Laluzi
Laluzi
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- Laluzi
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I like this idea. Having something unique for P3ing prior to the update is important, but the backgrounds look pretty bad if they're scattered throughout your loadout, and even if you have them on every character, they'll still look bad when future characters are unable to get them.
Not to mention this kills two crows with one pebble when it comes to the whole 'people wanted something they could show off to other players' aspect.
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/3096152#Comment_3096152
They’re playing on The Game valid asf to DC
Is this bait? The Game is one of the most survivor-sided maps in DBD. This is especially true against a killer with no anti-loop power, like Sadako, who is also one of the weakest killers in the game. There are few more favorable lineups you could possibly load into as a survivor.
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Definitely. I get that they're locked in with platform achievements unless they become literally impossible, but there's no such restrictions with the archives. When something's function changes, challenges associated with it should also change if they become too situational or unrelated to what the old challenge asked for.
Like, imagine if there was a Botany Knowledge challenge that wanted you to heal yourself twice with the same medkit. It'd still be technically possible, but that's not what that perk is for anymore. Likewise, Dead Hard has nothing to do with dodging a hit at this stage - challenges should update with the times.
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I've seen that happen many times. It's like the exact minimum distance or something.
But yeah, they probably shouldn't spawn like that. If they don't get hammered out early, it's one of the easiest patrols known to killer-kind.
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Please. Just a few games ago, had a teammate ragequit on first down... against a Sadako... on the Game... and we made it to endgame without them... like, c'mon. How do you think that game would have played out if you'd stuck around, Jill? And what the hell kind of expectations do you need to have for your games to decide that was a game to quit on? Every star was aligned in your favor and you still decided to screw everyone over.
Another game today, a Billy farmed with the remaining two after Feng threw and Nea suicided on hook. It's not as bad as it was a few days ago, but people are bailing all over the place.
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I've seen it on every Coldwind map since the anniversary chapter release. Surprised it hasn't been addressed yet.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3095913#Comment_3095913
Just explained how you can max out points doing both things. Since it looked like you cared about that.
That's not the point, though. My first post already implied I know how to max gen points (and without spending a perk slot on PT, to boot.) I'm saying that solo gens are worth disproportionately little and a survivor who splits up from the team is going to have a garbage Objective score. Like, in the oddball scenario your entire team is memeing and you have to do all five gens on your own, you wouldn't even come close to maxing Objective. There is something wrong with that.
You should not be forced to play suboptimally to get worthwhile point gains, and yet currently that's true in many ways.
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I'd like some proof before I take you at your word. I haven't noticed anything weird with killer speeds, and Clown's movement speed was specifically an issue with a speed-boosting part of his power sticking around longer than it was supposed to. Most of the killers you've listed don't have anything like that in their kit and I'm doubtful there's a related issue.
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I'm honestly not having that bad of a time in solo queue. It was horrid the first few days, but now that I'm seeing fewer compulsory suicides, it's... mostly the same as it always was. Sometimes your teammates are idiots, sometimes the killer is a scumbag, and sometimes it's fun.
Also, yeah, I'm grinding that rift while double fragments are a thing.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3094457#Comment_3094457
That cements that it's complete guesswork as to how much stalk he's gotten and how long he took to get it.
Is it really complete guesswork? You also factor in stuff like match time (if Myers shows up in the first 30s of the game, he's probably fresh, but if nobody's been injured and he shows up at your gen at 80s, be afraid.) Some of it is guesswork, but it can't be pure guesswork when I'd say Tombstone Piece surprises me about 30% of the time and Judith's surprises me 1%, that 1% being solely restricted to Myers getting a feast on three clueless survivors on one generator while I was somewhere else. Otherwise I find the behavior patterns of a player with tombstone are pretty telling provided I get to observe them at all before they hit T3. FWIW, they also won't lunge and want to get really close before attacking, and noticing they don't go for lunges at pallets can buy you enough time to get to a locker. And a Black Ward on a Myers game almost always signifies a tombstone.
