Laluzi
Laluzi
About
- Username
- Laluzi
- Joined
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Comments
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Big ol' sadge. I loved seeing these things pop out of the woodwork every few months. They were little pieces of history. And it's not like they were disruptive or provided a feature you can't get anymore.
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@CashelP14 said:
2 things:
- Flashbangs take 5 seconds longer to get now
- My old map offerings have now been retired
Wait, really? So we won't see the occasional cattle tag or fuming signboard? That makes me sad.
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They designate cosmetics according to how often the character is played. Personally, Kate doesn't bug me half as much as Nea and Feng, the ultimate cash cows.
Also annoyed with how the rifts always prioritize the OG survivors and killers, so they keep hogging a disproportionate number of the outfits, especially the new ones and not just recolors. Hell, the rift I started playing had two Claudette outfits. Another had two Fengs. Share the love.
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I love not perpetually feeling like I've wasted a health state for nothing when I'd get a Dead Hard out of someone but continuing the chase would be a bad idea. The sunk cost fallacy used to slay me. Not to mention, well, actually hitting people when I catch up to them at a loop versus an automatic extension.
The last time a change felt this good was when they got rid of DS's invincibility shield.
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I don't know if I'd call it an issue. It's probably for the matchmaking incentives feature getting disabled.
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How bad a state solo survivor is in compared to the other two roles in the game right now.
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I mean, I would have liked an Adam cosmetic, but almost nothing from the second set actually appealed to me, while the first had some really neat-looking skins. The Dredge and Mikaela outfits were cool as heck (pun partially intended) and the Trickster outfit was hilarious.
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@LiunUK said:
that's not really a good indicator to determine if a player is new.
what if they only prestige and main'd one survivor before the update and just wanted to play a different survivor? you only needed to get survivors to level 40 to unlock the teachable's to get on your main survivor.
@Merricles said:
Being at prestige zero doesn’t mean “baby” by any means. If that character was at zero before the update and didn’t have their perks leveled up, they will be at zero now. Not only that, but with the new system in place, they can have every survivor perk without ever leveling up the character at all.
For example: my Eloide was basekit still at level 50 with only the perks I got simply getting her to 50. After the update, she didn’t have enough of a boost to become P1 unless I level her up now. So she will show as a Zero, but has tons of perks. Survivors are just skins, they serve no “power” purpose the way that killers do.
It doesn't really matter if you're actually an experienced player, if people are lobby dodging you because you share characteristics with newbies. (For the record, it's only the default characters at P0 that people avoid; I don't think anyone sees a P0 Adam or Cheryl as new, just a character that hasn't been levelled up yet.) As for the killer end of things, it won't matter too much - if they go after you because you look like a soft target, and then it turns out you know how to loop, they'll just reconsider and carry on as they normally would.
It doesn't have to be 100% accurate to make people act on it, just a trend. It's similar to how you could be rank 1 in the lobby and actually be pretty meh at the game, or rank 20 because you haven't played in a while but you're a skilled player, and have players dodge you for it before they hid ranks. And while older players can switch to higher prestige characters or even pretend to be weaker than they are to avoid killer dodging, new players have no ability to present themselves as more desirable teammates than they are, and are going to get dodged to high hell.
There just isn't a reason for that information to be available in the lobby. It doesn't lead to anything positive.
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I'm fine with debuffs on a perk when it comes to a big tradeoff like No Mither; then it becomes a playstyle change. But debuffs on thoroughly average or below average perks are just baffling. Like, I thought they were trying to buff less-used perks, but instead they made Calm Spirit unusable and killed the build Botany was best at.
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If you're Trapper, put a trap in front of the locker. If you're Nemesis, wait for zombies to come over and inspect the loud noise notifications. If you're Twins, have Victor seal one in a locker. If you're Dredge, laugh at them.
If you're anyone else, either give up or brute force it by getting flashlight blinded 15x until they run out of juice or until one of them misses the blind, depending on if anyone else is doing gens and won't immediately do the same thing if you corner them.
I really wish they'd fix this. Double locker saves are just stupid; uncounterable tactics are bad for the game.
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Yeah, the solo experience isn't great right now. I was really hoping survivors would get some good anti-tunnel/camp mechanics in play, because that's what solos are most vulnerable to, and 5s of BT is not it - that's nothing for camping and barely anything for tunneling. Killers were already perfectly content to wait 12s, and at least 12s gave you time to get to a tile. Like, if the killer buffs are meant to ease reliance on slowdown, and the survivor buffs were meant to ease reliance on second chance perks - obviously you can't stop people from flocking to those things anyway without instituting hard limits or something, but right now I feel a lot more comfortable experimenting with killer perks than I do survivor perks. That it's OTR instead of DS doesn't matter; it's still a reliance on meta perks to avoid a common tactic.
