Laluzi
Laluzi
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- Laluzi
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@Thusly_Boned said:
I've been using Haddie pretty much exclusively since she dropped, though I think a lot of people are waiting for more cosmetics. I think they're coming, though, as Haddie strikes me as a character they're gonna push.
https://forum.deadbydaylight.com/en/discussion/comment/3130079#Comment_3130079
This is also true, and one of the reasons BHVR should stop mainlining cosmetics primarily to the most used characters; I know it's easy money, but it just marginalizes the others more and more.
That said, I think how they did Mikaela is the way they should hand most new characters, as she got a bunch of cosmetics pretty quickly following her launch, but think they should take it a step further and have a few outfits that drop on day 1 with new characters.
They've been straight-up going backwards with releasing more cosmetics for new characters; they keep pulling them from the release lineup to release through Prime instead. The green Dredge cosmetic is currently MIA, the black version of Haddie's streamer outfit is missing, and Artist got the same treatment.
Though with Mikaela, I think there was a confluence of factors there - people were playing her like crazy because of CoH, BHVR saw this and went "new market??", they slated her to get a few outfits, and her new-agey witch themed cosmetics really hit a demographic sweet spot. Doesn't hurt that almost all of her cosmetic releases since have been really attractive, which created a rare new pocket of fans.
I wish they'd stop mainlining Feng/Nea/Meg/Claud, but they're not going to - cash cows will be cash cows and there's just no reason for them to make an Adam cosmetic when a Feng one could sell 15x better, even if Feng already has 2 other very similar unique outfits and 4 similar recolors to whatever they release and the Adam mains are starving.
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Pig's antiloop and stealth are still pretty bad, but her slowdown is much more reliable now that they changed it away from pure RNG. As long as she doesn't take so long to get her first few downs that all the gens are done, she's got a decent amount going for her - and M1 killer gameplay was very much improved in the 6.1 patch, so it's not quite as painful as it was before.
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At this point, there's so many survivors that new ones aren't likely to become popular unless they have really good cosmetics right off the bat and mainstream appeal, have really good perks and everyone wants to level them, or are popular licenses. Like, yeah, you don't see any Haddies, but you don't see any Jonahs or Yoichis either. Even Elodie, Felix, and Zarina, who are all very pretty people and have good cosmetic options, aren't common because there's so much main inertia. Who wants to switch away from Feng when you already bought 5 cosmetic sets for her?
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69. Just gotta get one more and I can put away DBD for the moment.
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I'm really hoping it comes with some new skins for the old RE characters. I'd be surprised if Wesker didn't have any skins, but then again, Nemesis didn't on release.
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@Zexbunny said:
https://forum.deadbydaylight.com/en/discussion/comment/3121182#Comment_3121182
Does it do anything to prevent it from happening? Do you really think they'll be more useful next match because they don't want to be slugged for four minutes? No, it won't. You cannot force someone to keep playing a game they don't want to. It sucks, but you won't stop it. In fact you may make it worse because it makes them madder and they just ragequit faster
It slows them down so they can't join and ruin as many matches. With survivor queues being instant right now, the only limiting factor is how long it takes for them to die plus about a minute to load into a new match. Ideally, the wait causes them to DC and actually get the stacking penalty they're supposed to - and for people who had a sudden IRL situation come up, they don't DC habitually and aren't in danger of getting hour-plus bans from that.
Alternatively, sometimes people do start playing the game again once the killer has made it clear they're not acceding to the request to hook them. I don't even slug them most of the time - I only do that when they sandbag or get in my way. For the most part, once it's clear they want to die, I ignore them and let them follow me around begging for attention. They're stuck in the match longer that way. If I slug, then they only have to wait four minutes.
When they start sandbagging their team out of pissiness, then I let the teammates live but slug them out.
And honestly? I'm frustrated enough with these people that even if the only benefit I got out of it was spiting them, I'd still do it. Solo queue has been an absolute nightmare with how many suiciders I keep getting. I refuse to enable their behavior from the other side.
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@Zexbunny said:
https://forum.deadbydaylight.com/en/discussion/comment/3121167#Comment_3121167
And? Does it hurt you in any way to just hook them? Or are you just that petty?
When I'm constantly subjected to this kind of behavior as a solo survivor and the game has become borderline unplayable? Yes, I am that spiteful. I am not going to enable ragequitters. Eat your DC penalty like you're supposed to if you want to quit a match.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3121134#Comment_3121134
To be fair, there are valid times to cleanse before unhooking a sick survivor. When a plague is hanging near the hook it's too unsafe to attempt a rescue while injured so you need to heal just so you can trade.
Yeah. I didn't remember to exclude that, but yes, there are times you have to cleanse in order to make a save. I'm more talking about random cleanses on the way to an unguarded hook. Or my favorite; touching a gen, getting sick, cleansing, and then touching the gen and getting sick again.
@Zexbunny said:
https://forum.deadbydaylight.com/en/discussion/comment/3120809#Comment_3120809
Please don't slug them. They may have a reason for wanting out of the match. Yeah, most of the time it's just raging. But holding them up for four minutes isn't going to stop them in the future. And if they do have a legit reason, it's just the right thing to do. It doesn't really hurt your chances to win. So I don't think it's asking for too much.
