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Laluzi

Laluzi

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Laluzi
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  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109278#Comment_3109278

    The one that makes the extreme background noises that literally makes the game unplayable?

    Yeah, that. Very glad they listened to feedback, because it sounded like we were going to get more of them and they were going to become even worse.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109276#Comment_3109276

    It's worthless on legion now. There's medkits nearly every game and all a survivor has to do is bang out a 10s heal to deny an entire perk slot for the killer. That's assuming that survivors just don't leave as soon as they see mend. Most of my chain frenzies are 2-3 targets which doesn't benefit me at all anymore.

    At least plague gets a fountain out of it.

    Thing is, it puts survivors in a position where they can either waste time or waste time. Healing is pointless versus Legion (aside from doing risky hook saves) because you can't really avoid the first hit and they can find you so easily, so while the reward isn't as tangible as Corrupt Purge, telling survivors to heal is still benefitting the Legion. Especially when any medkits run out. Unless the Legion is really flopping, they're still going to get good slowdown out of Thana, one way or the other.

  • The worst thing is, it's still painfully strong on Plague and Legion. They didn't just nerf Thana to death, they nerfed it to death except on the killers who needed a Thana nerf.

    I can't understand the reasoning behind this change at all.

  • I mean, I thought it was good they were reacting to overwhelming community feedback. The issue is that they got basically all of it wrong.

    I'm happy about ditching the orange glyph, though.

  • @Xendritch said:

    I mean....good?

    One step away from gen slowdown/regression meta is another step towards a chase or tracking meta and I'm all for that.

    The issue is that Thana Legion and Plague are barely any weaker than before. Thana was a pretty average slowdown perk on everyone else; it wasn't bad, but you could get more mileage out of gen regression perks. So this didn't really change the meta for anyone.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108756#Comment_3108756

    I’m so glad someone else understands the concept of effective uptime.

    The effective uptime for all 4 survivors being affected at the same time, is so low for anyone besides Plague, that the 4 survivor big bonus can be ignored, which means the perk is an effective 60% nerf for anyone besides Plague.

    And Legion can’t even reliably try to rig their perks and addons to aim for all 4 survivors being affected at the same time, because SWFs with voice communication exists, and they can coordinate to finish mending each other. And having a strategy that is extra weak against voice communication is a poor game strategy.

    The thing is, healing against Legion is a waste of time because they can so easily injure you again by just stabbing anyone and then running off to find you, and because you generally can't avoid the first hit anyway. So it's still perfectly good on Legion, too - they just don't get as blatantly tangible a reward when survivors heal.

    Healing is now slightly more attractive vs thana Legion, but it's still survivors choosing between wasting time and wasting time. Especially when you throw in that Mangled addon.

    @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108879#Comment_3108879

    It should go of the opposite, that reduce the maximum stack debuff to make it weaker on Legion/Plag, but 1 injured will make a huge debuff.

    If could be 9 / 12 / 14 / 15. Injure one will get equal stack of 2 injured pre-change, but maximum will only have 75%

    100% this. This kind of design would have been the correct way to nerf Thana - weaker at its max strength but more usable for most killers. What they did made it hot garbage on anyone who isn't Plague or Legion, but didn't really hurt its viability on either killer.

  • I was about to make this thread. Why on earth would they nerf Thana in this way? They just made it so that it's completely unusable on anyone who isn't Legion or Plague... the two killers who were considered problematic with it.

    They should have done the complete opposite and made the first stacks of Thana more impactful than later stacks, so it's more viable across all killers. What a truly bizarre nerf.

  • @turfking said:

    Anyone else notice teammates coming to help you much less often on hooks? My theory is nerfing "We're Gonna Live Forever" unnecessarily by taking away the BP bonuses for unhooking teammates and taking protection hits for them, is the main cause and that also hurts the game overall. I don't even consider using WGLF anymore since the rework.