I always said I wanted solo queue to get buffs to their information so that killers could be buffed in turn to match a more unified survivor base. Right now, we got the killer buff without the solo queue buff, and it does not feel good to be on the bottom of the totem pole.
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What do you mean, a free hit? If you Dead Harded before, that's a situation where the killer would have gotten the hit with any other loadout, and you only avoided it because you had a perk that could function as both a loop extender and a third health state. That's not free.
Sounds like you just got used to having a perk and need to adjust to how the game works basekit.
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God, yes. DH was just fundamentally unpleasant to play against and it had been a basegame evil for so long. Survivors not having E to reach a pallet when you caught them out of position at a loop, or an undo button when you mindgamed them, feels as good as when they reworked DS so that it wasn't a shield to act with impunity for the next 60s.
Now it actually feels skillful when someone catches me out with DH.
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A baffling change. I always thought the ratio of shards to bloodpoints was horribly low when it came to the Shrine, so why make it even worse? With the current exchange ratio, an entire character is worth 450k bp. Think about it.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3072758#Comment_3072758
Probably this is the answer, and not only just 100% it's 2x BP AFTER all offerings and such.
Oh? I'd assumed it was a +100% like a party streamer or a Blood Rush event. If it's a straight x2 multiplier, that's awesome.
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Concurring that it seems to be shorter than the animation. The perk can work, I hit one or two correctly timed Dead Hards tonight, but there was also one time I swung kinda prematurely, it connected while the survivor was still in the animation, and they went down anyway.
They did say they were looking at replacing the animation, but hopefully they won't just leave the current one in a misleading state until they have a replacement ready.
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@Lecruidant said:
https://forum.deadbydaylight.com/en/discussion/comment/3072758#Comment_3072758
The more Survivors start to find something else to play that's actually balanced, has working hitboxes, and is equally rewarding. The longer the queue's will get. calling it now.
And before any Killers come in. I play both sides. And a LOT of changes on Killer was a little overkill today. But both sides should have an equal amount of chance and fun and that's just not happening this patch.
You've got it backwards, though. Long survivor queue times means too many survivors. Right now there are more survivors queued up than the 4:1 ratio the game works off of. Which is pretty normal for this time of day.
It's long killer queue times that means there's not enough survivors. Mostly you see this after new chapter releases.
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I mean, there's a permanent double bloodpoint bonus attached to survivor right now. And I can only speak for myself, but killer's feeling pretty naked without those sweet BBQ stacks. I'm surprised the queues aren't longer.
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So, wait... they nerfed Spine Chill because it was too effective against stealth killers, people complained it had a different purpose, and they turned around and buffed it so that it could be used in lieu of sound again... in a way that makes it even more powerful against stealth killers than it was before, and in situations where there was no audio cue for players to listen to anyway?
This is just as confusing as Botany Knowledge. What's even the vision behind these perk changes?
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Something's definitely wrong. It's been 100% survivor bonus since the patch launched almost 12 hours ago, and the queue times have shifted all over the place during that duration.
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I like this a lot. It'd allow me to more easily gauge hook states on the occasion I get mixed up.
Also, yeah: like the OP said, it's easy for a tunneler to remember one target they're going after. Keeping track of four players has much more room for confusion.
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I agree. I like that it's shown in endgame, so I can more easily correlate who's talking to what person in-game, but I dislike that it's character first and name second, especially in the lobby. I can see the character already; that should be secondary information.
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STBFL is only good on killers who don't primarily injure survivors with an M2 power (or who aren't Nurse and have a built-in post-hit cooldown); i.e., lower tier killers.
I don't see the issue.
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Baffling decision. It was already far undervalued and then they cut it even farther. Apparently an entire character is worth 450k BP. 🤷
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It honestly feels like they forgot to tell the bonus to, like... actually update when conditions change. It's been 100% all day completely regardless of my queue times.
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@HeyItsQuiet said:
https://forum.deadbydaylight.com/en/discussion/comment/3072043#Comment_3072043
Yes, I play the game, and still manage to secure kills or end the game with good sportsmanship without facecamping. Facecamping is for zero-skill players who can't handle the loss of one hook and either don't have the ability to effectively end the match before the gates are open, or know they are unable to pursue any other remaining survivors. It's a garbage play and camping hook with more than 1 survivor remaining should absolutely be penalized. Period.
TL; DR learn how to control your maps with all these shiny new killer buffs y'all just got or take the L with grace and say your GGs.
