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Laluzi

Laluzi

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Laluzi
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  • Cosmetics? That's a bit of a stretch. I can dislike changes they're putting through, but still get to look pretty as I die.

  • @Danielgdp3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016919#Comment_3016919

    It lost the bloodpoints what is the point of using it?

    It now applies Endurance to a survivor you pick up with it, so it's like a reverse Soul Guard.

    Also, yeah, OTR is a major buff. Probably the biggest buff of the entire pack.

    Distortion got a pretty solid buff in being able to replenish tokens within the match.

  • Yeah. This isn't anything new, sadly. People have been asking for a fix to macros for ages, but BHVR's yet to respond to the concerns.

  • Once they announced it wasn't going to be a cosmetic or a charm, there wasn't really any room for it to be anything else. You should have tempered your expectations then.

  • New prestige system and matchmaking incentives sound great. For the perk sweep, Overcharge and Botany look fun to play with, and Distortion finally got a solid buff that makes it viable.

  • Yeah... there's no way OTR won't be the new hard meta if it goes live. It's a selfish BT, but so much better in every way and with far more aggressive applications as a result. It's basically like DS and BT had a baby. And that baby proceeded to eat its parents and take their power for its own.

    I find it ironic that DS got nerfed for endgame because there were situations where killers couldn't do anything about it, but OTR is going to be just as nasty in the endgame if not worse. It not only guarantees you can take a free hit; a killer who doesn't tunnel and hooks several survivors is going to get slammed with a squad of players lining up for bodyblocks, and they'll usher each other out the gate that way. 80 seconds is a long time. Letting every player have it active at once, usable twice per match? Perk definitely needs some solid playtesting.

  • While that's mechanically true, there's virtually no reason to do anything else at that point.

    That said, losing that part of DS should have warranted a buff for the perk, not a nerf.

  • Like others have said:


    Calm Spirit: It was bad before, now it actively hinders you. Not a chance.

    Ruin: 100% regression doesn't have an impact in fast-paced games, and there's far better alternatives with Pain Res and buffed Jolt and Overcharge.

    Spine Chill: The perk literally does nothing your eyes can't tell you for free anymore.

    Self-Care: It was already stigmatized and now you want to make it 45-second heals? No benefit to medkits? Yeah, no, this is blatantly a noob trap perk now.

    Iron Will: When it comes to sound, it's all or nothing. Many players use headsets and will pick up on quiet sounds. Giving it a conditional 100% sound debuff would have been better for the perk's continued usage.

    Decisive Strike: There is literally no reason to use this perk over the new Off The Record. Way too overnerfed, doesn't fit its own niche anymore.

    Pharmacy: Forcing you to wait until you're injured makes it more likely that chests have already been opened by the time you can get to one.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015936#Comment_3015936

    Because it punishes using the perk aggressively. If a survivor tries to activate it, the killer will be able to still get them after it works. I like that change because it's not supposed to be used aggressively.

    It's impossible to use DS aggressively in a way that forces the killer to eat the stun, though. It's not like BT. You just slug the person that's obviously baiting you and move on. And if they want to sit in a locker for 60s, that's their problem.

    Meanwhile, it made it so that using the perk defensively is all the less useful, and it's easier for the killer to jump straight back on your ass.

  • @[Deleted User] said:

    endgame change is fine, stun is ?

    neither makes sense in the context of off the record's existence

    This. I don't get why they added the endgame stipulation when they then added Off The Record's 80s Endurance, which has the exact same result; there's nothing the killer can do to you in endgame.

  • It's more than a bit silly. It's making tunneling easier without any basekit mechanics to address that, and then they just replaced it with Off The Record as a complete upgrade in case any of us thought the intention was to increase perk diversity.

    DS in its current state needed some slight buffs, not nerfs. I'm okay with the endgame deactivation, but lessening the stun duration? Why?

  • Who cares if other players get retroactive prestige once the update rolls around? Other people's accounts aren't your problem. And if you want street cred, you're getting a 'I did this back when it was hard, bro' badge everyone else gets to see. I don't get what the problem is.

  • It's basically DS, but can be used several times and has all the aggressive applications that BT does and the 'get out of jail free' card they evidently didn't like in DS. Meanwhile, actual DS is total garbage now.

    In its announced state, OTR is the next gotta-have-it meta perk for sure.

  • Yeah, Spine Chill doesn't do anything you can't do with your eyes now. Pointless perk.

    I didn't like how much it screwed with Ghostface and Myers, but this is taking it too far.

  • @VoidOfMe said:

    https://us.v-cdn.net/6030815/uploads/5CMH877HVKXD/pharmacy.jpg

    It would make no sense they talk about the problem of people opening the chests before you could use the perk and not fix it.

    I read that as you having to hide the medkit in a corner and the Meg stealing it, which... you'd just carry the medkit with you, so that's not a thing.

  • I read it as starting at 100% and increasing in speed the longer it goes untouched.

  • @Steel_Eyed said:

    Yes. I catch most chests and totem players by sound ques.

    In almost all cases, you aren't opening chests or cleansing totems near the killer. And if the killer is chasing someone around a Devour or something, they're very liable to come and check on it anyway - if the reduced totem cleansing speed doesn't cause them to catch you when you would have been able to pull off the cleanse without Calm Spirit.

    That part of the perk should not be a thing. It's Technician-tier; small buff, huge nerf.

    Booning is already very quiet, and you can't boon right next to a killer regardless, because they'll hear the nearby boon radius sound effect and come straight towards it.