    Huh, that's an interesting thing to posit. I had assumed people were being less altruistic because they're not taking any risks, but that's also possible - people being less altruistic without the BP incentive just like killers are seemingly spreading hooks less. Could also be people are more afraid of gen regression and desperately want to get gens done so they can't get erased by CoB/Overcharge. Or their idea of "I'll finish this gen and then get the save" is off with the reduced gen speed.

    Another thing I'm curious if anyone else is experiencing is that... in nearly every game I've escaped, I've felt like I was significantly better than that killer. Like I'm no survivor god by any stretch of the word, I'm pretty mediocre, but it would seem like I was versing someone newish who made several glaring mistakes in chase. Whiffing, not pathing well, easily spun, etc. I'm not having a lot of well-fought escapes. Well-fought 4ks at 2 gens left are the more common result. Games that would have been fairly equal matchups before are always panning out for the killer now. But that might solely be a result of this MMR (which is a related issue, because increasing kill rates lowers survivor MMR, and it's impossible to raise MMR in solo right now with all the ragequitters.)

    Jolt and Eruption are also super punishing when your teammates aren't that strong. People run to my Empathic Connection to try and pawn the killer on me and straight-up nuke my gen. Eruption in particular is like the Third Seal of gen regression perks - meh versus comms, incredibly punishing to solos.

  • @_kostas_pap_207 said:

    https://forum.deadbydaylight.com/en/discussion/338300/i-tried-to-like-this-patch-but-i-cant-deal-with-this-anymore

    First of all in my country (greece) in morning I get survivor queues in 20 seconds and killer in like 8 minutes but at night survivor queues are impossible and killer is less than 1 minute so don't know why you always vant get killer but whatever patch this game gets this think always works for me

    US East Coast servers here. Usually survivor is slow at night and fast during the day, but right now survivor is fast regardless of time and killer is always slow. It's maybe a little better at night? But that's a difference of maybe 8 minute queues instead of 15 in the afternoon; better but still bad. It's been like that since they got rid of the matchmaking incentives.

    I've always gone for whichever side has faster queue times, which is why I've played so much survivor this patch. I can get killer games, but I'm spending just as much time in queue as in game and that's not really worth it to me. Especially because I'm running into the 'survivors are nonstop throwing games' issue on the killer end too. Then I end up farming out of pity/sheer annoyance and that's a waste of time in and of itself.

  • Instead of flat increasing the hook timer, a form of basekit Kinship could work? Or something where the hook timer slows down to 75% of its normal speed if the killer's nearby and not in a chase. Or perhaps, instead of chase, if the killer's nearby but no other survivors are.

  • @Killer_BeeYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104379#Comment_3104379

    I think there's some confusion. I'm talking about survivors who complain that killer is too strong now to the point of just disconnecting every game. I don't mean every survivor. Though alot are doing it. The survivors who want the patch reverted are the ones who need to "get good".

    Ah, then there is. I thought you were talking about the ones who've stopped playing DBD because of this patch. The ones who are ragequitting can go and fellate themselves.

    That said, I do think there's issues with the patch. Either they need solo queue buffs and a change to how MMR works so that you aren't punished for altruism (the gameplay trends this is creating are not positive), or they need to expand on the 5s BT and weaken tunneling and camping now that killer is generally more viable.

  • Yeah, sure, "I can barely get a single solo queue game without my teammates throwing and killer queue times are too long to switch roles" equates to "get good." That is definitely the problem here and everyone who's complaining is a biased bully survivor main who's never had a thought to actual game balance in their life. You're the only enlightened player who's ever played both sides equally and I bow to your unparalleled, all-encompassing fairness. Something something something.

  • That's... not even equivalent...?

    Bizarre take. Personally I'd just say run OTR and enjoy temporary Iron Will. Or get better at looping in lieu of not being able to sneak away anymore.

  • It's borderline unplayable. I'm fairly sure I ended up in MMR hell from all of the ragequitting teammates and now my games are filled with bad players when they're not filled with 5-gen DCs. And with the killer buffs, increased game time, and perks that penalize gens when a teammate goes down, it's much harder to carry a deadweight teammate than it used to be.