If the other three survivors are up, and the hook is not right next to the gates, going away to push people out the gate is asking for a survivor to go around you, unhook, and then run off somewhere to heal or beeline for the opposite gate while the ones at the gate try to hold your attention for as long as they possibly can. Guaranteed if they're on comms; in solo, it comes down to individual altruism or cowardice. Point is, if you leave the hook to do something that takes longer than ten seconds, you'd better get a down, because you've probably lost the one you had. And getting a down when the gates are 99ed/opened and everyone is hanging around them is not easy.
I'm not really fussed about kills one way or the other, but you're pushing an openly subpar, easier to counter strategy and then insulting people for sticking with what's more reliable. Telling a killer not to try and get a kill at the end is like telling a survivor not to try for hatch and to just stand there and take their L like a man instead. It's not reasonable to tell the other side they can't try to eke out what victories they can.
I look down on facecamping at every other point of the match, BM revenge aside, but c'mon. There's no other intelligent thing for the killer to do at that point.
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While I think it was too strong before, it's worthless now. I wouldn't mind it being 100% when the survivor is still or crouchwalking, but 75% when running. As it is, it's dead as a stealth perk because it has no uses that aren't destroyed by headsets.
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Yeah, it doesn't seem like it checks and updates very often. So when tons of people switch, the queue is left incentivizing the side that's already saturated.
They should definitely increase the refresh rate on it, and then lock it so that every lobby gets the bonus they started with even if that bonus changes midmatch.
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@Gigante said:
When the killer really wants to choose the lobby, he checks the time played. So that doesn't change anything at all and I prefer it the way it is.
You can only do that when they're on the same platform, though, and if they aren't hiding their hours.
@RakimSockem said:
Wait, so the killer can see the survivor prestige levels in the lobby?
Yep. Right after posting this thread, the killer scenario I described panned out in full. I had a Plague match where I immediately knew the Bill was a baby and the Feng and Jake were experienced. Lo and behold, it panned out exactly that way, and I dropped chase with the Feng almost immediately to go inspect a Discordance'd gen on the other side of the map. Jake and Bill were on it, I ignored the Jake to go after the Bill, and I snowballed the hell out of that and 4ked at 4 gens.
(To clarify, if I didn't have the knowledge that I was facing one of the strongest members of the team, I would have kept at the already-injured Feng instead of ditching her and going to the other side of the map for what correctly turned out to be a soft target.)
It's not info the killer should be having. Obviously there's always an element of gauging experience through character choice, shop outfits, and bloody clothes, but people could obfuscate their experience and now it's shown wholesale unless you keep some character P0 to pretend you're a noob.
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Weirdly, my survivor queues are rather slow despite the 100% bonus. Methinks that whatever checks for this bonus only refreshes every half hour or hour and it's not adjusting for when a bunch of bonus-seekers respond and saturate the queue.
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That Oni one is awesome, but I'm not really sold on the Spirit... there's a couple of weird choices that have it hovering between Spirit cosplay and actual Titan, where it's not really committing to either one. (On that note, why are they Ultra Rare instead of Legendary when they change the character? Every time they try to herd those rarities into some form of consistency, they break them again.)
Might get that Zarina or Yui outfit - they did a killer job on those.
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I mean... that's nothing new under the sun, though. It's not like running into a facecamper is a change from how DBD was yesterday.
As long as it's not a Bubba, your teammates can do something about it. And if it is a Bubba, well, still waiting on BHVR to address that.
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Awesome. I'm glad they added that shadow behind the text; some of Wraith's addons, I had trouble making out the numbers.
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That's actually really cool. Have we had unique lobbies for crossover events before?
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Yeah, I'm baffled that they removed that. This isn't the first time I've seen this come up, and I would have sworn it used to be in the description. It was definitely a universally understood part of the addon.
It's such a strange thing to remove besides. It confers almost no advantage and is easily the least impactful part of that addon line. Mostly it was just really funny to watch a Wraith with Iron Maiden and Shadow Dance yeet someone out of a locker at light speed.
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I cycle through a bunch of games anyway. Recently played Sims 4, Terraria, and I've been going through all the old singleplayer TES games, so I'd probably go back to that.
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In solo queue, there's a nasty habit of assuming someone else is handling it and then panicking at the last ~20s of the timer when you realize you're across the map and everyone else had the same idea.
Some people are too altruistic, some people aren't altruistic enough. Get too many of one type on a team and the game's going to suck.
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I chose not to push hard for P3 back when the prestige reward was the awful sparkly filter, and now I'm not willing to sacrifice flans or any older event offerings on anyone to get it. Que sera.