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I wish they'd changed it so that you still got 100% reduction except for when you're running, and then make that 75% or 50% or whatever. It was pretty damn powerful before and could be an issue versus some killers or combined with other perks, where a survivor could completely go ghost with no feedback to the killer. But like you say, 75% isn't good for anything when most killers use headsets, and it's killed a lot of builds I liked to run if I can't be perfectly silent in a locker or while sneaking up for a save.
And the exhaustion part is just entirely unnecessary when 75% already wasn't attracting anyone.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3094490#Comment_3094490
Just more reasons to finally do bones. For real, it wasn´t a issue to ignore bones when gens took 80 seconds. But now it suddenly is?
Take Prove Thyself, do gens in coop and watch how you max out those gen points in 1 1/2 gens. Even faster if you hit great skill checks.
I genuinely can't understand what point you're trying to make here. Bad gen points compared to other actions survs can be doing was always an issue and doing bones is less important than ever between NOED announcing its location (and being way less attractive to run) and Pentimento seeing a surge in use.
Plus splitting up on gens is still the best thing to do until the lategame.
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I always find it kind of situational. Like, if the killer is about to get their second hook at 2 gens left and the first guy they hooked runs in for some good old-fashioned hook denial, they deserve what's coming to them. But when the situation gets desperate and the whole team is hook trading in a futile bid for a reset, you can't blame anyone for using everything at their disposal. Context matters.
But yeah, you can't get surprised when you run in front of the killer to tank a hit and the killer decides to commit. You very literally asked for it.
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I never noticed that, and yet I always did notice that non-T3 Bloodwarden kind of sucked when it came to actually stopping people from escaping. Huh. It's not even 30/45/60, it's 30/40/60. I hate that.
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Seriously hoping this is a bug, because it really wrecks the store for me. Can't try anything on while it's like this.
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@LittleBigSunset said:
Hopefully the DS stun time is reverted soon. Still scratching my head as to why it got nerfed so hard and why the devs thought it would be good for the game.
I think they thought 5s basekit BT would actually do something appreciable about tunneling. Which it really doesn't.
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5 seconds isn't even enough time to leave. Often killers will stop after a hook to kick nearby pallets and gens, and that's not camping.
The idea has merit, but it'd need some safeguards put in place so that it doesn't apply when other survivors are near the hook, or the killer is in a chase. And I think it would work better not as a flat repair speed buff, but one that increases the longer the killer is sitting in that tile.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3094513#Comment_3094513
its not any more outdated than it ever was. If you want to talk outdated mechanics with mikey, talk about evil within limits per survivor.
Its always been strong at catching people who don't respect it, literally the same power that DS has always had. They were even introduced in the same patch.
I'm not sure DS is a good comparison, unless they changed DS to straight-up kill the killer when I wasn't looking. DS is a setback, tombstone is an insta-loss gg no re whose only counters involve permahiding or particular objects (which obviously aren't everywhere.)
Agree the limits are dumb, though. They should recharge over time.
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I'm pretty sure they'll disable moris given what they did to the map offerings. Which is sad. I loved seeing those rare old offerings. It only happened once in a blue moon, but it was always so cool to see, and I was hoping to toss out some ebonies in the distant DBD future.
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I'm guilty of doing the saloon gen early because I like to be able to watch what's going on in the rest of the map (it's a great vantage to see who the killer is and how they play), but I do move towards the center if I spawn in a corner. Drives me nuts when it's Thompson House and everyone does shack gen at the start, house gen next, and leaves those ones stranded in the middle of the corn for last.
I also like to get Ormond lodge gen done early even though it's in a good location because I want people to be able to use the main building without interrupting their teammates. Plus it's a vital part of almost all 3-gens on that map.
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More than that, it's pretty stupid how doing a gen for 90s gets you 1250 points, but doing a totem for 14 seconds gets you 1000 points or 1500 points depending on cleansing/booning and whether it's a hex, and saving someone is another interaction that generally doesn't take you more than 20 seconds and nets you 1500 points. Gens are rewarding enough with teammates, but solo gen points could definitely stand to be improved, because they weren't proportionately rewarding even before the update made them take longer.
