as all-purpose.
I dislike Predator because it makes scratch marks less likely to spawn on walls and trees, which in turn makes it harder to spot survivor activity from afar. If it works for you on Spirit, that's great, but I find it's one of those worse-than-without-it perks... though it would serve as a Lightweight counter, I suppose.
Also, @Pulsar's completely right in that survivors have a few 'locked' slots where you're really going to suffer if you don't have a second chance perk. This makes certain builds like Appraisal/Ace In The Hole/Plunderer's, CoH/Shadow Step/Exponential/Dark Theory, or Flip-Flop/Power Struggle/Unbreakable/Tenacity extremely risky because they take more slots than the mandatory counter-perks, even if they have strong synergies with each other. I said I run a lot of Autodidact earlier, and I have a beloved healing build with Autodidact/Botany/Empathic Connection, but that only leaves me one perk slot for the essentials - I can pick between an exhaustion perk and an anti-tunnel perk, and I've gone anti-tunnel, but that isn't exactly doing my chases any favors.
The same is true for killers and gen control perks, though they have more options in how they want to approach that.
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There's memey and there's straight garbage, though. Like, I respect the pebble. I'm a dedicated Autodidact user and I've been having tons of fun with a Brutal Strength/Fire Up kick build lately, and I've been meaning to try out the new Dark Devotion (that plus Nemesis is a great idea, by the way.) Today I ran into a killer who was running Coulrophobia and Huntress Lullaby together and that made for some insane skill checks. But that doesn't excuse things like Predator, Furtive Chase, Buckle Up, Up the Ante, or Beast of Prey that have no good uses whatsoever. Or Calm Spirit and Technician that actively nerf the player using it for a fairly weak buff. Some stuff really does need to be buffed or reworked. And the 'abandon team, wait for hatch' perks like Left Behind, Sole Survivor, and the upcoming Low Profile can go die in a fire, because while they do have a use, that use encourages players to be horrible teammates. Kind of same with Knockout and Third Seal; they encourage killers to play in a way that's an all-around miserable experience, and that's not healthy.
I would also say that a perk that does a job worse than another perk is still bad and needs buffs just because there's just no reason to run it over its better cousin. See Remember Me and No Way Out, or Solidarity/Reactive Healing/Self-Care/Pharmacy versus We'll Make It/Botany Knowledge/Inner Healing/Circle of Healing.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3130186#Comment_3130186
Right but that change to the boxes was a while ago. The 19% jump I was talking about was just over the last two weeks.
Pig has always had counterintuitively high kill rates. I'd chalk this one up to the currently miserable state of the game in areas that were traditionally weak (solo queue, low MMR.) Pig is a slowdown killer and a pretty effective tunneler, two things that are pretty strong at the moment, but she's still Pig. The low sample size is also suspect ... I thought this was a site that was using straight Steam data, not voluntarily submitted screenshots. Those are always going to be at least a little prone to confirmation bias and players choosing to submit specific stats to prove a point - not that I'm actually suspecting some kind of anti-Pig conspiracy here, but I'm not sure there's enough data there to draw any conclusions.