If they have an urgent need to get away from the computer, nothing is stopping them from physically walking away and just going AFK.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3121067#Comment_3121067
https://forum.deadbydaylight.com/en/discussion/comment/3121079#Comment_3121079
A lot of my dumb survivor experiences involve plague as well. I've seen infected & injured (but not broken) survivors selfcaring quite a few times, but often I'm the plague in those situations so I'm pretty comfortable with that happening.
Honourable mention to a recent Yun-Jin who made sure to cleanse before DCing
And yeah, a lot of CoH.
Yeah, survivors healing while sick is a common one. Another is people cleansing right before they unhook a sick player or touch a dirty gen. There's not thinking a minute in advance, and then there's just not thinking period. Or not knowing how Plague works, because that's the only other way I can explain some of the stuff I've seen.
Legion's another common one for 'help, my teammates have no idea how to play against this killer and it's Screwing Me Over.' Or when you watch your teammate tbag behind a pallet against Myers...
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About two weeks ago, I had a match where I made it to the endgame versus a Blight, but got hooked for the first time right as the gates were powered. There were two survivors at a gate very close to where I was hooked and one on the other gate across the map.
Blight goes after the Yun-Jin, who leads him away from the gate. Jake was hiding in the corner outside the gate and goes back to open the gate. He's healthy and I'm 15 meters away. Blight just downed Yun-Jin a fair distance away and picked her up, so he's assuredly occupied. It's already confirmed he does not have NOED.
Ignoring me on the hook, completely free for the save, Jake opens the gate and leaves.
Meanwhile, I rescued this Jake twice, healed him up three times, and bodyblocked for him the second unhook when the killer came back and tried to get him out - which led to the chase I eventually got downed for. People making suicidally stupid decisions is just another Tuesday in solo queue, but for this one, I was so pissed off.
I'm not sure if this one counts because I was the killer and it wasn't a teammate, but I was Plague and I had to stop and surgically remove one player because this Mikaela set up Circle of Healing six times. She wasn't just rekindling snuffed boons, she kept moving it. Meanwhile I had nine hooks at four gens left. I wonder why gens weren't progressing.
It wasn't even Shadow Step/CoH, it was just CoH. Pure Mikaela stereotype right there.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3120084#Comment_3120084
100% agree
He looks cartoonishly angry
The expression of the original doc model is hard to describe,
It's like a mix of a demented/deformed smile, gritted teeth out of pure anger and pain. Much more horrorifying imo
I agree so much with this. Old Doctor had an unnervingly gleeful look about him - something between a forced grimace and a genuine grin, and that was freaky. Current version just looks angry, and angry is generic.
Luckily a few of the heads in the store still have his old mien about him.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3119671#Comment_3119671
First of all. Killer queues are roughly at how survivor queues were before the patch (at worst 5 minutes). So by your logic, killer was in a terrible spot and no one wanted to play killer.
Now in regard of camping and tunneling. Survivors received a basekit buff against tunneling + BT buff + OtR buff. Those are very strong buffs, so i really don´t know why you think those things haven´t been addressed and claim that the devs didn´t do something about it.
The basekit buff is not powerful. 5 seconds is no guarantee you reach anything and can be effectively waited out and even partially bodyblocked by the killer. OTR or a teammate with BT is still a hard necessity. The only situations where I've observed the 5s BT being really powerful is versus Hag, Plague with Corrupt Purge, Pyramid Head going for a PoTD on the hook, or killers that can't count and hit someone despite knowing it's going to be an endurance hit. On the killer games I've played, I've had zero problems dealing with it.
OTR is a massive buff and a new top-of-the-line meta perk, but it just replaced DS's spot, and having to rely on perks to mitigate being tunneled out of the game does not fix anything from how it was before. That was ostensibly the situation they were trying to fix, and I'd say they failed at that. Survivors still feel the need to bring an anti-tunnel perk in their loadouts due to the ease, effectiveness, and prevalence of the strategy.
So. The devs did something about tunneling, but it's pretty damn little unless you're hooked next to a window or pallet, and honestly I felt the old system where you could count on everyone to have BT was a better environment to play in; 12s is far more of a chance to reach something than 5s and OTR is a necessity because most people don't run BT anymore despite its improved power (because unlike with DS, it doesn't 'stack' with the anti-tunnel perk people currently run.) Meanwhile, camping is even stronger than it was before thanks to increased gen times and how much more difficult hook trades are with reduced hit cooldown.
If the idea was to 'fix' camping and tunneling, decrease the viability/payout of the strategy, or remove anti-tunnel perks from the top pick rates, there's still a lot more work to do. I have not seen a reduction of the use or effectiveness of either.
@cburton311 said:
The biggest issue for me this patch is the leaning away from fun. They increased m1 time and reduced chase time. That's it in a nutshell. Is it possible to win as survivor, of course. Is it as much fun? I think most survivors agree that something has been lost in the fun. And as much as killers want to scream git gud, or get over dead hard, most survivors aren't complaining about that strawman argument.
