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Laluzi

Laluzi

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Laluzi
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  • Every useful survivor perk? Funny how the only thing that changed in my loadouts was Iron Will.

    Unbreakable. CoH. We'll Make It. Sprint Burst. Adrenaline. Lucky Break. Borrowed Time. Also, the new Off the Record is incredible and I've been using it on every build.

    Camping got slightly buffed, but tunneling didn't. I wanted survivors to have a better basekit mechanic to deal with those things than the bare minimum we got, but it's not the end of the world.

  • I know someone who's already at P16, but yeah, stockpiled tome challenges can only get you so far. I'm guessing it'll be a bit less than a month.

  • Am I the only one who didn't find it that bad? Yeah, 250 is stupid high, but I'd get progress every time I tried to tank a hit for someone at a hook. Which is often. If you play survivor long enough, it'll unlock itself.

    Bill's other achievement is way worse.

  • God, yes. All three (or two, IG, since the killer theme and menu theme are just different speeds) are such ear candy. The composers did an incredible job on them.

  • I agree, but it would need conditions - such as every other player being slugged/hooked/dead, or the player having been left on the ground for a minute first, or half the player's slug timer being gone. Can't have people suiciding the second they hit the floor, or getting mad other players aren't dropping everything to come pick them up immediately.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/336419/self-care-was-stronger-than-circle-of-healing-what

    But doesn't circle of healing give you the ability to self care so its been nerfed to take ~30 seconds

    Nah. It says "self-care" because that's the name of the act of healing yourself without any items, but it's not actually giving you the perk Self-Care. It's still a 24s heal compared to Self-Care's 32 and now 45.

    The only reason to nerf it was to get people to stop using it. It was perfectly balanced as it was.

  • Same issue as Nurse challenges (which are also going to be in this tome, joy...) I had a Swamp game where I couldn't land a single damn rush between smart survivors and the generous slabs of butter somebody greased every environmental object with, but I got lucky next game and had a rather derpy Meg that I farmed some basic rushes off of. I expect to see a lot of bad Blights struggling for this one.

  • There's already a healing speed cap, IIRC - just one that's the same for self-healing and regular healing. While the cap on self-healing could stand to be less insane than it currently is, you're basically eviscerating green medkits with 15s - I'd think something like 8s or 10s is more fair. (And then we can unfuck Botany.)

    I'd love to see that concept applied to gen slowdown. First off, stacked slowdown games are just 100% miserable experiences and I see no reason to incentivize them, but it'd also allow them to create more slowdown perks without the fear of "this would be OP with Thana, so we can't do it." Or slowdown addons, for that matter. Looking at you, Freddy.

    I don't like the idea of capping how much a gen can be regressed, though. If there's a hotly contested gen, the killer should be allowed to fight for it instead of automatically losing at some point. All instant regression perks have the prerequisite of a survivor being downed, which makes them inherently counterable. It won't feel like that in solo queue when potatoes are dropping left and right, but I think the earn condition on those perks is fair and stuff like stealthing or throwing pallets like confetti will make it easier to last long enough so that the gen gets completed. So does having the whole team pile on a single gen.

    Gen speed-up is tricky, because how do you measure that against multiple survivors contributing to the same gen? Multiple survivors contributing multiple addons? And BNPs are in their own weird category with the instant 10% progress.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082257#Comment_3082257

    I'm going to say that there really isn't anything wrong with tunneling at 5 gens. Sure it might feel bad to get killed that early. But it's not like 5 gens left means that there is 5 gens worth of progress that needs to be done. Sometimes you can get into situations where multiple gens are just about to pop so the number of gens left shouldn't discourage a killer from making a tactically beneficial choice to be nice.

    I'm not sure if I agree or disagree, depending on exactly what you mean. It's absolutely a legitimate tactic, and up against stronger survivor squads, not playing hard at the start can earn you the L no matter how much you compensate later. But I also see it get used against teams where the killer 100% did not need that edge, and I can't help but :/ when you watch a Nurse slug or tunnel the snot out of a bunch of clueless solos - at that point, it's overkill, and the killer can recognize that when nothing is getting done and that they have the opportunity to let up and spread hooks. Them actually doing that is about as common as survivors choosing to let the killer catch them at the end. Should they be physically prevented from tunneling, no; should the game reward them for removing one survivor before they even touch the other three, also no. I do agree that 5 gens left doesn't mean anything when you've got 3 about to pop, but generally when I say tunneling at 5 gens, I mean there's still 5 gens before the second or third hook on that survivor.

