Laluzi
Laluzi
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3066553#Comment_3066553
It´s intended by developers since release. Confident there is even a Q&A about that.
What, bleeding everyone out? I'm not saying you can't do it or that it's against the rules, I'm saying there's very rarely a reason to do it outside power tripping or venting out your frustrations, and that it has just as much if not more possibility to backfire than just hooking everyone once you've waited out DS.
I sincerely doubt they want people to do it versus ending the game naturally.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3066068#Comment_3066068
I doubt players go watch a streamer just because he was in the same lobby.
It's my understanding a good way to get views is, among other things, to have a youtube channel with lots of videos. (Granted, it's easier said than done)
People often visit streamers postgame to talk about the match or watch the VOD, and occasionally they'll stick around. I've made a few streamer friends from it, and it's probably not a bad way to grow viewership to a modest amount.
That said, I'm inclined to think that's just the risk of advertising as a TTV. If there was a mode you could specifically hide your name on and it was an optional thing, I'm fine with that, but I'd hate to lose stuff like ISimp4Ghostie or BoopThePig that sometimes lead to funny interactions, or even survivors whose names are messages to other players like PalletStuns4Tome or IfCampedDoGens.
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The only real counter is to switch to selfish play when you see your teammates are useless/trolling/throwing and bring Wake Up! or Left Behind to facilitate your E once they're all dead. That, or give up and do bones and the like. Don't try to prolong your survival, just do whatever gets points and move onto next when the killer finds you.
That, or you play SWF. Picking your teammates is the only way to avoid getting corner crouchers, locker lovers, and Technicians who can't hit skill checks but really, really want to help out on your gen.
But yeah. There's really nothing more painful than watching several teammates hide from their own shadows while the killer is chasing you on the other side of the map.
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Nope. The border is a reward for having to lose all that stuff.
Which I'm kind of :/ about the whole deal. Not specifically that aspect, but rather that it's going to look pretty offputting if you have a fully P3ed roster and then all new characters henceforth can't get the same background.
I'd keep the cakes, personally. In the long run, you won't be able to get it on everyone anyway.
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People will play KYF once KYF gives them anything at all. A lack of any kind of reward or ability for progression makes it feel like a waste of time for most players who aren't already supermaxed.
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@Adjatha said:
The best way to do Hexes was, and still is:
- limit hex perks to 1 per build
- the hex lights up all five totems
- every totem the survivors cleans/bless weakens the perk by 1/5th
- redo every hex perk that only exists to protect other hexes or doesn't have numbers that can be dialed down
At this point, the only hex worth using is Devour Hope + Undying. NOED might still be good for one down at end game, but its long-term value is gone. None of the others provide a buff even remotely useful enough to justify being able to be turned off in the first 15 seconds of a match.
I think Plaything is more the way to go. Get more somewhat weaker hexes that spawn several times over the course of the match, so you can't really do a full hex build with them unless you sacrifice some of your own potential, but you still do have that option if you want, and the hexes aren't one-and-done so you'll get slowdown from several cleanses even if the effect itself keeps getting whack-a-moled.
Unrelatedly, the last two maps they've made have had really derpy totem spawns where most totems are sitting out in the open. That kind of thing is terrible for both hexes and boons and I'm disappointed to see it make a comeback. Nobody needed any more Autohavens or Ormonds.
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Goddamn, this guy is bleeding incel energy. Like can you project any harder, where are you getting all of this cry wolf women evil drama out of DBD of all things.
Hope you reported him on the platform. DBD can't do anything about messages outside endgame chat, but I'd hope whatever console you're on would agree this is totally unacceptable.
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The deal with buying the premium track is that you get way more than $10 worth of outfits, and if you play every rift to 70, it's a one-time payment for all eternity. Future users have to buy everything individually, so it's not really a matter of "I paid for it and they didn't!" Because... they did. Considerably more.
If every outfit from the rift was exclusive, like a quarter of the outfits in the game would be permaretired by now and that number would only grow. Not good design, and a loss of potential revenue on BHVR's part to boot.
Besides, you still ground for the outfit (read: played the game. I haven't had to 'grind' a rift since they changed the experience per tier) and got it. This sounds more like a you problem where you don't want anyone else to be able to have what you have. If you want to show off how old you are, use event outfits.