I mean, if we're going to be perfectly fair here, you have to realize that a really long chase is exactly as much fun for the survivor as it is frustration for the killer. Running in circles around a series of pallets for two minutes is rarely fun for the killer, and in that regard, the patch improved fun. Fun is a bit of a zero-sum game where asymmetry is concerned.
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It's probably meant to give survivors an edge as the game balance starts shifting away from them, but it really just encourages bleedouts and exacerbates bad map design. On most maps it's a total non-factor of a mechanic you'll only notice if everyone dies in the same spot or you got oaked, but on Midwich or RPD, good god.
@dugman said:
I'm not sure exactly, but it probably has to do with trying to have something in the game that kind of forces people to move around more? 🤷♂️ For instance if you have a hook right in the middle of a 3 gen, and just keep hooking over and over on that one specific hook, it might be beneficial to have that hook wear out eventually and force you to hook a little farther away to give the survivors a little more breathing room. That's just a guess though.
And on a tangent don't forget the basement hooks are indestructible. So whatever the reason there must be one, otherwise they'd have just had all hooks work the same way.
Pretty sure basement hooks being indestructible is a relic of when hook sabotage was permanent. The idea is that there always had to be at least four hooks on the map.
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@Tiufal said:
So, bhvr still not up to revert the update even though its pretty much obvious that this patch made anything worse as long you're not an entitled killer main?
Not the best take. The update did fix a lot of issues with the game's balance, it just exacerbated others - and you can think parts or even all of it were good without being 'entitled.' I think the proper response is to drop everything outside chapter releases on the roadmap to work on closing the SWF-solo gap immediately (and maybe fix how survivor MMR works while they're at it, or get some proper deterrents for suiciding on hook and frequent-flier DCing), not to go back to how things were before.
There's definitely some stuff that needs tuning - nerfing STBFL to pre-patch levels, action speed slowdown cap, functional camping/tunneling deterrents. But walking the whole thing back ain't the way to go. We don't need Dead Hard, Iron Will, and M1 killers being completely defunct on most maps as long as the survivors had any idea what they were doing.
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If you want the OG fog experience, use it on Eyrie. That map gets a proper fog machine going where the others are all reduced to 'someone opened the fridge' levels of fog. Of course, it's still broad daylight out, but hey... it's something, right?
I haven't been around for as long as a lot of you, but I miss Hawkins. Never hated the map and it was one of my favorite stealth killer havens.
Also, Skybilly. Goodnight, sweet prince. :(
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I've got no issue with MMR decay, but it needs to have some kind of floor so that it doesn't ever throw you in with newbies the way old rank decay would eventually put you at rank 20. That's not fun or fair to anyone involved; people get rusty, but they don't forget the basics of the game. Shaving off 20% of the original value would work fine too, but I think that should only apply over a certain amount.
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@RpTheHotrod said:
had a streamer (not sure if was streaming) that was wiggling out in 6 seconds after freshly being picked up. Yay for the "subtle" ones.
One thing to be careful with those is that that doesn't mean the guy who wiggled out was hacking, it just means someone on the team was. I've had hackers cause me to wiggle off in two seconds when I wasn't even pressing any keys. Hackers that can 100% kobe typically apply it to the whole team with a stacked Up the Ante too.
But on the topic, yeah, it's silly that BHVR doesn't have any internal checking to make sure players can't warp across the map, Ghostface can't have hunting hatchets, and gens can't be completed/survivors can't be 4ked within 20 seconds of starting the game. Autobanning would be a bad idea for the aforementioned applying cheats to other players, but they could at least flag the match for investigation and allow everyone to DC.
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Booning Plaything is fairly risky, since the killer knows where the hex is and has reason to think survivors know where it is too. It's not uncommon for the killer to check Plaything totems. But yeah, it's the best counter to Pentimento. That or just ignore the Oblivious.
I don't actually run into Plaything/Pentimento that often. It's a good combo but can be played around a few ways.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3119668#Comment_3119668
In the end of my match, I got scared and left a few broken Hex Totems, I didnt realize it until after someone cleansed one of my Rekindled Totems, but I had 5 Totems for Hex: Pentimento ready to go but I blew it. The Cheryl kept healing with Inner Healing.
Aw man. That would have been the best way to win that challenge. 5 stacks of Pentimento is the ultimate flex.
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Ah, Pentimento works? I didn't bring it because I wasn't sure that rekindled totems would count.
...instead, I royally flubbed my first attempt by bringing Plaything, figuring I could play the game a bit before the totem camp. Only remembered too late that Plaything totems turn themselves off if the associated survivor escapes or perishes... so yeah, don't use Plaything.
I eventually got it by bringing Undying/HG/Blood Favor/DH. Planned to camp the last totem but ended up 3king with hatch.
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Yeah, the game is in a pretty miserable state right now. I booted it back up yesterday so I'd finish the rift (can't waste those $10), but I don't see myself playing long after that. The issues that got me frustrated enough to turn DBD off are still there.