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@Xperian said:
https://forum.deadbydaylight.com/en/discussion/comment/3094426#Comment_3094426
That doesn't help if you're the first survivor he pops T3 on. Thanks for your suggestion but "jumping in a locker" is not great advice in many cases. Are you going to be at a locker every time he might have T3? Are you going to do that against every Mikey until you know if he has it? Just change the stupid addon.
Not every game, but there's context clues. You'll notice that Myers is taking longer to stalk people if he's got Piece, Tuft, or Judith's - you can even roughly infer this for things you're not present for by seeing how chases with your teammates go (if he double injures a teammate in a chase that lasts 50s and some pallets got broken, he probably got some stalk in and under normal circumstances I would expect him to pop T3 on the next healthy survivor he meets, but if your teammate went down in 10 seconds, he probably didn't get anything out of them.)
You should also pay attention to how and when Myers is stalking to discern if he's using one of the mirrors (brief pulses instead of prolonged stalk + always knows where you are), if he's prioritizing stalk over hits (likely has a tombstone), or will take opportunistic hits over stalk (probably playing normal.)
If I think he has either tombstone, I start hugging lockers like safety blankets. This gen doesn't have a locker by it? Then I'm finding another gen.
(Actually, that's not even necessary, because that's another tombstone Myers counter. He can't instakill you while you're on a generator; he can only grab you.)
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I don't have an issue with Judith's (apart from the fact that the games it produces are depip fests), but Tombstone Piece needs to go. Being able to delete a survivor you previously haven't interacted with at all at 5 gens left because Meg didn't notice you on her gen and Jill W'ed in a straight line away when she saw you is just stupid. It's extremely uninteractive and unrewarding gameplay - at least with infinite Judith's, I have to fail to avoid Myers' for about the entirety of my bar before he can kill me, and also fail to recognize what he's doing and plan accordingly.
My go-to is that if a Myers is taking an unusually long time to get to T3, pay attention to where nearby lockers are at all times and jump into one if he pops it on you.
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I've seen a grand total of two Spirits since the update dropped. One of them was decent and the other was an obvious baby. And I'm already rank 50 in the rift, from about 85% survivor games, so it's not like I haven't been around the block. MDR's still busted, sure, but directional phasing dealt her a blow the vast majority of her one-time players are not willing to bother with.
And of course Blights are everywhere. On top of being meta, he's the current tome killer. You have to play him whether you want to or not.
(The Legions are driving me nuts, though. Such a slog.)
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I want to be angry at being punked, but I can't deny the facts; you've got game.
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Yeah, just noticed this this patch. Really hope it gets fixed, because I usually check the shop to see if certain pieces will look good with my favored outfit for that character, and I the default outfit is irrelevant. I want to see if the mix-n-match will work before I commit to buying it, you know?
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@Mooks said:
Very likely a bug as it hasn’t been mentioned in the patchnotes (i think)
i Hope they are finally working on a feature where you can view multiple not-bought pieces instead of doing something backwards like this 😅
A couple of months ago, it was like that for about a week, where anything you selected stuck on the character model until you picked something else from that category... and then it got changed back again. ._. But I wholly agree, that's a much-desired feature.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3092693#Comment_3092693
They are probably not made by the same people who also balance the game.
@Topic:
The DH-Challenges obviously need changes now. Surviving while only using Dead Hard would be another one which is not really appropiate.
Considering they didn't seem to see a problem with "survive with only No Mither", I don't expect that one to get changed...
But this one definitely should be changed so that the goal is to take an endurance hit with Dead Hard, not to dodge a hit.
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@Mister_xD said:
The art team is once again doing an absolutely phenomenal job!
These guys and girls just never disappont, do they?
(but for the most part, I agree, DBD's art team is awesome)
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What I don't get is how this new Dredge skin is a 'skeletal mass.' There's a couple bones on the weapon, and the head is a skull (which has arms clawing at it, and crawling out of a giant hole in it), but the dominant theme here isn't bones, it's arms.
It's freakishly awesome, though, don't get me wrong. Dredge feels like the artists found a zone to really let loose in. I've loved every skin they've released for him, especially the dolls, and I'm excited to see what future concepts they'll cook up.