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It essentially does allow it once or twice. That's why the first DC penalties are pretty minor - it's that way to give people slack for stuff like crashes, outages, and legitimate DCs like hostage situations, cheaters, and RL emergencies. When people are stacking several DCs in a short timeframe, it usually means they're DCing inappropriately, or they're trying to play with a bad connection (and should probably stop until they get that addressed.)
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Nah, that's not a photoshop. Can't you see how sad Clown is? Look, his makeup is totally running, surely a sign of many heartbroken tears shed over the past few weeks. It's I Love Horses Day, he loves horses, and he is short a horse. But not just any horse. His trusty steed, his only companion throughout years of carousing, travelling, and eviscerating roofie'd tourists, has been stolen from him. Look into those bleak, black eyes. That's the face of a man with a Maurice-shaped hole in his heart.
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Yes, but not out of any issue with Dead Hard. I've been cramming survivor games because I want to enjoy Q&Q/Head On while Iron Will still exists. Had some super fun games today... definitely going to miss this build.
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Yikes. Is it just Midwich that does this for you? This is a slapdash fix, but you could try using map offerings in all your games to more or less ensure you don't roll the map. Not that offerings are infinite, but, well, it's the only way to be sure.
It's interesting that it's counting as a DC, because it means the crash is happening after the map initializes and you've loaded into it. I wonder if there's some unique shader or weird map asset that's making your computer freak out.
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/3065289#Comment_3065289
Your English grammar, on the other hand, is naught but a flop.
...The hell?
I thought that post was hilarious.
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Flip-Flop typically requires some backup perks like Tenacity, Unbreakable, or Power Struggle to get full use out of it, which is cumbersome and prevents the use of a meta loadout, and does nothing if the killer doesn't slug, which is fairly random unless you have teammates running interference.
It's map-dependent on top of all these things, too. Powerful on an indoor map, but 50% wiggle bar won't help you when there's a hook every fifteen meters.
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@scenekiller said:
DS is a clear example that this "meta shakeup" wasn't actually analyzed with nuance, but moreso through the lens of "all these perks are used all the time, let's just change them to change them!"
Instead of looking at WHY perks were used all the time, they took it at face value and nerfed for the sake of it. Sure, some of them truly needed it, but a lot didn't need the changes that came to them.
I'm half convinced of this, but not because of DS. Rather, Self-Care and to a lesser extent Spine Chill seemed like nerfs for the sake of making people stop using the perk. For DS, I think they're under the mistaken impression that they did anything to fix tunneling by adding in the 5s BT, and so nerfed DS on the idea that an anti-tunneling perk isn't as necessary as it was before. (Spoiler alert, it is.) That, or they worried people would stack DS and OTR together and wanted them to pick just one while adding more variety to the pool of anti-tunnel perks... the issue being that one is clearly better now and perk variety has not been achieved.
Other perks, I think they did a fairly good job IDing why they were overused (or not caring that they were overused because they were balanced: see Unbreakable and Adrenaline) but there's definitely some flubs in the mix.
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DS was fine, or even potentially too weak. I would have taken away the endgame usage but made it so that it worked on both hooks and removed the skill check, not... this.
As it is, they killed it and replaced it with a similar perk, so they've accomplished nothing when it comes to encouraging build variety or fixing how anti-tunnel perks are mandatory in survivor builds.
Tunneling is totally playing the game efficiently, though. Just because it's not remotely fun to go against doesn't mean it's not extremely effective on the killer end of things, or that the game is inherently balanced.
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@Zen_but_not_Zen said:
wait what lol? ngl so many questions.. so they take on role as killer as well 3v2, or they can attack the actual killer with their abilities? 😂 have nurse and blight go at it, and settle who's beater once and for all
It turns into a 3v2. Killers can whack each other with their weapons or powers, but it doesn't do anything. Except maybe Trapper? I can't remember if killers can get caught in traps. One really weird interaction that might not exist anymore - I saw this in 2019 - is that if one killer DCs, the other one can pick up their power like a dropped item. It usually won't work for them, but they'll visually carry it (the one I saw was a Spirit and an Oni with Billy's chainsaw.)