The game desperately needs to touch up solo queue. I don't know what else there is to say. Yes, the game was and still is (although less severely) survivor sided at high level gameplay, particularly when comms got involved. When optimally run, survivors have enough resources on nearly all maps to outlast any non-Nurse killer. But killer has always sat on a pendulum between SWF and solo, and if either of the two end up on par with each other, the third stomps or gets stomped. Right now, killer is in a better spot to deal with an average comms SWF (not talking tournament-tier players, but competent) than it's been for the entirety of my time playing DBD, and that's a good thing... but it also means solo is SOL. And barring two weirdly good days in which I started to have hope things were evening out, that has been the entirety of my experience since 6.1 dropped.
Right now, I can't play three survivor games without hating somebody I'm in the game with and that's just not an enjoyable mindset to play DBD with. I can't afford my teammates' mistakes anymore and I have immense spite for their constant ragequitting, and I'm fed up with killers that are still camping and tunneling the snot out of players they already had a colossal advantage over, more than I ever hated the strategy before. Killer queues are still too long for me to want to bother with and half the games turn into farms after someone immediately suicides and I have no choice but to sympathize with the other end of the ######### I've been putting up with on survivor. The entire situation is too frustrating to be fun, and it's seriously the first time I've ever felt like this so universally in my 3k hours of playing.
Solo queue needs information buffs, ragequitting needs to be examined (to some extent, it can be tracked internally), and matchmaking criteria needs to improve so that it doesn't think you're trash because you had five games back to back where someone killed themselves on hook at 5 gens. Nor can you afford any newbies on your team; low MMR is an inescapable pit right now if you're in solo queue.
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@NekoGamerX said:
isn't this meant to happen? like when survivors do thing when hurt they drop more blood orbs....
The burst of blood orbs when a survivor does a rushed action is intentional, but the amount dropped is currently over twice as much as he released with, and it wasn't an announced change, so the assumption is that it's a bug.
@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3119127#Comment_3119127
I agree, but that’s what makes oni a balanced killer. There are ways to prevent him from getting power early, in my experience as an oni main, not many survivors pre drop for whatever reason. I don’t really struggle with indoor maps. In a way it’s more dangerous for survivors as they can’t spin much in hallways and small rooms.
I didn’t think the amount of blood orbs was bugged, I think it’s been perfect how it is. But that’s just me.
Fair enough, but in this case I don't think the bonus orbs are a good fix, because it just magnifies Oni's status as a wrecking ball once he gets going without making it any easier for him to make headway against a good team that stalls him out.
On indoor maps, it's kind of 50/50 for me? Hawkins was great for Oni and Midwich is king, but Lery's and RPD drive me up a wall if I have to play him on them. But I'm only a casual Oni player and if you've got significant time on him, you've probably picked up some tricks to cope.
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@Marigoria said:
Because kill switching Oni would make people who got the AOT skin not happy and would drop the skin sales.
Sadly, this is probably the reason. It's a pretty major bug and it's gotten a lot of attention lately; I can't think of another reason they'd want to leave it in its current state.
@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3118940#Comment_3118940
Explain how map design is his problem?🤔 Curious to hear your thoughts.
I'd assume they're talking about how effective predropping is against Oni. Indoor maps aren't exactly his friend either.
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@lemonsway said:
Personally i don't think you should remove De-Piping. It sucks to De-Pip when you're close to progressing especially if you get tunneled or Camped BUT Without De-Piping every game is a FREE PARTICIPATION AWARD!
That's a BIG NO! NO ONE should get awarded free stuff when it comes to progression. If you're only De-Piping from being prematurely retired from matches then that means you're doing fine when that doesn't happen. IF you find yourself in a frequent Tunneling or Camping situation then bring some Perk to avoid it, bring DS, OTR or Tracking Perks so you can avoid the killer and not enter chases.
You already can't tell your MMR, it's either really high really fast or really low really fast. Piping and Grades is the only sense of progression the game has. If you remove De-Piping then you break that Sense of Progression. Removing that means MMR is the only thing you can gauge how well you do but MMR fluctuates so much and so fast that it isn't reliable. IF you want to make MMR be accurate then you need to gain very little MMR per match so that you can have a sense of progression over time. Small increases of difficulty over time are a much better representation of progress and skill than high MMR gains from single matches. All high gains of MMR do is accentuate a fluctuation of MMR, you win, you lose, you win, you lose, this way Matchmkaing is constantly working based on fluctuating numbers, every match feels random AF and if you're not using SWF to control the flucatuation of MMR then that means Matchmaking is SUPER CHAOTIC with a random mix of high and low MMRs and you're probably facing a Mid level MMR killer.
We all know it means nothing, Iridescent 1 doesn't make you the best player but you need to keep the Illusion that it matters otherwise there'd be no reason to attempt to do well, especially when it's easier to just do bad to lower MMR and keep your Grade...
The Piping System serves the purpose of telling players what they were doing during the match and how much of it they did. IF you remove the negative aspect of the System, De-Piping, then you're telling to every single player that it doesn't matter if they do BAD because they can't lose progress...