    Had to take a break; it's just too frustrating right now to put up with.

  • @GannTM said:

    Something that makes no sense is to me is the fact you can’t even level Clown up right now. You should be able to even if they’re killswitched.

    Yeah, that really pissed me off. I wanted to try on his rift outfit. They should grey out the "ready" button with a killswitched character, not make them unselectable.

  • @PaintedDeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104147#Comment_3104147

    You should not expect to be able to bring a medkit with the add-ons you want every game. What is with this mentality that you should be getting everything you want, at all times?

    Because I could, and now I can't? Is it a surprise that people get upset when something they had is removed?

  • Cool feedback. Enjoy the 15-minute killer queues.

  • @PaintedDeath said:

    Grind is fine. Just play the character you want to play and put your points into them. Everything will eventually unlock.

    Kinda missing the point that the grind got worse in an update purportedly meant to reduce it. "Eventually" can be a very long time. I finally unlocked my last missing character at 3k hours. Technically, yes, everything will eventually unlock, but will it unlock in a timeframe your average player is willing to sink in, or will they give up due to lack of progress?

    There's also an issue with addon/item sustainability - say you want to bring a medkit every game, or a certain set of addons. With how little bloodpoints each match is giving, you're getting less than you're spending, and will eventually run out. Previously... at least with killer, you were able to constantly refund yellow/green addons.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103975#Comment_3103975

    Well...not exactly.

    Because the game may have the icons, even more than it used to, but it now lacks the horror atmosphere that everyone misses.

    You are right when you point out the problem of horror and longevity, but there is a very clear difference between having a scary atmosphere and having none at all.

    Well, that's another reason I say the game lacks a lot of horror elements. The map design used to focus on low visibility, darkness, and fog, with hiding having a stronger emphasis than looping. Now the floodlights are always on, you can see straight across the map in several instances, and your escape points are literally painted out in yellow carpet. The only darkness we get is weird buggy pitch-darkness that only exists on certain platforms (or Dredge, who's definitely one of the best killers when it comes to an actual horror experience.) Whether that's a deliberate change in game direction or an adaption to a paradigm that emerged despite their intentions, I can't say.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103975#Comment_3103975

    While I tend to agree it's a game of tag with a horror skin I don't entirely agree this discounts it from being able to be considered a horror game. Just because you don't personally get scared anymore or if it never scared you doesn't make it no longer horror. Besides, I still get jumped sacres from stealth killers at times and sometimes in a good chase or I'm trying to do something while hearing the killer's TR I do have the adrenaline pumping. On a side note, I've seen Friday the 13th a million times and it doesn't scare me but it's still a horror movie.

    Yeah, sure, I can agree with that. It's still at least superficially a horror game. The thing is, the OP said the point of the game is that survivors should feel scared, that they should be distressed and riding adrenaline. And that is not the case for anyone who's familiar with the game. It's an unrealistic goal, so the gameplay has to provide something else. I think it does (though its balance is very questionable at the moment), but it stands that you only get that true panicky experience when you're versing a killer without a terror radius or who can pop up wherever. As long as looping exists, survivors' first instincts are not going to be to hide from the killer's approach, because they have other tools to deal with them and getting caught isn't the end of the world anyway. And when it is the end of the world (facecamping Bubba, hard tunneling), the response engendered is less fear at a threat and more frustration at the denial of expected gameplay.

    The killer should be scary and intimidating, but you can't make someone scared of something they know how to deal with. I typically don't think horror works in a PVP setting because PVP necessitates an ability to fairly win, where horror has to carry a real and overwhelming dread of being caught.

  • Love: Billy, Demo, Ghostface, Myers, Dredge, Oni, Slinger

    I enjoy versing stealth killers that can effectively surprise you, and the play of shreds/chainsaws/Demon Dashes around loops is fun. Deathslinger feels really rewarding to juke and forces me to think about loops/environmental objects differently than I do versus most killers.