    I think it's not something the game should incentivize, but it does, and changing that would be extremely tricky. I think the only workable solution I ever heard focused on survivor action speed and made it so that unhooked players were more efficient than ones that had been hooked, but that requires an entirely new balance on objective time so that predropping the ######### out of every pallet on the map doesn't become the dominant strategy.

  • I agree that survivors definitely did not get enough to reduce the reliance on second-chance perks, and that the grind reduction currently feels like anything but, but dealing with camping and tunneling is a lot more complex than saying "these things bad, punish killers." The fact is that those tactics are often necessary to deal with situations that arise in a trial, and while many players look down on people who tunnel at 5 gens or facecamp the first survivor they find (basically, when these tactics aren't necessary), most would agree that tunneling at 1 gen left is a necessity, as is hard camping someone in endgame.

    Scoring events are also not an effective way of disincentivizing 'scummy' play, as those tactics tend to produce less bloodpoints than spreading hooks anyway. When you see people doing stuff like basement Bubba, they're not in it for points, they're in it for the 4k. Any incentive or disincentive has to deal with the effectiveness of the tactic compared to other things the killer could be doing - if you want to reduce camping and tunneling, you have to make going after different survivors give comparable results to removing someone from the game ASAP.

    I do like the idea of generator speed increasing on a DC, but only if it happens during the first 100s of the game. Otherwise people would just DC on death hook to give their team a strategic advantage.

    Survivors absolutely need to earn more bloodpoints. The Survival category in particular is basically dead unless you escape and needs more/more generous scoring events, but really I'd like to see scoring events inflated. You very rarely got 32k as a survivor, so raising the bar to 40k doesn't accomplish much other than giving you 2 or 4k more points than you would have on a game where you did an excess of one category. Killers can much more readily take advantage of the raised cap, with the exception of the Sacrifice category.

    Ranks resetting is perfectly fair when all ranks do is calculate how much bloodpoints you're getting when the 13th rolls around. If you earn 1m bloodpoints for survivor this month, you don't automatically deserve to get 600k bps for the next.

  • @Mekochi said:

    The reward was meant as a "legacy" reward for the grind being massively reduced again like how old players got "legacy" skins. It'll feel like less of a reward to some of those players if it's just an unlock new ones can get after awhile. They can't even see it on other players, so they can't be jealous of it either unless they check the hours/prestige someone of a player.

    OP has a point, though. The reward currently looks pretty bad if you only have it on a few characters - here's mine, for instance.

    20220722102238_1.jpg

    I've got a special reward on a lot of characters, and I'm extremely inclined to turn it off because it's going to look like That. Forever.

    And even if you did get it on everyone, future characters are not going to be able to access the reward, so it's going to look choppy no matter what. While I don't agree that the same reward should be given for legacy and just levelling up, I think the backgrounds work much better as a level-up reward than a retired one (and that once again, legacy should have been something else.)

  • @Aven_Fallen said:

    The Devs said at one point (when Survivors lose their Add Ons when they escape) that it is intended that you run out of Add Ons at some point.

    Same applies to Killer now. At least there is a reason to use Black Wards now.

    ...You realize this applies to everyone, right? Killers aren't getting iri addons and survivors aren't getting BNPs or syringes.

    Don't know how you got a killer versus survivor deal out of this.

  • It's an obnoxious interaction and I wish they'd add in an exception, but White Ward still works in every other game where one specific perk isn't in play, so I wouldn't call it pointless.

  • Hellsing. Can't claim it doesn't match the tone of DBD, and there's a ton of characters to choose from on both ends. Not to mention the cosmetic potential would be sick.

  • He dines in Valhalla with Burger King Myers. o7

  • Just wanted to update that I've had several games today where I almost dodged a lobby out of concern over one teammate looking brand new, and every time save once, I ended up being correct and that player was below average at best and had no idea what they were doing at worst. One Meg who would only run when being chased and slow walked all the way to unhooks, one David that Self-Cared through Sloppy and then Coulrophobia(!!!) only to inevitably lose all progress anyway, several players with two or three perks, people wandering around lost instead of doing gens... the list goes on.