IT's not fair that all of a sudden De-Piping stops existing, that would mean any new players will only get handed free progress where everyone else had to grind.
This is a situation that already got touched, Prestiging characters now instantly reward you with their Perks without needing to go through the Bloodweb. IT's good for Veteran players since those already put in all the work so when Wesker comes, for example, they only need to Prestige Wesker for his Perks and then everyone else gets those Perks too.
You can't just say screw De-Piping without thinking of the Progression system as a whole, that's a mistake. It's a mistake comparable to what what BHVR with overnerfing Survivors in this Update. Killers didn't need a triple chase buff: faster weapon swipe, faster kicks and nerf to survivors distance when hit. It's a triple buff for killers that wasn't well thought out, and they've still kept STBFL the exact same, so you're basicly at 10 stacks of STBFL instead of 8 because of the faster base kit swipe...
That's an oversight that needs course correction. Another oversight of this is, how killers work. Clown is Super Opressive right now, he can spam bottles to slow you down while he does everything faster. His reload is faster, he kicks faster, he makes good use of STBFL and his bottles slow down survivors alot, there's absolutly nothing you can do against a Clown right now.
I think you're forgetting about the safety pip/black pip? It's not a participation award. If you play horribly, get killed immediately, your teammates ragequit, you're afk or spend the whole time hiding in the basement or whatever - you just don't make any progress. You get progress for good games and no progress for bad games, and the threshold for a good game increases as you rise in rank so that more is expected out of a Gold player than an Ash one. Someone who is objectively bad, goes down in three seconds each chase/can't catch a survivor if their life depended on it, and makes poor decisions in most their games would have to sink several hundred hours into this game each month to have a hope of getting iri 1, and frankly that prospect doesn't bother me because if nothing else, they really put in the time.
As for the rest, "we can't ever improve the grind because then new players might have things easier than we had to go through" has always been a bad take.
...Genuinely can't tell if 'Clown too strong' is satire or not.
@MaxIsBased said:
https://forum.deadbydaylight.com/en/discussion/comment/3113747#Comment_3113747
Ranks are literally just bloodpoints and i regularly get 20-30k bloodpoints a match (with barely an outliers) which is an average of 25k and most matches last like 10-20 minutes, average of 15 minutes. If i had 4 hours to play i would get on average 400k bloodpoints each in those 4 hours. This is barely even close to a problem and the only thing that you are doing is crying about it like this is rainbow six siege or cs:go.
You can quite literally get 1m bloodpoints in 10 hours of playing the game if you don't suck.
Moral of the story: Git gud.
There's really no reason to bother removing it.
All ranks grant bloodpoints so i find it fair to have a de-pipping mechanic to prevent anyone not good at the game from getting 1 mil which they can get in 10 hours anyway.
I have no idea where you got the idea that bp gain is at an all-time low. Back in the day i would barely get even close to 20k and if i did it's because either the killer got dunked on or i got dunked on or i brought a bp offering.
Again with the git gud? You might want to lighten up on the compulsory shittalking or you're not going to last long in these parts. This is a forum, not a Youtube comments section.
Yeah, no, "no reason to bother" is not a stance you've provided sufficient evidence for. Like, it's fair to just not give a ######### one way or another, but actually getting involved and saying "no, you're wrong" requires more of an argument than that. I've never played any of the games you brought up and have zero idea what you're talking about regarding them. Meanwhile, I've already repeatedly established that solo queue pipping has far too little to do with whether you're good at the game, while SWF mainly hinges on whether your teammates are any good and will let anyone ride someone else's coattails all the way to iri 1. If the idea is that you have to be worthy to earn a playtime bonus - what you're proposing works for killers, but it doesn't for survivors and arguably hasn't for years.
You think bloodpoints are fine when they just killed BBQ and WGLF and every other match I play dies in infancy because one of the survivors ragequits? Yeah, okay, sure. I'd think 400k bloodpoints in 4 hours is pretty awful currency gain, but that's because if you go back a year, I could have easily earned twice that much.
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Artist. I really enjoy trying to predict survivor pathing on the fly, and landing long distance birds is pure dopamine.
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@NightmareKT said:
https://forum.deadbydaylight.com/en/discussion/comment/3118046#Comment_3118046
I know what you mean... But I've been playing the game for a while now and RPD has been memorised by me already. I'm sure that's the case for most people too
There's one area I can get a little mixed up in on account of never having a reason to visit there, but that's not really what I was thinking about. It's more that even if you can hear the hatch in one direction, you don't necessarily have a clear shot to it (which, on the Game and its grid layout, you usually do.)
At least it's not as bad as Swamp.
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@GeneralV said:
Self-Care and DS are better options, imho.
Dead Hard should have been nerfed back in 2017.
Okay, thread over. When GeneralV says something shouldn't go back to its old state, you know it was messed up. :P
But yeah, the nerfs to both Self-Care and DS were baffling. So was bringing back PR/DMS, honestly.