    Hate: Bubba, Pinhead, Legion, Nurse

    Bubba camps more often than not, Pinhead and Legion games take forever and are prone to solo queue nonsense where some players utterly fail to play appropriately versus that killer, and Nurse is completely unbalanced if the player piloting her is any good.

  • The point of this game is tag with a horror skin. For anyone saying it's a horror game - apart from a small handful of killer builds that prioritize stealth, who here was actually scared after 20-30 hours of gameplay? Do you actually feel adrenaline when you hear the killer's terror radius, or feel the need to hide? Horror has trouble with longevity (the more familiar the player becomes with the game mechanics, the less impactful they become), but survivor gameplay, the victim role, has a lot of elements that don't fit the bill anyway. Stealth killers (played well) are the closest the game gets to horror, actually spooking survivors and instilling a sense of paranoia and tension; the rest is a mix of tag and hide and seek.

    In lieu of actual horror elements, it's important for gameplay to be fun, dynamic, and appropriately rewarding.

  • "How dare you try not to get hit"

    Some people, man. Like... If you really suck at Blight and know you can't land rushes for the tome challenge, then signal you're friendly at the start and try to farm. If you do not make any overtures to the survivors and appear hostile, do not go full surprised Pikachu when the survivors attempt to survive.

  • @legitxeris said:

    Actually, I think this patch made it harder to tunnel.

    Unfortunately, it made the game easier to camp.

    In the end, bad patch. Please fix

    It made it harder to tunnel if you can't count to 5, or if you were Plague/Pyramid Head or maybe Oni camping a hook with the intent of double downing both the rescuer and unhooked player. Otherwise, tunneling is exactly the same, and the change is that it's easier in endgame. The basekit BT is negligible when it comes to the majority of tunnels and the survivor is still slower than the killer, so it's not like they're making distance.

  • Almost all of the perks they changed were old, plus there's still a lot of horribad perks they didn't get around to touching (Predator, Beast of Prey, Furtive Chase, Buckle Up...)

    But yeah, Pharmacy got a hard nerf in the name of a buff. It's way less reliable and ensures you can't have a medkit on hand at the moment you need it, nor can you claim a chest when you find it. Instead you need to go hunting for unopened chests while you're injured, which is dangerous and runs the risk of your teammates having already looted the chests you located.

  • @Oscarnator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103044#Comment_3103044

    “Not exactly FUN gameplay for either side”. Believe it or not most people play video games to have FUN. You know holding W and pre dropping 50 godpallets, for some reason, people don’t find FUN. Why would you want to have FUN chase interaction with predicting your opponents moves and outplaying them with your own kind games when you can just get to pallet and drop. Can’t see a single reason why someone would find that unfun with the blatant advantage and no mindgames. So you see people DC when they do not have FUN and like I’ve already stated the map is not FUN.

    Do you get it? Do you need a definition? Just beacuse it’d OP does not mean it is FUN for people to play thus they DC. The Game is one of the worst maps of the game.

    I don’t understand why you’re not getting get it? Having an advantage is nice but having too much is just cheap. It’s like having cheats on it’s boring. Does that make sense? I’m really confused as to how you do not see it. Either your a sweat or you think The Game is a good map cuz I’m not seeing your reasoning other then wanting to win so bad you play one of the worst maps.

    I think you're severely overestimating, or at least convoluting the motives of, the vast majority of players. People don't DC on first down against the killer because they think the game is too easy, and people don't hate favorable maps because they make the game too simple for them. To most players, fun is winning. Survivors don't give the killer free hooks and pressure when they're struggling and killers don't play any easier because they're about to win at four/five gens. And for some reason, I don't see many people burning offerings for maps that are mediocre in strength...

    Oh, now I'm a sweat and I think the Game is balanced? I love how you're randomly cycling through possible motives I could have because it's so incomprehensible for you to understand I'm sick of my teammates bailing on me every other game.