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People have talked about this for at least as long as I've been around. It's a prominent issue. You're completely correct; killers get more points than survivor by design, since they're the only player on their team, they aren't competing with anyone for their finite objectives, and they can't be removed from the game early.
I wouldn't mind increasing survivor points so that they cap out categories fairly easily (at the very least, solo gens need to reward far more points than they do), but still get considerable scores if they die halfway through the game.
(That said, an extremely poor game from the killer end results in the survivors also getting low points. The killer needs to do moderately well in order for survivors to be able to maximize Altruism and Boldness. Again, wouldn't mind seeing some score events at the end that reward survivors for totally stomping, so games against bad or even afk killers don't end with 15k points tops.)
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I don't care either way about the wiggle mechanic, and I don't even remember what they meant by gameflow improvements, so this doesn't change anything for me. Wish solo queue information buffs were a higher priority, though.
@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/3093892#Comment_3093892
I like the new system but I agree the sounds are obnoxious, especially when you miss
Oh my god, this. Letting a killer carry you around creates such a racket. There's zero need for the bang whenever a skillcheck is missed. Players don't need that feedback.
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@Zmue said:
https://forum.deadbydaylight.com/en/discussion/comment/3093858#Comment_3093858
How would that be done? Categorizing perks by design intention and only allowing a killer to bring one/two based on which killer it is?
We have a system in place for Survivor (Exhaustion based perks), is there a debuff that killers could use to prevent multiple slowdown types? Is there a difference between slowdown and regression?
Is it healthy to limit build diversity for the game long term to say you can only bring an X amount of slowdowns, killer dependant?
It's not difficult at all? Maximum healing speed is capped so that no matter how nutty survivors go with healing perks and medkits, past a certain point they can't heal any faster. I don't see why the same shouldn't apply to gen speeds. Just cap maximum action speed slowdown. Forever builds have been an issue in the past and something's been changed every single time - Freddy, Doc, Freddy again...
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It's still there? Achievements don't change unless they become literally impossible due to the underlying conditions getting patched out.
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@Gary_Coleman said:
Have fun playimg Legion.
Are you seriously blaming the killer for this? I've had survivors this patch insist on suiciding once I straight-up stopped playing and tried to pick them back up. When I wouldn't kill them, they DCed. People ragequitting for reasons indiscernible to man is nothing new.
Four times this week have I played a game where somebody ragequit at 4-5 gens and the other three survivors made it to 1 gen left or even escaped, because they didn't even wait to see if the killer was good or playing scummy before they threw in the towel. And no, none of those were Legions.
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@Rudjohns said:
It blocks the word "youtube"
Same with TikTok. Think Reddit is blocked, too.
It blocking several character and perk names is the most baffling part of it to me. Rancor, Vigil, Yun-Jin... why has nobody looked over this teeming mess yet? Meanwhile, I've seen a few people slip slurs through it with ridiculous ease, so it doesn't even do the one thing it's supposed to exist for.
@HugTheHag said:
You can't say "claudette main"
Oh yeah; Jane main is blocked too.
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I wouldn't throw in the towel yet - they're likely to continue rebalancing for some time yet and I'm skeptical this patch will be the end-all-be-all of DBD match design. Might be worth checking back in a few months or a year. But either way, good luck out there finding a good new game.
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@Dunkinspunkin said:
I hate when people think of something they want to share on the forums, so they pretend to ask a question purely so they can "i'll go first". it's transparent and cringey.
And I hate when people go around compulsively negging for no other purpose than to start #########, but we can't always get what we want.
Anyway, Gas Heaven: I love the convenience store for meme purposes, and also how the garage gen serves as a bottleneck and survivor trap until it gets repaired. But I hate the Great Wall of Cars to the south and east that make the map far larger than it actually is.
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@Mandy said:
Hi, we have seen some issues surrounding the Orange Glyph and it's something we're looking at addressing as we're aware of the effects that some players have been experiencing. I don't have an ETA on anything yet, but we will let you know.