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@NightmareKT said:
You really wanna talk logic with a game like dbd? Logic as in how one pallet can stun a beef cake like Nemesis or Oni? I think the hatch is the least of your worries in the logic category. But it's to make sure survivors don't get a free escape always knowing it'll spawn on the ground floor. Meaning they actually have to put effort into finding it
It'd still be hard to find even if it was only on the bottom floor. RPD isn't The Game, it's a maze where a room adjacent to you might take a fifteen second detour to reach.
I don't really see the issue with hatches that can only spawn on one floor of the map. The killer knows the same spawn restrictions as the survivor and has the same amount of ground to cover.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3117720#Comment_3117720
Well twins vamping power would be too OP as you can camp and chase other survivors same time. Bubba just camps by standing on hook and that really only thing going for him. Hag also is just designed for camping. Trikster camping it's pretty strong but his power is goo in chases so maybe he should get some kind of nerf. Dredge can teleport after unhooking happens so I think that's fine.
The thing with Twins is that they're already pretty effective campers even with the power restriction in place because Victor doesn't dissolve when someone is hooked next to him (and then alerts when anyone comes to unhook), and because even when that loophole isn't used, Charlotte almost always ends up waiting 16m away from a hook and is always in place to respond if Victor's not busy when the unhook happens. The way they're designed, they can camp and chase people at the same time.
Bubba has plenty going for him without facecamping. He's got an instadown that's always available and slaughters people out of position, quick pallet disposal, and punishes bodyblocking and grouping up. Hag, though, yeah - while she can play without trapping the hell out of each hook, it's the most reliable part of her kit.
Trickster's the weirdo in this situation. The pattern is otherwise 'old killers have no anti-camp features, new ones do.' (Artist's restriction made more sense when running into a placed bird did a damage state.)
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3117837#Comment_3117837
Sorry I think there might be some confusion, I just played a dredge game and standing in front of a locker and pressing M2 did not do anything outside of the norm. I just raised my hand and had the prompt to teleport to the remnant at my feet, or to teleport to a locker. There was no searching/entering anything that occurred. Unless by entering are you meaning searching the locker? The vid you provided just shows a dredge searching a locker at the timestamp you placed the vid unless I'm just blind. The dredge never goes into a locker in any of those clips in that segment.
It's definitely a feature. I've done it while some survivors were mock-chasing me. I think it uses l-ctrl as its toggle if you're on PC. Not something you'd commonly use, since hanging around with Insidious is already a bad strategy and mist will start giving away his position after a few seconds, but it's part of his kit.
Edit: Whoops, got sidetracked in another window and then posted this long after it was already confirmed by someone else. My bad!
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Couldn't tell you. It's some unholy lovechild of latency and Murphy's Law; it mainly works as long as you're not the one doing it.
At least hook grabs reliably translate into a hit. Pallet grabs almost always get validated into me swinging at the pallet...
Though actually, I had a hook grab today that sounds like your Blight. I was Blight too, but I don't think I was your Blight because this survivor was still on first stage and I was just following someone dumb enough to lead me back to the hook. I wasn't even trying to grab, and on my screen, Kate hadn't even started the unhook animation, but the hit yoinked her up anyway. So I'm sure the discrepancy between the server, survivor, and killer plays a big part of why you always seem to get screwed over - anything you're visually reacting to happened half a second ago.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3085131#Comment_3085131
Doesnt matter, their anticheat should instantly track a killer or survivor teleporting rapidly across the map. Game was over in less than 30seconds, any simple system could track that and instant ban it
@Timmylaw said:
https://forum.deadbydaylight.com/en/discussion/comment/3085596#Comment_3085596
THIS!!! How are there not ways to at least track someone moving at impossible speeds or flying? Huntress threw 30 hatchets without reloading? Instant ban!! Ghostface threw a single hatchet? Instant ban. Survivors have more than 2 add ons on an item? You guessed it, ban.
While something like that should be in place, it's not as easy to deal with it as it sounds because cheaters are capable of applying cheats to non-cheating players. I haven't seen a cheater cause another player to fly or alter the killer's power, but I have seen a cheater apply hacked Blight Serum to another player and send them moving at 1000% speed, plus stuff like manipulating/autofilling other people's action speeds and instahealing them so that it looks like a different player is cheating than the one who is. Some subtle cheaters bring hacked items (they look normal but are way stronger than they should be) and give them to innocent survivors or leave them lying next to to-be-finished gens. I've encountered these several times in games I otherwise couldn't identify any cheating. I've also seen a cheating survivor cause a killer to grab me off a gen when I was nowhere near the killer and 100% certain the killer wasn't actually trying to grab me (Nemesis had given up and was just watching things happen - meanwhile, I teleported some 40 meters to his shoulder, shortly before the gen I was trying to do exploded a dozen times in one second.)
Point being, autobans wouldn't work for this because it would be child's play for a cheater to set up cheats that would get everyone except for them banned. I think the most you can do internally is flag the match for examination once an abnormality has been detected, and allow everyone to disconnect without penalty.