    Other times, I see a Meg or Claudette in default-available cosmetics, but they're P3 or 9 or whatever and they turn out to be average teammates. Previously I would not be able to tell the difference between the above and below parties, but so far I'm having a really high accuracy rate in predicting how my games are going to go before they even start... and I have dipped on every lobby that contained more than one suspect, as a result. Enough bad games and one's going to be enough to make me bail. I've already watched a few survivors dip next to a weak-looking teammate, and even more killers bailed when a lobby had all P9s/P10s.

  • This is most likely people wanting to shift to killer since the role comparatively became easier to play.

  • My framerate is fine in and of itself, but I've been stuttering a lot. Missing a lot of skill checks and getting messed up at loops because the game randomly pauses on me.

  • @Bwsted said:

    Insta unhooking was the 2nd best strategy if the killer is going to camp.

    1st-best was to stick to gens, but that no longer works. So, fast unhooks went up one spot in the list.

    Considering that camping is meta, it looks like survivors are just adapting.

    They're still gonna die, though, because the fast unhook is not really an efficient play in a vacuum. Just the lesser evil type of thing.

    https://forum.deadbydaylight.com/en/discussion/comment/3079409#Comment_3079409

    Good for you for not sticking to their rulebook. Now, what is the point of making a thread about survivors not sticking to your rulebook? I kinda hear sounds of pot and kettle.

    Insta unhooking is still a dumb idea to do with killers that hard camp. You want to waste a good portion of the hook timer on gens and then go in to hook trade.

  • That is way too much pressure to give out for free. You could only justify that with massive survivor buffs.

  • What I'm trying to get at is that 5 seconds is not 12 seconds. 12 seconds is usually enough time to reach something; 5 seconds is not and it's not much more effective than just unhooking in front of the killer's face if the killer knows to wait. (And yes, I'm aware it's 15s now with the perk, but 12s is what everyone's used to.)

    People are acting like they have Borrowed Time as a default, and they don't.

  • People are acting like they have basekit BT when a.) they really don't and b.) unhooking in the killer's face was a stupid idea unless you absolutely had to anyway.

    We're in an awkward halfway zone where person A expects you to have OTR now and person B still expects you to have BT.

  • @YOURFRIEND said:

    Hemorrhage is not even that strong of a debuff that it needs a direct counter. If it didn't regress resurgence untill fully healed that'd be good, but nothing needs to completely nullify it.

    I mean, doesn't the opposite apply too? Resurgence and Solidarity aren't strong enough that it's fair a common effect completely negates their existence. Considering how many perks and addons Hemorrhage is part of... I think it'd be more important to protect them from Hemorrhage than it is to protect Hemorrhage from a couple of almost never-seen perks.

    I'd appreciate Blast Mine and Flashbang having their percentages tweaked too.

  • @VioletCrimes said:

    The constant noise is incredibly unpleasant and combined with the constantly-moving rings on the screen, it gave me a migraine. It's not difficult--it's physically painful.

    This is mostly how I feel about it. I wasn't quite so badly affected, and I count myself lucky, but the principle is the same. I didn't find it difficult, just... uncomfortable. And I don't think 'uncomfortable' is good challenge design.

    Surprised to hear a few people liked it. I guess there's different strokes for everyone.

  • Suffo Pit has always had an insane survivor-sided death pit in the middle. I always dreaded it more than Storehouse - of all the maps I've been completely rolled on with no hint of recourse, it and RPD feature most prominently. It's just that you can't reliably pick it because there's 5 MacMillan maps.

  • Yep. DCers are the worst part of playing survivor... always has been.

    Whenever people push for removing the DC penalty, I just remember all the times in recent memory where it's been shut off and shudder.

  • If I could get an Integra Fairbrook Wingates Hellsing cosplay for Zarina, I could die happy.

  • 15 minutes is too punitive for people whose internet dipped out for a second, or who got caught on Steam's weekly refresh, or who were playing during a thunderstorm and the power went out for two seconds...

    When it comes to the people who DC on first down, they'll do it way more than once per day. Start low and ramp up hard.

  • @Mozic said:

    Survivors not having MMR would make the scenarios you're describing even more common, since as it stands currently you're being paired with teammates who are at least within the ballpark of your own survival rate.