Very glad to hear it. If the idea is to debuff the killer and get X hooks out of the match, some stuff you could potentially look at in lieu of the interface skew could be a slight speed penalty, longer cooldowns/shorter duration on powers, longer kick times, slower gen regression speed, or maybe aura blindness for x seconds after each hook.
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3092468#Comment_3092468
Joke's on you, my Yui is P9 and I can't loop well at all.
But I played maybe 10 survivor matches today and I think I escaped exactly 5, so... no complaints here.
It's not so much about getting good teammates as it is avoiding the absolutely clueless ones. I'm not a great looper either, but I know when to rescue people, I know to rescue people, and I won't walk across the map to save Sprint Burst or hide in lockers at the hint of a TR. Before I started dodging, I was getting a strong correlation of the P0 default survs in lobby to teammates that were bad at best and singlehandedly lost the game at the worst. See the "one survivor hooked, one survivor chased, one survivor free" scenario, except the survivor that's free is currently doing a tour of the edges of the map instead of going for the unhook or doing an exit gate... or trying to Self-Care through Sloppy... or refusing to be healed because they want to go to a corner on the opposite side of the map first, except the path they're taking is leading them straight into the killer and now I have to take a hit just to save them from their own clueless selves...
People with prestiges have played the game enough to know the basics. They don't have to be good, they just have to not be wet-behind-the-ears newbies. And hopefully not ragequitters on top of that.
Since the update dropped and prestiges have been visible, I've only seen four exceptions - a P0 default Dwight and Meg that were average, and a P0 default Jake and Dwight pair that turned out to be really good. The rest have been bad enough for me to say "######### it" and start dodging.
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They were absolutely horrible at first, but then I took advantage of the prestiges shown in the lobby to dodge every congregation of P0 default survivors. I'll take one if the rest of the lobby looks experienced, but two or more and I'm out. Since then, it's gotten tolerable again, but gens are definitely slower than they used to be.
I haven't actually faced that much tunneling (camping, yes, but camping's easier to deal with), but Thana and Overcharge-plus-CoB are everywhere. Even been seeing some DL + Gift of Pain builds. Lots of Legions, too. Can't say I appreciate that on top of the already slow generators.
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I don't even know where to start with this, and honestly I'd like some evidence that this isn't some spectacular bait before I put in the effort.
In the meantime: No. You're right about the maps and extremely wrong about everything else. Seriously, where did you cook up the idea that camping got harder?
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I made a thread about this a few days ago and it got marked as read by BHVR, which means it's been flagged for the devs to look at - so hopefully they're already aware of this issue and plan to rectify it before the next levels of the tome come out. Apparently it's supposed to get worse. 🤢
I didn't suffer nearly as badly with it, and I'm thankful for that, but I still found the glyph viscerally unpleasant. It was not a good design for a challenge - any difficulty comes purely from the user's inability to handle the interface. The visuals weren't that bad for me, but the noise was driving me insane and I just wanted that match to end from the moment I started it. The thought that you might have to put up with that several times to get 6 hooks is horrendous.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3080199#Comment_3080199
How can you take the survivors' side in this? Is it now okay to DC or give up because the mean killer used a certain build?
At some point, I'd say yes, it is. A survivor quitting because the killer is using a forever build isn't that different from the killer quitting because the survivors are playing a forever game (such as sabo-oak-Exponential-Boil Over RPD, No Mither Soul Guard Breakdown shenanigans, a full team abusing double locker saves with Built To Last, or just any old bully squad that completely outmatches the killer and refuses to end the game.) At some point, it's obvious the other side is trolling you and there is zero potential for fun in the match by a near-universal definition of the word, win or lose. Do I condone DCs? No. Do I understand people dying early, giving up, or going into a corner and refusing to play? Absolutely.
Granted, I think the OP's build could have been worse, but I've played a few Thana Legions and it's about as enjoyable as deepthroating barbed wire. I don't give up for the sake of my teammates, but if the whole party agrees that they want to go next, that's one of the most valid reasons to ######### on hook that I've ever seen.
Edit: I should add that the lynchpin isn't "I'm not having fun in this match", it's "this match will take ages to complete on its own, to the point where it could be considered soft hostage taking."