    Also, if you think any disconnect is justified on the basis of what map or killer got picked, piss off - it's explicitly against the rules and it's the ultimate screw you that you can do in a team game. If you want to cherrypick your matches, play customs. Don't do that trash in pubs.

  • @Oscarnator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096380#Comment_3096380

    When did I say it was not? You literally just hold W till you get o pallet that you predrop beacuse every pallet is a god pallet. Not exactly fun gameplay for either side. Killers really love playing the victim card when it comes to anything Jesus.

    Then your post makes no sense whatsoever. "Totally legit for a survivor to ragequit on first down because they loaded into one of the most helpful maps in the game." And I'm complaining as a fellow survivor?

  • This, so much. I cannot get a game as a solo survivor where my teammates actually stick around and play the game. Like 2/3 games involve someone quitting at 5 gens. It's genuinely unplayable. I've had fun in precisely one game today out of... eight? And five of those had me actively enraged at my teammates. The situation is out of control.

    @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/337966/please-do-something-about-the-hook-suicides

    If a survivor wants to suicide-on-hook, then they are allowed to play how they want to play. Survivor don't have to play by the killers-handbook and a Survivor's job isn't to insure Killer's have fun.

    Remember all those arguments that killers give survivors about face-camping. Well, my how the tables have turned!

    Are you seriously claiming this is a killer rulebook thing? It ######### over survivors way more than it messes with killers.

    Also, check out the category for 'unsportsmanlike.' Intentionally throwing the game is explicitly against the rules.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100111#Comment_3100111

    "OP (only) against solo" itself is already a proof of eruption not being OP.

    That doesn't mean there can't be a problem, though. Take Knock Out or Third Seal. Both perks are useless against SWFs and nasty against solos because they frequently lead to players bleeding out/being left to die on first hook, and that's not desirable gameplay. The difference between those perks and Eruption is that Eruption is still good even when you're facing a comms SWF.

    Generally speaking, there's enough of a power gap between solo and SWF already that any perk that exacerbates that is a bad thing. SWFs can almost always dodge Eruption's Incapacitation with pinpoint timing while solos have to either guess what's going on on the other side of the map (and potentially not repair for 20-30s waiting for the down) or get smacked with 25s Incapacitation. It's one thing to dodge BBQ or even the old Pain Resonance based on cues, but you have no way of knowing when that injured player is going to go down - not even if it's an Oni, Clown, or Demo and they're broadcasting their moves mapwide. Slinger's the only killer where you can react to a down as it's happening, and only M2s at that.

    @ButterFlee13 said:

    To get that Incapacitated effect. There is 3 requirement they need to go through.

    Kicking gens, Down a survivor, Hit the kicked gens that has survivor repairing on it.

    I think you guys should try to use that perk and see how many time it can hit survivor with it because in 10 games or so. Based on my past play, I probably hit survivor 2 time at most. Now this perk is not even on my build

    Jolt >Eruption

    I get survivors all the time with Eruption. It's my main gen regression perk now. Kicking gens is less of an issue when all of the new meta regression perks sans Jolt are gen kickers, and bringing stuff like Overcharge or CoB to supplement Eruption makes taking the time to do it more attractive.

    Not to mention, see the SWF clause above; even when you don't hit an actively worked on gen, it's still a good perk. It's basically current Pain Resonance.

  • It's definitely nastier against solos than SWFs, which is annoying. I think the Incapacitated duration should be rolled back to its previous length; between the regression and information, it's powerful enough. Honestly, I think it's better than Pop was at its height.

  • The charms are stupid when they're the 8 'random icon loosely related to the survivor/killer in four different colors' charms packed in with each rift, or the ones that are a circle with some image pasted on them, but I think the more original charms are pretty cool and every once in a while you get a nice one that you'll use. I like the foxglove (though I wish survivors could use it too) and the Blighted Crow, and Abby the Bee is cute.