    This. The survivors who absolutely suck are going to be much lower than the survivors who escape sometimes but fall prey to the whims of solo queue. Even the hatch campers (or whatever the equivalent is nowadays) die more than they escape because they don't help their team, and when their team dies, they're helpless - and getting hatch doesn't count as an escape for the sake of MMR, just a tie, so they can only move down. When you end up with garbage teammates, that's very often a failure of matchmaking to put similar rated survivors together. It's also due to the other failing of the system, that you lose MMR if you die even when that's entirely someone else's fault or if you died to save someone else at the end or whatever.

    The obvious solution is that end-of-match MMR should take more into account than just escaping or dying (did you make it to endgame, did anyone else survive), not that the whole thing should be scrapped. It's a foundation, it just isn't doing enough.

  • So much this. In my mind, killer buffs and solo buffs needed to go hand in hand, because the issue has always been the massive edge SWF confers and the fact that killer needed to be balanced in two opposite directions at once. Killers struggled to compete with full SWF efficiency, but likewise, solos struggle to compete with anything that can go toe-to-toe with comms. (Before I'm misconstrued, I'm not saying nobody can win ever in these conditions, or even that it's a rarity - that's obviously untrue. I'm just saying the baseline for performance is off.)

    So I'm really happy to see that we got some across-the-board killer buffs, because they were needed, but solo queue is left feeling worse off than ever. Leaving the game like this for a year or more would be a mess, and I'm positive the kill rates will reflect that before long.

  • Yeah... I wish it wasn't true, because I want to like the Legion, but it's very uninteractive. The only counterplay I can think of is camping a pallet, and that one doesn't usually stop you from getting hit, it just prevents them from continuing the chain.

    I don't mind playing against regular Legion so much, because it's just staying injured and seeing how well you can loop on one health state, but Thana Legion is the antithesis of fun. Healing is pointless, so you're stuck with -22% action speeds for the entire game on top of mending. When they start adding more slowdown perks...? I had a four-game streak yesterday where three of them were slowdown Legions, and by the end of it, I wanted to rip my hair out.

  • COB is absolutely fine. Learn to hide nearby when the killer comes by, or be attentive to which gens have progress and make a point to tap them ASAP.

    Asking killer perks to turn off when a survivor dies is like asking survivor perks to stop working once a few gens get done. The game isn't won yet and I'm still annoyed they salted Ruin's corpse with such a bad clause.

  • @KajdanKi said:

    Iri is easy to level up. If you can't you jave to learn how the pip system works or just get gud

    Spoken like someone who doesn't play much solo queue. It's kind of hard to consistently move upwards when you get a teammate ragequitting on first down every fourth game and you get tunneled another quarter of the time. I never really had an issue with pips as killer, because I'm the only player making decisions for my team and I have to get absolutely wrecked to depip, but solo survivor is just begging to depip from someone else's choices. It's a constant two steps forward, two steps back.

    Depips had a point when ranks measured skill, but there's just no reason for depips to exist when ranks now only measure playtime.

  • Booning a hex is only a good move when you're trying to deny Pentimento or preserving an extremely valuable totem spot (to the point where it doesn't matter if the killer knows where the totem is, it's still inconvenient to reach.) Otherwise, it's a risky proposition that gives you ten more seconds to be interrupted, in a spot the killer is likely to check, and automatically tells the killer where your boon is if they were paying any sort of attention earlier.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076942#Comment_3076942

    The skill checks looked pretty dang fast when I saw Otz testing it out on the PTB! Haven’t personally experienced it yet though.

    They're tricky, but I still don't really see it as an effective buff because 50% healing speed was already enough to make people stop healing in your TR anyway. The issue isn't that the effect isn't good enough, it's that its application is fairly niche since most survivors will try to heal far away from you and a TR isn't that big outside stacked two-story maps. Sloppy or any other hemorrhage inducer currently works much better as a "disrupt heals when I show up" perk than Coulrophobia because regressing is way stronger than stalling.

    @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076873#Comment_3076873

    The penalty was an extremely good change. Thematically it makes zero sense,but balance wise you have to realize what would happen with green medkits. I still hold the opinion that Botany is kinda busted right now with CoH.

    Eruption is a perk I feel affects solo queue much more than SWF - dont like that.

    Would have been better to just cap the stacked healing speeds, or maybe give separate healing bonuses to raw heals and medkits, than to nerf Botany in the name of a buff. There's already been three or four times where I've picked up a brown medkit from a chest and it's useless to me because I have a perk that's now only good for healing others.