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Yeah. It's pretty strange that there's nothing stopping Bubba, Hag, or Trickster from camping when their powers are all extremely good at it, Twins are semi-prevented-but-not-really from camping despite their power being really good at it, Dredge is prevented despite its power being really good at it, and Artist is prevented despite her power not being that good at camping. It's super inconsistent.
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Killers that camp will get way less points than ones that don't, unless the survivors feed them. They don't have nearly as many chases or hooks and their scores suffer as a result.
That said, killers have always had better point gains than survivors. It's unfortunately just how the scoring system is designed - killers always end up taking all four categories and can't be removed from the game early, where survivors rarely have the opportunity to max out more than one category slash role on their team and stop gaining points when they die.
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Sounds like a better Dying Light. Which might get pretty miserable stacked with actual DL, because then you have a ton of slowdown each hook and there's no way for survivors to get rid of either of them. While this Thana still comes out to 20%, Thana stacks are (or were, before this weird nerf) easier to apply while also being easier to remove at any time. Think about it... you just hook each survivor once to get the baseline 16% going, in addition to 3 tokens of DL for permanent 25% slowdown. And that's just for hooking everyone once; hooking everyone twice is 16-20% slowdown for the obsession and 34-38% slowdown on anyone else.
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I see it get run less, and teammates are better about looking for the totem versus immediately leaving. Still uncounterable if the killer hooks someone next to the totem, but in that case, you just leave.
I do wish they'd nerfed it a different way so that the endgame reward was proportionate to killer performance beforehand, but it isn't as much of a bandaid for horrible gameplay as it was before.
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@kisfenkin said:
The cheaters have no control over who they were matched with, so the idea that they are 'targeting' anyone is ludicrous. Sure, they might be playing at the same time and HOPE to get into a streamer/whiisperer's match, but that is just random chance and MMR in the end.
It's not as if ONLY whisperers are getting cheaters, everyone has them now and then. Some people never even notice them. Subtle cheating makes it even harder to figure out. It's only when it is blatant that it is definite, and even I have seen blatant cheaters on many occasions. Not lately though, thankfully.
This is not correct. There are cheater programs that let you pick who you're going up against (it's something like preventing them from getting into a match with any lobby but yours), and even lists of major streamer IDs annotated with how those players react to cheaters and whether they're 'fun' targets to grief or if they'll just DC with minimal raging.
Everyone gets cheaters, but major content creators tend to get more of them for the sake of notoriety.
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@Aven_Fallen said:
Fog Whisperers are probably targeted the most by those Hackers. The other person I have seen targeted a lot is an ex-Fog Whisperer (not tru3), who is pretty unbearable to watch. And with this person, I think it is pretty funny that Hackers are annoying them.
That being said, I dont encounter Hackers in my games, so disabling the DC-penalty would be wrong for the general player (which makes at least 99% of the playerbase).
So I can just guess that Fog Whisperers are targeted way more often than others so they can DC. And it is not as if they can DC whenever they like, if they are doing it in regular matches without Hackers involved, they will probably lose their Fog Whisperer-Status pretty fast.
This was my thought. The knee-jerk reaction is to get mad, but really, this is just acknowledging (as much as they ever will) that there's a cheater problem and they can't stop people from targeting big name players en masse.
You're SoL if you're a major content creator but not a Fog Whisperer, though. Although, on the other hand, the vetting is important so that they wouldn't hand out the privilege to somebody who would abuse it - giving streamers (or god forbid, everybody) the ability to DC carte blanche would be a horrible idea.
@Veinslay said:
Are there even any killer main fog whisperers anymore? I haven't seen hackers holding survivors hostage (presumably by constantly blowing up gens). That's been almost exclusively a killer streamer problem. I've definitely run into more hackers recently, but I don't get held hostage cause I'm not a streamer
Killer cheaters tend to be less hostage-holdy and more murder you all immediately, but I've still seen clips of ones like Trappers whose traps take 10 minutes to struggle out of or Pigs who spawn you in with a trap and the search is at self-care+sloppy+coulro+pentimento speed.
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Yeah, I'm annoyed. For whatever reason, they thought it was a good idea to give back PR/DMS, which I was quite happy to see die.
I'm pretty sure it only gives information if the killer is running DMS or Surveillance, though - and Surveillance still gave information before they re-added the interruption? Could be wrong about this, haven't played the patch, but that was how I read it.
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Eh. Legion's not a good comparison because that downed in 20-30s. Sadako's no better at this tactic than Pig is. Worse, even, because you can't make a survivor pick up a tape and most of them won't do it on their own. Only reliable way she can do it is to run the addon that makes survivors start with it and then find someone before they put it away.
Even then, survivors can quite literally insert a tape in the cooldown between her attacks, so she's not that threatening - compare it to a pig box where the survivor has no hope of finishing it if Pig is minding them. A survivor can always force Sadako to stop moonwalking and down/hook them normally - or if she slugs, waste even more of her time going for a single kill.
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Silly question. There's Vommy Mommy, Crow Mommy, Bunny Mommy...