    Can't complain about the outfit recolors when I generally didn't have the originals to begin with. I'm just annoyed that they feature the OG survivors and killers so much, every single time. I've gotten 5 Claudette rift outfits out of 6 rifts I've played, and 4 out of those 5 were original outfits created for Claudette in that rift. Meanwhile, the likes of Jeff, Adam, and Jane get doused with recolor after recolor when they show up at all. Other characters deserve more love.

  • @Slingshot47 said:

    Could you imagine Blighted Dredge? *Shiver*

    If we don't get Blighted Dredge this year, I'm rioting. I need to see what they'll do. Need. Dredge skins always go so hardcore... I wonder what they'd do with the skulls on his back. Or if they'd do anything with the black smoke - maybe it could be orange slime and canker brambles.

    @AngryHobo2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098728#Comment_3098728

    Maybe his exposed chest would just get covered with screaming faces that he'd use to make his music? The faces would be dripping with the blighted nectar and his coat would be in tatters.

    That, or maybe he'd have multiple faces on his head, kind of like Blighted Legion, just on all sides since he's a narcissist.

    That first one is an absolutely delightful take. I love it - his inner foulness clawing its way out of his pretty skin. Take notes, art team!

  • I don't mind SB because in almost every situation, the survivor tells me they have it right off the bat. I know what exhaustion perk they're using now and I can make an educated decision on whether it's a good idea to commit to this chase. And when they pull it out mid-chase... that's rare enough that I have to respect their game.

    @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098989#Comment_3098989

    Balanced is only bad on the 1-2 maps that don't have drops. Overcome can be used while injured if you have Endurance somehow.

    I was pretty sure Overcome doesn't work on Endurance hits?

  • It was positive at first, but it's gotten increasingly negative. Solo queue is in a truly miserable state and the perk changes, while they have shifted the exact perks comprising each meta, have completely failed to change the dominant strategies on either side. Survivors are still married to second chance perks and killers are still forced to stack slowdowns against good squads (which in turn ends up being complete overkill versus solos.) Survivors that want to live are hammering generators/holding W and predropping, and killers are still tunneling the first person they see, and I'm feeling like at this point we need some actual mechanical incentives to spread hooks, and to get out and hunt survivors instead of hovering at the hook so you can down the rescuer and then the rescuee again. Tunneling should not be the most efficient strategy, and yet it is; whether that's giving the last unhooked player persistent buffs in chase or altering survivor repair speeds based on hook allocations, I don't know, but we're never going to wean off the sheer baked-in need for anti-tunneling perks with bloodpoint incentives or asking nicely.

    We also need a cap on action speed slowdowns, because Jesus Christ, I'm not sure you can find a more universal definition of an unfun game than a Legion or Plague running Thana/DL/Plaything/Penti.

    It's sad, because I really like the killer changes and feel they were necessary, and I'm still glad as hell that DH has been dethroned. Survivors just didn't get adequate protections in return and killers are not, despite innumerable statements otherwise, using their newfound slack to play any less hardball. Killers are better equipped to deal with SWF, but solos are in turn much less able to keep up. Those floated solo queue buffs cannot come out soon enough.

  • Yeah, honestly, I've been trying to chill and adapt, and to avoid the doomsday callings because I play a lot of killer and I liked the buffs. They addressed a lot of issues I genuinely felt when I played the role.

    But speaking as someone whose only survivor perk change was Iron Will... solo queue is currently feeling pretty miserable. The point of the update was to decrease the reliance on slowdown perks by making killers more viable in chase, and this is true when I've played killer... but everyone is still bringing stacked slowdowns and tunneling as a first resort, the changes make that even harder for solos to deal with, the basekit DT does nothing to deter hard tunnels (and only really does anything to killers who are either stupid or preemptively deactivating OTR/DH), camping is everywhere and even easier with the decreased hit cooldown, people are DCing and hook suiciding all over the place, and frequent deaths have tanked me and a fair chunk of the playerbase down to the point of total teammate randomization. Whatever MMR I'm at, it's handing me good teammates and useless babies in equal measure. And unfortunately, survivor's too weak right now to carry any deadweight.