I remember that if either killer brings hexes or a mori, the other one benefits from it too.
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It's a cheat. It's generally one killer cheating and the other one is clueless - the original killer gets a lobby as per normal and one of the survivors uses a cheat to switch to another killer. Used to be doable as a glitch, but now it's cheating.
I've never encountered it in-game, though. Do the TR overlap? Like can you hear Demo's TR and Spirit's TR at the same time?
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I can't imagine it's very helpful even if it does actually save the data and it's not just a placebo (which it might well be.) Sure, it can tell what killer, items, or addons were used, but it can't know what strategies were in play, or whether people were BMing/sandbagging/giving up. So when you get feedback like the survivors 4Ed and the killer reports the match wasn't fun, the feedback is self-explanatory, and when the killer 4Ks and reports the match wasn't fun - that's very interesting feedback, but it's iffy whether you can infer why just from the recorded data alone.
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2216332#Comment_2216332
These are all already in the game. Lol.
That post is from before the RE chapter was released, though. Nobody knew what outfits they were getting back then. That guy just got super lucky with his wishlist.
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@Header said:
i would say the hatch stuff is actually in favor of the survivor.
finding the hatch is around 60/40 since the killer is slightly faster, has a power (probably) and he could also find and kill the survivor. if the survivor found the hatch first its a free escape. if the killer found it first he can either camp it (forcing the survivor to do gens) or close it, in which case the survivor has to go for the exit (or get a free escape with a key). the chance that the survivor can open an exit gate in time is about 70%, since, unless the exit gates are next to each other or the killer can see both of them, there is no way he can patrol both of them in time. i would say the total chance for the survivor to escape is around 80-85%
Where are you getting the 70% from? A survivor's ability to get to the exit gates is reliant on more factors than you're counting in. First off, it matters what killer is being played. Blight or Artist - there's basically no chance for the survivor to escape regardless of gate distance. Same if Demo, Twins, or Trapper set up earlier in the match, or reached the gates before the survivor could. Nurse, Wraith, Sadako, Dredge, Doctor, Oni, and Spirit all have a strong albeit less perfect advantage in gate patrolling - Billy and Huntress as well as long as it's an outdoor map. Then it comes down to map RNG, which... yeah, there are definitely gate configurations your bog-standard M1 killer has no way of patrolling. Most common offenders are RPD (guaranteed), Swamp, Yamaoka, and Coldwind, in my experience. But you're just as likely to get gates where the killer can easily patrol or has LOS on both gates from a midway point, and in those cases you're guaranteed dead again, even with the 20% trick.
And even in the situations where the gates can't possibly be patrolled or are fairly balanced, it's still a coin flip on whether the killer checks your gate first. Higher if your last known location to them was recent. I definitely don't have an 80-85% escape rate as the last survivor, or a 15-20% kill rate on the last one left.
As for the OP, eh, I don't think survivors need to have their odds improved when they already lost the game. It's the same idea as when killers complain about 99ed gates or bodyblock conga lines. The hatch is a Hail Mary, not a solid plan of escape.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3063196#Comment_3063196
And if that’s generally the case then maybe start of with 3 tokens and ramp from there. Why start with none?
Oh, yeah, I'm definitely not arguing that Lullaby is very underpowered in its current state. I'd be fine with that too.
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@dugman said:
Maybe. Although I wonder, would it be overpowered if it just had no sound period while it was active? If not then just get rid of the tokens altogether.
This is just me, but personally I find 3-4 stacks of Lullaby much harder to hit than 5. When there's no audio cue, I can swap seamlessly to reacting to a visual cue instead. When there is an audio cue but it's not at the right time, I get messed up. So I rather like the token system.
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/3062958#Comment_3062958
Plenty of things ruin the fun for players.
In fact certain killers are just not fun to go against. Can we agree to ban The twins until they ae fun? Or leatehrface? or Leigon? Camping is not fun. Maybe its better to focus on why people give up, rather then just the action itself?
The problem with that is that peoples' personal ideas of fun are too subjective for that to even be worth looking at except for when massive patterns emerge (i.e., say there's a DC in 10% of games and 30% of games against Legion.)