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They seriously did, and it wasn't even just normalizing the endurance effect so that it deactivates on progressing the game. That would have been a pretty big nerf on its own, but for some incomprehensible reason, they also decided to alert the killer that you have the perk active so that anyone with a brain knows you're a terrible idea to chase and completely safe to ignore because you can't do generators without losing Mettle (and incidentally, they'll know as soon as you give up and no longer have the perk protecting you.)
The perk is only useful for bodyblocking now. It straight-up counters itself in every other scenario. Horrible change to an already memey perk.
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@Slingshot47 said:
I remember they asked in a survey if people would be interested in Hooked on You cosmetics in DBD. I absolutely said yes.
Anyone who dared vote no, we need to bonk the horny into them.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3113756#Comment_3113756
I don't know, the more I get familiar with the game, like the more it becomes muscle memory. The more I have been able to spot things that shouldn't be happening. It's to the point where I am like, if he doesn't have this "perk" he is definitely cheating.
I'm talking more about the people who don't understand they make noises in lockers or that crows and scratch marks exist. Because yes, figuring out your opponents' perks based off of their behavior and discerning the line between good guesswork and straight-up uncanny knowledge of survivor locations is totally a thing.
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@DoritoHead said:
It was the first day of the anniversary event. 4 flans, but one Eyrie of Crows offering. I think “wow, this will be a fun game.”
I load into the game as Demo. All is normal until there’s a Bill with flip flop and boil over. He gets downed in a spot where I have no chance of hooking him unless my pathing is perfect. My pathing is not perfect but I still hook him. I think “huh, that’s strange” but every time I downed him in that same spot afterwards he wiggled off just fine.
After the game I see that his build was Boil Over, Flip Flop, Unbreakable and Dead Hard, and that he brought the Eyrie offering. He accused me of hacking because he couldn’t wiggle off one singular time. I still don’t know why he couldn’t wiggle off but I like to think that he missed all of his skillchecks and his brain refused to accept it.
There was (is?) a bug with Boil Over where if the drop caused the survivor's bar to go over 100%, it would get locked at 100% and the survivor would never be able to wiggle off. Might be what he was upset about. Or maybe Bill was just a blowhard.
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Survivors who never play killer frequently accuse the killer of hacking because they have zero familiarity with what tools and context clues the killer can use to find them. I've seen that plenty.
Also had a killer once report me because apparently gens got done too quickly. He was chasing one dude for most of the game and didn't pressure them...
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@MaxIsBased said:
Le mockery section: MOMMY I DE-PIPPED AGAIN. *Lights house on fire* HOW DARE THEY HAVE DE-PIPPING IN THE GAME. IT'S CLEARLY A BUG AND OVERSIGHT. LITERALLY 1984. *Le crybaby noises*.
Also you can easily get 1 mil bloodpoints just by regularly playing the game before each reset.
https://forum.deadbydaylight.com/en/discussion/comment/3113714#Comment_3113714
Ranks mean nothing except bloodpoints every 13th. Stop crying about it.
Do you have any actual useful feedback to make on the topic or are you just going to make a fool of yourself strawmanning? And no, "stop crying" isn't useful feedback unless you can tack a "because" onto it.
Depipping's been around longer than I have, but skill-based matchmaking hasn't and depipping's role was to ensure that people didn't rise beyond their ken in the old rank-based matchmaking system. There was an issue with everyone eventually hitting rank 1 if they played enough and both depips and the steep iridescent pip-up requirements served to prevent that (though that tended to happen anyway, but that's a separate issue related to the way monthly refreshes used to work.) If you have a good reason for depipping to exist in the current situation where rank measures and rewards playtime, then I'm all ears.
And don't talk to me about bloodpoints when BP gain is at an all-time low... like, yeah, sure, I'll earn more than 2m bloodpoints on the journey to double iri 1, but how is that the point? Do I not deserve a reward if I've spent 100 hours on the game each month because I had an equal confluence of ######### games to enjoyable ones?
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3113074#Comment_3113074
Thats the thing. You can have a 5 minute match as survivor and pip, but if you win as killer with 5 gens left you prob won't pip
You're not likely to pip as a survivor with a 5-minute match. It's the same thing as when the killer 4ks with 5 hooks; there's not enough time to earn emblem categories. You can only pip up if the killer performs moderately well or you at least spend time screwing around with them once gens are done.
@zgameboy said:
Buddy you should really not be worried about your killer grade lmao. It literally means nothing.
It's one of the best sources of bloodpoints in the game.
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It's probably not a direct Skyrim reference, because "leave no stone unturned" is a much older phrase than that and that's where Skyrim yoinked it from.
Funnily enough, my current Skyrim playthrough is at 3/24 of the stones. Guess I did the rift challenge and nothing else.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3112780#Comment_3112780
I wonder. Do bloody party streams get more common? If so that would be sick but guessing dbd and there bloody party streamers they prob keep the locked up in a safe somewhere and never let them go out in bunches
BPS are unfortunately crowded out due to the high saturation of map offerings in the green rarity.
Also, whoops. Looks like this is another reason the old level 50 bloodwebs were superior.