My character select is going to look super weird and patchwork. I might end up disabling it even though I do like the portraits we're getting.
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@[Deleted User] said:
Huntress wears a rabbit mask. It could only mean that hatchets are getting fixed.
But you know who else is a rabbit? SPRINGTRAP. FNAF CONFIRMED
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I find that survivors who never play killer can be really quick to accuse killers of cheating because they don't have any understanding of what context clues the killer has to work with, how a lack of info from an info perk is sometimes as telling as having info from that perk, what survivors often do in certain situations, minute audio cues, etc.
Stuff like this makes me pretty leery of the floated automated report system.
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Please. The way they teased the P3 rewards made it sound like it would be something you could show off to other players, and that's still more important to me than something only I can see in my character select screen.
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The reason I don't see this as an issue is that survivors can totally reveal you in lockers without the perk. Your teammate could have stood in front of the locker spam-opening it or just pointed to it. It's not like it's some special new form of sandbagging.
Usually it's just a hilarious and unfortunate coincidence when it happens.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3066477#Comment_3066477
It fits, hes saying Legion and Plague games are going to be abysmal after the patch. That's is exactly the reason I started this thread, I don't think the problem is thana though, I think it's these two killers.
How is the problem these two killers and not Thana when the issue is that Thana makes games against those killers take forever?
I don't run Thana on either of them. Are you saying you think they need a nerf even then?
I always thought the obvious solution was to make it so the first stacks of Thana do more than the last stacks. That, and undo the PTB percentage buff, because that was totally unnecessary in conjunction with gen times.
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That's the neat part. It's not.
Matchmaking gives up and throws together anyone it can find if a queue has stalled too long or if a previous lobby slot was vacated. Also, solo survivors are currently very prone to ending up with baby teammates because the solo queue survival rate is heavily impacted by things outside of the player's control (i.e., afk teammates, ragequits, getting farmed off hook), and getting bad teammates further decreases one's odds of survival, so it's not unusual to end up with newbies because your MMR got bludgeoned with a nerf bat after a string of bad matches.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3066968#Comment_3066968
And from all of this you are complaining about Exponential? The worst Boon-Perk in the game?
On double floor maps, especially RPD, boons can be pretty rough. The issue with all non-CoH boons is that they have to be close to the killer to work, and that puts them at high risk of being snuffed before they can get any value (or they only get value once and get snuffed, which usually isn't a worthwhile time investment), but two-story maps bypass this by covering larger-than-usual swathes of the map that can be far from the boon in terms of real distance.
Exponential is only tricky, or honestly even noticeable most of the time, when you go up against a full squad with a build centered around getting value out of it... but if you verse a full antihook squad with a map offering and they're bringing a stacked boon, it's going to hurt. (Shadow Step is way easier to get value out of in that situation and doesn't require a SWF to back it up, and it's the one I'm more afraid of, but I've been in both boats and a sabo squad with infinite Unbreakable is miserable gameplay.)
Also, as bad as Exponential is, I'm pretty sure Dark Theory is worse just on principle.
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Love the weapon, but as long as it's a set, it's a hard no from me.
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There's a lot of poorly designed tome challenges that encourage people to throw/sandbag/farm rather than play the game, and they keep churning them out. They really need to examine what behaviors their challenges create and stop producing things like "throw a purple bottle at a survivor, then a yellow bottle at them and hope they don't run away before you actively help them because the gas is always on a delay and they can and will avoid it" or "sniff the killer's butt for 60 seconds in one match" or "ignore your objectives and run around looking for multiple glyphs that haven't even spawned yet but the challenge description wasn't clear about that" or "play perkless No Mither until you survive a match, lol." When they just throw everything at the wall, gameplay really suffers until the majority of players have completed that page of the tome and are actually trying to play DBD again.
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Quentin, Jonah, Adam, and Tapp are all cryptids.
Of the legendary skins, Cybil and Jonathan are the rarest.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/3066525#Comment_3066525
on the topic of bad teammates, did you play with a Shining Lion Feng on Dead Dawg against a Freddy an hour ago? Ggs if that Laluzi was you
I did! I was a Jane in booty shorts, right? Though I don't know about bad teammates, heh - I thought that was a great team. Couple of people stuck their necks out for each other, NOED got found, even had a few hook denials. That's the solo queue dream right there. I was sad when it turned out everyone was on a different platform at the end.
Awesome to have played with you! I love running into people I know from here.
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It'd be pretty weird now that we have maps with outright sunshine. What would New Moon Eyrie even look like?
I'd be interested in seeing them come back, but also worried where the darkest maps are concerned.