Like you said, plenty of things ruin fun for players, but there's almost no consensus on what that fun is. Yeah, tons of people hate Nurse/Legion/Twins/Hag and will bail when they see them, and maybe that speaks towards something wrong with those killers' designs. But nothing in-game will ever justify people who get mad when their first chase doesn't go the way they want to and kill themselves so they can have a better start next game, and yet that's the most common thing I see. Same with people getting pissed over wonky latency or something their teammates did. Other times I see ragequits because the killer didn't fall for a tech or ran Lightborn, and is therefore deemed not fun to play against by survivors who are less interested in winning and more interested in making plays.
I guess the point I'm trying to make is that a DC or suicide occurring is not inherently a statement of something that needs to be fixed. It can be, but it's just as often if not more an issue with player entitlement.
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@SekiSeki said:
I can see an argument for plague when no one cleanses, I'm going to start bringing dstressing haha
Plague's BP is bad even with cleanses. Like, I'd have to hit 15+ people with Corrupt Purge in addition to the usual vomming on players and objects I do if I wanted to max the category. I rarely get above half with her... even in farming games where I have the freedom to go around puking on every interactable object I see. Her score events badly need some tweaking.
Pig and Myers are also pretty poorly off for BP, off the top of my head.
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Yeah, survivors' scores are awful if they don't get to interact with the killer. Which is understandable from one end, because in a normal game if means you didn't take aggro and let the rest of your team suffer instead of saving them or healing them, but on the other, it means you're punished for the killer being bad or straight-up not trying.
You could probably fix this by giving some end-of-game score events akin to the killer's No One Escaped - like give a player some points for never being hooked, a bigger one for never being hit, and a huge group-wide reward if nobody was hooked that patches the total lack of Benevolent points the whole team has. Pips will still be low, but pips are an outdated and faulty system anyway.
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It's not the change I wanted for NOED. I was hoping it'd become a token perk where your hooks in the match would determine your endgame reward, so people couldn't suck all game and then get at least one guaranteed camp kill with NOED versus most solo queue teams. So, like, 5 hooks gets you the current perma-Exposed, but 1 hook might just make everyone scream when the last gen pops and 3 maybe incapacitates the first person who touches an exit gate switch for 10s. Something like that.
The change they made will help, and I'm hoping that it gets killers to patrol more than camp, because it's way more likely people will be hunting for the totem. But I think the fundamental issues weren't addressed of how NOED tends to propel new players beyond their means, how well it works as a safety net for bad playstyles (and I don't mean stuff I don't like going against, I mean ineffective stuff like chasing one player all game or, like, a Wraith facecamping at 5 gens), and how preemptively deactivating it is not feasible without comms or an immense skill mismatch - and even then, you're racing against your solo queue teammates, because the odds of all four people independently deciding to worry about NOED instead of plugging along on gens is basically zero.
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They responded to a ton of feedback this PTB. Yeah, there were a few weird unsolicited changes like Botany and capping the carryover at P9, and some unaddressed stuff like Calm Spirit or the relative weakness of 5s BT, but you really cannot accuse them of blindness here. People hated the P3 filter? Endurance meta? Dead Hard still being able to be used to reach pallets and to guaranteed no-sell windup powers? The 50k prestige tax? (Yes, them reducing it is still listening to feedback. They're not obligated to do exactly what the community says. I don't like it in this case, but I assume they have some reason they're bent on it.) OTR having the same endgame problem as DS? Overcharge being the new dominant regression perk? Not to mention they responded to the BBQ/WGLF concerns by increasing the base amount of bloodpoints you can earn per match and raising the BP cap for good measure, and they announced future plans to deal with the issue presented by early bloodweb lack of quality.
Sure, not everyone got what they wanted, but that's never possible in the first place. They were exceptionally responsive this go-around.
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Huh, that's not a bad idea at all. At first I thought you meant reverse as in each hook loses a token (and I was like "bruh"), but making it work like Thrill would be very helpful - it's a kind of game slowdown akin to Plaything, where the strongest survivors can ignore the hex with little consequence but the rest need to go about and do some bones before they can play normally, but it's not so hard as a mapwide blind hex hunt. It's also likely to get people at the start out of surprise and kind of does its job as an early Discordance or Lethal Pursuer as a result. I like the sound of this - count me in!