    It feels absolutely garbage to crawl through Thana, get halfway through a generator, then have a teammate go down fast and either Jolt or Eruption or Pain Resonance blows it up, followed by the killer coming over and kicking it with Overcharge (or Eruption again), and rinse and repeat because I'm getting teammates that Self-Care in the corner for the new and unimproved 45s twice in a row and maybe it's that MMR has utterly deserted me to the mercies of noobs or maybe it's the same pervasive hopelessness I've felt in basically every single one of my games between yesterday and today, but gens are not getting done. And in most the games where I survive to the end, I'm the one who gets left behind. I'm strongly considering being a deserter and taking my E wherever I can, everyone else be damned, because that's the only chance it seems like I can get.

    It's making me want to set down the game for a while, and I'm thinking as soon as I get the last fifteen levels of this rift done, it's time for a long break. More than being frustrated with most of my matches, it's at the point where I'm actively resenting most the killers I'm getting and that's not a helpful headspace for me to be in.

  • It's always been a fantastic perk, and people are experimenting more with their builds now that the old meta has been jostled.

  • I've seen it happen once, but that's out of a lot of games versus Overcharge. It doesn't seem to occur consistently.

  • I think they'll partially roll back some of the buffs. STBFL will probably be nerfed and so will Thana.

    What I don't think they'll do is implement any functional anti-tunneling measures or improve the 5s BT, which is a goddamn pity.

    Also Calm Spirit will probably still be worse than bringing no perk for no reason.

  • Streamers being able to remove their DC penalties sounds like a terrible idea, given some of the personalities involved.

    BHVR needs a better internal detection system to be able to tell when something fucky is going on in a match and then waive the DC penalties then. Someone gained two health states in one second? Someone has entered the hook status more than 3 times? The match is still going even though the endgame collapse timer has been exhausted? Someone traversed x distance in y seconds, or was moving at above x m/s during the dying state/while carrying a survivor? Someone has escaped before gens were powered, or died instantly on their first hook without being the last survivor? A stun lasted for more than 5 seconds? You'd think the game would be able to recognize anomalies.

  • I know someone who's P27 on Steve and he got it legitimately. It's possible they've been no-lifing the game and burning lots of flans for bloodpoints.

  • Yeah. I was never a fan of the hook bubble period, but this is ridiculous. Kindred only gets value if the killer camps, otherwise you can't see where they went at all.

  • People should never be allowed to shop for their killer, or for a lobby of survivors without anti-tunnel perks or anti-slugging perks or exhaustion perks or meta. This would primarily get used to ban the strongest and most useful tools on either side and it'd take the better half of forever to get a match.

  • @Phasmamain said:

    Surely the AOT skins play the music when you have them equipped? I know the modern fairytale skins do that

    The killer skins play a sped-up version of the main menu theme, but it's not exactly the same.

    I really wish they'd let us customise the lobby. They're weirdly resistant to adding that feature, but seriously, so much good art and music never gets seen or heard again.

  • @ByeByeQ said:

    I forgot to mention Garden of Joy's lazy hook design. All other hooks in the game (even the event ones) drop the hook structure to a easy recognized 90 degrees whenever the hook is sabotaged or permanently destroyed by sacrificing a survivor on it. The Hooks of Joy feature a fixed horizontal support and the actual hook itself is slender enough for a killer to assume the hook is there when it is not. The worst hook design in the game. They lazily forgot their own hook design philosophy.

    I also would like to add the Temple of Purgation to the list of shame. The Temple itself always spawns in the same direction, with the the windows in the same spots and same 2 very bad pallets down stairs. Overall this structure is very empty and killer-sided and it becomes even more so once the generator is finished downstairs and all the doors open up. This building would be greatly helped by more window and pallet slots so it's not always the same predictable death trap. It's a square structure that doesn't have any strong tiles or loops spawn near it, it is a prime candidate to add rotation to.