  • It does a lot. The stealth sticks even when the endurance doesn't and I've evaded a few killers in the minute after the hook because of it. It's a pretty comfortable perk to use. Haven't really run afoul of it as killer yet because I avoid tunneling when I have the freedom to, and I haven't had anyone go full tank on me yet, so my mileage could change - but with it deactivating in endgame, I think it's fine. If people are having problems with it, all you have to do is whack people off hook.

  • There's a couple of good changes. Off the Record is the no-brainer answer and I really like how the stealth aspect lingers, but new Jolt feels pretty nice to use too without it being a no-brainer on every killer, and Eruption tentatively feels viable as a gen regression choice. And new Botany is great as long as you weren't using it with a medkit (in which case your perk is now dead, and the decision to tack on the penalty is still highly questionable to me.) Lucky Break was already very good but got an internal way to recharge, so did Distortion, and Lethal got a good aura stacking effect that makes it not completely worthless for the rest of the match. And I haven't had a chance to try out Lightweight yet, but that looks like it could be great on a stealth build.

    Of course, there's plenty of perk changes that totally missed the mark and I feel you there. Calm Spirit, Coulrophobia, Dark Sense, Inner Focus, Pharmacy, Sole Survivor... and stuff like Tenacity or Saboteur still have places in niche builds but didn't really improve despite their buff.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076222#Comment_3076222

    That's part of why I use Empathic Connection. The 10% boost serves the same purpose without being so fast i can't get a skill check in

    I'm specifically levelling up Yoichi so I can get that perk, lol. I want my bat signal up and running so I can get those stacks faster.

  • Still the old one, probably. Not having any idea what she was doing in phase was brutal, and old Stridor countered old Iron Will anyway.

  • Yessss... join the Autodidact side. I always loved running it with Botany (as an apology for those first heals, I'll heal fast anyway) and that particular combo got stronger this patch. Been Autodickdacking all day today. Of course, I've been getting a ton of Legions, so it hasn't been the most helpful. And there was one Yui who tbagged me when she got the first two skill checks. 😅 But sometimes it really clutches, especially late game when you have some stacks.

  • Hey, were we just in a game together? Eyrie of Crows vs a Dredge, you were girlboss, I was Hange Zarina?

    Because if so, your Yun-Jin is styling.

  • @boricuakid523 said:

    I agree it was rigged.

    "From where you're kneeling, this must seem like an 18-carat run of Meg cosmetics. Truth is... the store was rigged from the start."

  • @Phasmamain said:

    If sweater billy doesn’t get in the game be very mad. We don’t need another event dredge skin we need billy to get a free skin for once

    He's had free skins in two recent tomes, though...

    Not saying we don't need Sweater Billy, but that Dredge skin is incredible.

  • I wish they gave us 6 votes and let us pick our favorite skins instead of sticking them in groups.

  • It's common that it happens, especially on maps that don't have many possible spawn points (such as RPD.)

    It's bad strategically, and you'll want to split up, but it's fun to do the solo survivor greeting dance.

  • @Cryopier said:

    By recent I meant literarily speaking. Not canonwise. Canon changes with retcon.

    Wondering if this is another gay Dumbledore. It seems that way.

    I'm pretty sure, design-wise, was that he wasn't originally written as being gay, but DBD asked GaymerX to help decide a survivor to make LGBT+ (with the idea that they'd pick someone for reasons that felt genuine and who wouldn't come out a token or stereotype) and they decided on David.

    FWIW, I think their reasoning was solid, I like their choice, and I think it's resonated with at least quite a few people.

  • @impossibleodds said:

    How is tunneling and camping stronger now? DS sucks but OTR replaces it, everyone gets BT for free and a speed boost to boot.

    I'm not saying that there ISN'T a problem with tunneling and camping, but I don't see how it's gotten worse.

    Camping is a bit stronger because of longer gen speeds. I don't think tunneling is any stronger or weaker than it was before (DS is worse but OTR is better, and 5s BT is nothing.)

  • Eh, Fearmonger means they get Sprint Burst mid-chase instead of right at the start. I'd rather get SB out of the way immediately so I know what to expect.

  • I mean, I've been concerned ever since the patch was announced about how survivors didn't really have their vulnerabilities addressed while killers did. But people always threaten to quit every update, every patch, and every change they don't like. I'll believe that the masses are giving up on DBD when I see it, and not a moment before.

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