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I wouldn't mind a small hook timer increase to match the generator time increase, as a way to prevent facecamping from being strengthened. Like 5s on each hook stage to match the 10s per gen. But the OP's situation isn't one that should be addressed or even would be fixed by timers - that's entirely a teammate issue, and the proper fix to it is increasing the amount of information available in solo queue. If they don't bother to get up and save you in 60s, they're not going to do it in 75 or 90.
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Midwich is great for Trapper. It's dark, the floor is grimy, there's several two-story vaults and floor holes you can capitalize on, and most importantly, there's a ton of narrow doorways where you can get value even if survivors know where the traps are. Trapper's less reliant on grass in indoor maps because survivors have less of an ability to just path around his traps when they see them.
Eyrie, though... rest in pieces. Nowhere to hide traps even if the broad daylight ensures survivors would see them anyway. They should definitely make sure every outdoor map has adequate ground cover. Even if that means some ankle-deep dust and debris or dead twigs instead of grass, there's gotta be something. Chameleon traps are an excellent idea and should also be worked in, but even that can only go so far when there's absolutely nothing to work with.
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I'd care if I was into AoT. Like, if we were talking Hellsing or FMA charms, I'd be all over any opportunity to get some hook decorations from a beloved franchise. So I can understand the idea. That said, I do believe BHVR thinks people care about charms more than they actually do.
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I love playing Artist! Seriously underappreciated killer. I normally dislike ranged killers, but something about her playstyle really clicks with me - guessing where survivors are going to go and chasing them into a trap is fun, as are those endorphin-laden long-distance predicts where you scare someone off a gen and then the second bird connects twenty meters to the right. She's a hybrid of a ranged killer and a trap-type killer where you can set up on the fly but don't have any long-term presence or zone control as a trade-off, and she has a strong information game to go with it.
A lot of people seem to vehemently hate playing against her, but I never really saw the issue beyond how it is with any anti-loop killer. Her ability to monitor exit gates is a bit stupid, but apart from that, shrug.
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Depends on if the perk usage plummets or not. I expect some inertia where it might take some people a while to take it off, but on the other hand, I only really dodged BBQ when there was an especial reason to want to go incognito anyway.
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@Nicholas said:
This is a bad change, it doesn't respect and honor your investment. Someone with a Level 50 P3 and every perk at T3 is not in the same boat as someone at P3 Level 1. The new cap is totally unnecessary, in the PTB people that had everything made it to P11. It's not like it automatically puts you at P100 or anywhere near that number. Impudence comes to mind.
Yeah, I have no idea why they walked that back. They're giving the same bonus to someone who crammed prestiges during the event as they are to someone who mained a character for 3 years and has 200 of each map offering on them, and that makes no sense. It'd be one thing if they never distinguished it at all, but they already had a system in place that rewarded the second guy proportionately, and then decided to remove it for whatever reason.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3061621#Comment_3061621
Is there no way to internally track things like number of self unhook attempts, % of passed skill checks in stage 2, etc?
While you can do this and I'm fairly sure that specific data is saved internally, it's still not that simple. A survivor killing themselves on hook at the start of the game is pretty distinct and definitively taints that game as a balanced match. They could track whether a survivor self-unhooks 3 times and then misses both skill checks. However, it's not so clear later on. People can be trying to kill themselves because the game is already lost and they're just hurrying up the inevitable or even genuinely gunning for the kobe that'd be the only way to save the game, or because they want hatch to spawn ASAP - in those cases, the player's death isn't tainting the data sample and there's no need to discard it. You can also have a brand new player who thinks struggling is the correct thing to do and doesn't understand skill checks, and while the match becomes a 3v1 prematurely, it's due to in-game incompetence rather than a player refusing to play.