    Unless I'm just incredibly disoriented, I thought Temple's windows rotated? Even the one on that pointless upper staircase swaps spots between a usable jump and a worthless one. I've also seen a pallet by the entrance that isn't always there (not the god pallet on the other side, but the side that's closer to shack.)

    I'm fine with the upper story of that building, though the basement is a deathtrap. The only use I ever get out of there as a survivor is wasting Legions' Feral Frenzies.)

  • @CrypticGirl said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096983#Comment_3096983

    Right?? So much trash talk towards the people who DC or suicide on hook without even considering that they're people who have feelings as well. Does anyone even consider that they DC because they're just as frustrated with the game as you are, if not more so?

    When most of the reason I'm frustrated with the game is because I can't escape because my teammates aren't even trying - no, I'm not that empathetic. I had a streak of six games in a row today where somebody either suicided or DCed, and only one of those games was against a killer with an annoying build.

    And when it's versus a stacked slowdown Legion or a Starstruck/IF Nurse or a facecamping Bubba? I understand. I'm not grudging in those scenarios. But that's usually not the case, and it's usually perfectly winnable matches against perfectly average killers that get ruined because my teammates won't play the game they signed up to play, or someone gets snitty that they got caught first or they can't use Deliverance or the killer didn't fall for their tech and they throw the game for the rest of us.

    Sure, I get pissed off at the game all the time. There's plenty of things to get angry at. But I manage to hang in there for the sake of my teammates, and I expect the same courtesy in return. In a team sport, some amount of emotional moderation is necessary.

    If you're cool with your teammates abandoning you on the regular... please, take these people off my hands. But I'd rather play with people who won't throw tantrums when they get upset.

  • Huh. I'd definitely noticed that I was disliking a lot of the recent maps, but I didn't connect it to variation. While I doubt that's the only problem, you're completely right. Older maps had different windows and orientations, and often you'll run to a window only to find there's no window there this time or get smacked with a pallet you had no idea spawned there, where new maps are always static and the only variation comes from jungle gyms and hills. It's like how looping in RPD takes no brain because you just have to learn one fixed path and that's it. It's memorization rather than a dynamic understanding of tiles.

    I would say they're doing the fixed orientation to prevent super strong chained tiles from occurring, but... that's clearly not what's happening. 🤷

    Hell, Garden of Joy's main building is a premier example of a building where leaving all of those windows open at the same time feels like an oversight, but closing some would help to balance it. Some of the Haddonfield houses have the same issue.

  • @Araphex said:

    There should be a penalty for suiciding on the hook. Like, no bloodpoints at all. No pip. Nothing. Like it can already tell if you don't press a button 2 times at second stage for the entity to take you. The same triggers should apply to giving no BP.

    There are times it's valid, though. Dying as the second-last survivor to increase the odds of the last one getting hatch, giving up when the game is definitively lost, or bailing when there's cheaters in the game (that can sometimes make getting hooked a difficult prospect to begin with and leaving even harder.) I have no desire to defend or enable hook suiciders, and I've been suffering from a spate of them today, but something like this would have to be implemented very carefully.

    That, and I don't think bloodpoints is a good penalty when most of these people are quitting at the start of the game, when they didn't really have any bloodpoints yet anyway. Same with pips; they're already depipping from it.

  • @[Deleted User] said:

    The killer add on grind is brutal atm. No BBQ bp bonus on top of forced prestige. It feels so much worse than it did before.

    God, this. It feels like I'm getting nowhere compared to what I used to rake in. I miss BBQ like an addict misses their fix.

  • I'm convinced most of the killers still using BBQ have failed to update their loadout (like most the survivors I see running DH, IW, and DS.) It's good on teleporting killers and it's good paired with perks like MYC or Devour, but apart from that, there's better choices you could be using.

    I'm seeing much less of it in my survivor games. It's also incredibly easy to avoid compared to other aura perks. I don't see the issue... and personally, I think you should be much more afraid of Floods of Rage or Darkness Revealed.

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