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The endgame collapse is not a mechanic that has always existed within the game. Beforehand, gates could be open indefinitely. The endgame collapse exists to make sure the game ends at some point, not to benefit the killer with a time limit - likewise, waiting to open the gates until everyone is safe is not an abuse or an oversight. It's intended and has been stated as such.
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The problem with doing this, speaking as someone who used to play like this a lot and can only do it in moderation now, is that your MMR tanks and eventually you're up against newbies. Which isn't fun for anyone; you'll clobber them at 4-5 gens and they won't provide any challenge.
It makes me wish MMR determination was more nuanced than it is.
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I feel you. While I've had a mostly good streak of games today (read: only four and a half times did I actively hate my teammates), solo queue is a real piece of work sometimes. Hell, there was one time today where the killer's Blood Warden saved me because all of the other survivors, healthy and with no NOED in play, were running straight out the gates and only bothered to turn around and get me when they physically couldn't leave. Another game, I was the obsession looping a Trapper, one guy was on hook, and the other surviving teammate sat and worked on a gen for the entirety of Dwight's hook stage because clear evidence that she was the only survivor able to do anything just wasn't enough. (She didn't bother trying to rescue me either, when I inevitably got hooked. And then ran into a trap within 5 seconds of the Trapper approaching her. Moron.)
While I try to play altruistic whenever I can - if you really want to get your MMR up, or you're sick of being the one left behind, I'd suggest being a team player during the bulk of the match (playing selfish just gets everyone killed. see: the serial stealthers) and then taking no risks in endgame. You don't have to necessarily leave ASAP, but no cross-map rescues, especially not alone; just hang near the gates and see if anyone needs an escort out. You have to become what you hate, but... it's either that or being stuck at the bottom, and things do improve when your MMR rises a bit. I remember BHVR saying they planned to look at survivor MMR gains and alter it depending on how many people escape, which sounds like it'd really help - being a heroic sacrifice for the team would no longer be a punishment.
I also advise lobby dodging any P0 Megs, Dwights, Claudettes, Jakes, Neas, Davids, and Fengs who are wearing cosmetics available by default. These players are likely newbies and can't be relied on for team play. Yes, there are exceptions, but do you really want to chance them? I'm not proud of it, but my quality of games has jumped ever since I started dodging low-prestige lobbies.
As for the killers who get tilted when you don't roll over and die in ten seconds... nothing you can really do about them, sadly. Just hang on hook and make them waste as much of their misbegotten time as possible. The best advice I can give is to never talk to them in endgame chat.
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@JordanMalicious said:
https://forum.deadbydaylight.com/en/discussion/comment/3092012#Comment_3092012
The frequency I have been seeing ebony Moris is unreal. Killer can efficiently tunnel someone and mori them to swing the game in their favor fairly quick if they are good. This is my experience, I'm sure it differs from yours, but that doesn't mean it's not valid.
But again, with the dominant anti-tunnel perk having changed away from DS, ebonies don't help killers tunnel - not against Off the Record, anyway. Most of the people still running DS are doing so out of inertia, because it is not a great perk at this point.
Every other benefit an ebony mori has is extremely situational and unlikely to happen in a given game. Yeah, maybe it's a smart idea to equip one in a 3-flashlight lobby, but they're not remotely worth their cost and mainly serve an aesthetic function - and when it comes to a killer who intends to tunnel someone out of the game with no obstructions, a green mori would be just as effective as an ebony anyway. When it comes to killer offerings, you should be much more afraid of the killer using a favorable map offering, or even putrid oak.
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I've had a few games where I got wrecked running chase perks, but I've had much greater success with them than I did in the past. Previously, doing something like Brutal Strength/Fire Up/Enduring/Spirit Fury would have been a pure meme build, but now I can pull it out and do fine unless it ends up being a huge map.
That said, CoB stacks so well with Overcharge or Eruption that it's been equally tempting to stack them, and I've done that in a few games too (and generally destroyed.) But I haven't played much killer since the update thanks to the queue times.
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This post would have made sense two years ago, but at this point, with DS having been wholesale replaced by OTR, trying to pretend moris do anything beyond look cool is a major stretch.