Then you get to cases where the player totally hook suicided on purpose, but it wasn't clear-cut enough for an algorithm to see it. Maybe they successfully kobed and had to wait for the killer to hook them again - which isn't always immediate, because sometimes killers take offense to what the survivor is trying to do and slug them for as long as possible, or ignore them and the survivor ends up chasing the killer begging for a hook. Maybe somebody managed to unhook them in time. Maybe they didn't give up immediately but suicided once some time had passed and no teammate was moving to help them yet, so they only struggle once or twice. Maybe it was the second hook they gave up on, not the first. Those cases start to get way too muddy where "did this survivor die normally or were they trying to quit?" is concerned.
When you also have AFKs, and memesters, and trolls, and even cheaters, it's just not really possible to keep survivors who aren't trying from tainting the data. Same goes for the killer side. You could identify a killer who doesn't get a hit all game, but you can't determine whether someone was sincerely outmatched or if they were just goofing around or throwing for a challenge.
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@Pepsidot said:
I have a weird thing where I leave one of every glyph colour uncompleted as well as the flower challenge. So I'll never FULLY complete every tome, although am slowly back tracking all of my killer challenges. I like bringing in the flower and it sometimes has curious visitors which is funny, so it shall not be harvested!
https://us.v-cdn.net/6030815/uploads/Q7Y9E879DZ6V/steamuserimages-a-akamaihd.jpg
Kindred spirit! I see your Bubba and raise you a Trapper.
Seriously, that flower is my favorite thing.
I thought about doing it with the glyphs, but I felt like other players were less likely to notice them, since they only reveal themselves when you're close by. Gotta salute your dedication, though. May you confuse many generations of DBD newbies to come.
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Goddamn, dude, you've got a lot of iri shards. Nice pile.
Can I get an honorary mention? I've completed every tome except for two challenges that I don't plan on doing. One is the pustula plant from tome 5. I bring it in all my survivor matches and lowkey people-watch. Survivors usually point at it and show it to each other if they spawn near it, but I've seen killers do double takes or even bring a survivor over to the plant and hit it like "tf is this?" Gotten some really funny endgame chats out of it.
The other is the tome 1 NOED challenge. I just want to continue being able to say that I've never used NOED, okay. ._.
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I for one am less likely to use Q&Q because the loss of Iron Will makes it a lot more situational, sadly. I liked locker builds and now they won't work if I'm injured. But aside from swapping BT for OTR, my builds aren't going to change much.
We'll see a greater variety of exhaustion perks (mostly Lithe/SB/Overcome, though, the others are all unreliable in some way), and one or two perk slots have been freed up between Iron Will going kaput and DS/BT being replaced by OTR. But you'll only get actual build variety when survivors don't feel pressured to bring perks to avoid being camped/tunneled/slugged, and the basekit changes did essentially nothing to address this, so we're just going to get a somewhat altered meta in the old one's place.
@[Deleted User] said:
I know people hated Dead Hard but for whatever reason me not having DH made me a weaker target to get out. No matter what build I have it's never good enough.
Wonder if it's going to be the same with OTR. "Oh, he doesn't have OTR, time to capitalize and get them out"
Oh, 100% this. That's how it's always been, and it's a part of how BHVR failed to address why second chance perks are mandatory in the survivor loadout. If you don't have them, you're a softer target than everyone else who does, and the killer will take advantage of it when they need someone out of the game.
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@CluelessWanderer said:
It's crappy of them to D/C at that stage of the game, but out of curiousity, how could they have possibly known you were running Blood Warden and D/C to prevent it?
BW is pretty rare. The whole thing is that it's a nasty surprise that no one expects or can anticipate. It could have been they just rage-quit.
If there's a down and the killer kicks a gate open before hooking... the forecast for the day predicts a 95% chance of Bloodwarden. The only other reasons for this a random endgame collapse challenge or the killer spontaneously wanting a slug race. I always take the killer opening a non-99ed gate as my cue to either GTFO or hide.
DCing to deny perks/hooks/kills shouldn't be a thing, though. I like the suggestion of the body remaining in the trial for x seconds so the killer can complete any interactions with it.
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Eh. All of these situations involve a survivor being removed from the game, often prematurely. The Pig didn't necessarily get value out of her trap, but she did get value in the match and doesn't need to be given an extra trap for an inconvenience that doesn't exist.
Pig does need buffs, but not in this area.
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It's annoying, but I don't bother to care beyond a few points or tbags. I get why people do it - kobeing on the whole is usually suicide, but there's no risk when your rescuer is close enough to get you anyway, so that's when they go for the meme.
I go "bruh" at losing my unhook points, but it's not worth throwing the game over.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3060100#Comment_3060100
oh and if for some reason anyone is curious yes we can make it take over 5 minutes by adding in 8 stacks of Dying Light T3 for an additional 24% slowdown
Honestly, it's not that much better with T3 Self-Care.
2,454 votes and 170 comments so far on RedditI've only ever seen the bar move that slow against hackers. 😰
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If that's aggregate data, it's not really telling us much. They could be looking at MMR brackets and balancing around the middle - kill rates are definitely inflated in the lowest bracket, after all.
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I once committed to picking a guy up from the dying state while the killer was approaching. Was right to commit, but I wasn't positioned well and the Clown stabbed them as soon as I got them up. I proceed to use For The People. The downed guy doesn't expect it, stands still for a second, and the Clown stabs them again. Awkwardly flee.
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Plaything. Unbelievably reliable for a hex perk; it always gives you good slowdown or free hits and easy approaches. Often, you get both. If it's not on a stealth or lullaby killer, you'll get good use out of it.
I do love Devour for being an amazing example of the reward being worth the risk (unlike a lot of hexes that are high risk ok reward, it's a genuine gamechanger), and how it forces survivors to change tracks when it goes live, but the inequality of totem spawns messes with it quite a lot. On many maps, there's basically zero chance of it lasting to a single hook because all the totems are next to gens or out in the open.
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Had that happen to me before. I'm pretty sure you actually loaded into the match, but you got stuck on an infinite loading screen instead of entering it and getting control over your character, so the game does start and you're counted as a DC when you're forced to dip out.
Likewise, I think that this is often the cause when you get a teammate that loads in, is AFK, and then DCs a minute or two later.
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It would bug me more if you couldn't essentially buy most DLC with in-game currency anyway. Consider just how unusual this is when compared to other games. It's heavily backloaded by playtime, but you only have to pay for licensed chapters, which BHVR straight-up cannot give out for free because they have to pay royalties on them. That's more than fair.
The battle pass doesn't bug me either because it's not exclusive content (well, charms, but who cares about charms for the most part) and it's actually a one-time-only payment. Again, if you play through each rift, you only need to pay $10 once and you're set for the rest forever.
As for cosmetics, those are totally optional, and BHVR's gotta eat. Legendary character prices are stupid, though.
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I feel like I generally side more with killer problems than survivor problems (although I'm by no means a main), but I think killers got a lot more out of this exchange than survivors did. Endurance stacking was a huge issue that needed to be fixed, but the way they fixed it makes it super easy for killers to burn through it (thanks to built-in BT) and certain killers can ignore Endurance effects completely due to how their powers work. I don't think that was the right way to handle the issue - somebody had made a suggestion about Endurance hits eating a big chunk out of the mend timer, which limited the number of Endurance hits people could take and made prolonged chases harder, but didn't cap it at one. Then you have weird changes like Botany, Pharmacy, and Calm Spirit that make zero sense and are bad for the perks besides, and stuff like Self-Care, DS, and IW that got overnerfed. Add on the numerous basekit killer buffs and I feel like solo queue is going to feel a lot of hurt in a few weeks' time. The basekit survivor buff is good, yes, but it's very easy to circumvent and does nothing for killing the literal need to run second-chance perks as a result.
I'm not sad to see Dead Hard go, and I don't think there was any real way to balance a perk that fundamentally let you become invincible at will (no matter what, it was always going to feel horrible to play against, and it would always be used to reach pallets), but it was nerfed to death too.
In contrast, I think the only killer perk that truly died was Ruin. And Overcharge, but that was more like a perk miscarriage. Dunno if it can die if it never got a chance to live in the first place. Most of the killer meta perks were nerfed in a way that left them still viable, just not absolutely dominant in their fields. Which would have been a way healthier way to approach what happened to the survivor meta.
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Dredge's adept in particular is bugged. I would suggest not teleporting or going in lockers as the game ends, but that's not confirmed, just a hypothesis for what causes it to not fire.