  • Yeah. New Off the Record eclipses BT and DS in every conceivable way. You don't create build variety by creating a new hyper-dominant meta - especially when the basekit changes don't remotely fix camping or tunneling on their own.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015428#Comment_3015428

    I see it as a nerf because, with current DH, what negative effect do you have with your third health state? None.

    With proposed DH what negative effect do you have after? Deep Wound. At the very least, you got a slow down out of it.

    Deep Wound is pretty negligible. It doesn't hamper a skilled survivor's ability to loop in any way, which is really all that matters if you're continuing to chase them (which you generally should after you've gotten someone to spend their Dead Hard.)

    If I could verse current Dead Hard distance and no Deep Wound, or a 3rd hit's worth of distance and Deep Wound, I'll pick option 1 any day.

  • I'm baffled they didn't turn it into a rummage perk like Residual Manifest. Making you wait until you're injured just increases the odds that someone else has already opened up the chests.

    It's worse than it was before.

  • You might want to reread the patch notes. Camping got a teensy bit harder if you don't have an instadown, but they did nothing to stop tunneling (unless you call switching out the anti-tunneling perk from DS to Off The Record) a fix. BT is still pretty necessary, too.

  • Yeah, I don't really know if this is a Dead Hard nerf. It's a sidegrade, maybe. All of the situations where the survivor could use it to reach a safe spot... can't they still do that? I guess if it's a window, you can wait it out and then hit them through the vault, but pallets are still lose-lose and dead harding through killer powers is even stronger now.

    I don't see DH's usage decreasing because of this, is the thing.

  • @Tsulan said:

    There will be a shift in the meta. While DS won´t guarantee a free escape during endgame anymore, other perks like Off the Record or the 3 movement speed bonuses (base after getting unhooked + hope + no one left behind) survivors can receive now, will make up for that. Hell, toss bloodpact on top of it and you get speedy gonzales.

    I feel like there isn't much point in shifting the meta to one super dominant tactic to the other, though? As it is, we're just trading DS for Off The Record. There's zero reason to bring DS over Off The Record now. Wasn't the point to increase perk diversity?

  • This is hilarious. Baby Claudettes are now actively the killer's teammates.

    Self-Care was perfectly balanced. Hell, we'd just reached an equilibrium where there was a reason to bring it over CoH, and now this.

  • I'm gonna miss the bloodpoints, but now I can run Discordance or Darkness Revealed or Thrilling Tremors without feeling like I'm losing out, so that's not bad.

    That said, yeah, people with all perks unlocked didn't care about the perk grind; it was pure addon sustainability, where you wanted to buy at least one of the same addon after each match you used it. That's less feasible now.

    Also, WGLF straight-up sucks now. BBQ at least has a good aura reading effect; WGLF is nothing without the bloodpoint bonus.

  • I get Iron Will (though I think it could have been one nerf or the other), and the Saboteur buff has some good uses, but I don't understand the Calm Spirit change at all. Just... why? It's Technician all over again, where you get a buff and a nerf and the nerf is worse than the buff is good. Hell, Calm Spirit would still be a pretty undesirable perk if they hadn't added that stipulation.

    I don't understand the balancing department's priorities sometimes.

  • Yeah... I'm liking the killer buffs that came around with this patch, but for solo queue, I'm very concerned. All of these changes make the game more oppressive when it was already fairly well balanced for solo (mechanically, at least), and the DS changes make tunneling even more attractive than it was before.

    Killers definitely got more than survivors did out of this meta shakeup.

    @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014726#Comment_3014726

    Mm. I think that this is phase one of the changes - we're still waiting on the solo queue help.

    I'd feel better if that had a date. As it stands, there's going to be a long time with these mechanics and no solo queue buffs.

  • @Rudjohns said:

    They addressed camping and I am happy about it, but not tunneling. I don't understand.

    This. I don't know if they think 5 seconds of Endurance and a small speed boost off hook is going to encourage people not to tunnel, but if they do, they're super wrong. BT was practically basekit with how often it was run and you didn't see that deter tunneling in the slightest.

    People didn't tunnel because the unhooked player was a softer target (which they still are), they tunnel because removing a player from the game is stronger than spreading hooks. For all the killer buffs that are coming with this update, this wasn't changed in the slightest.

  • Seriously, why did they nerf DS again? I can understand the endgame change, but reducing the stun timer? If anything, DS needed buffs like removing the skill check and allowing it to be used twice. This was not a healthy change to the perk; it's just making tunneling a survivor through DS even more feasible.

  • Yeah. There was a reason WGLF was less popular than BBQ, and that was half because its bonus was less helpful to the match itself (as well as being harder to max.) The perk definitely needs another effect now, because it's supremely lackluster without the bloodpoints.

  • Hard to say. They're split across a bunch of characters at the moment. I've got 60 on Wraith, 70 on Plague, 50 on Artist, 40 on Legion (these I'm trying to use before prestiging), 30 on Steve and Jane, 20 on Deathslinger, Dredge, and Twins. But every character has at least 3 flan on them.

    I plan on getting at least 200 on Plague, but right now I'm trying to spread them around so I can play who I want and still have points.

  • Sounds like she was trying to get that survivor event challenge done. You know, "Throw the game. Do this x times" that's so popular with whoever thinks up archive challenges. I've seen a lot of survivors doing suspiciously dumb/repetitive plays at windows lately.

    I guess if we're sharing solo queue stories, there was a Mikaela tonight that every single time I saw her was crouching from place to place. She was crouching away when we spawned in, she was crouching by when I was running for an unhook, she was crouching in the distance while I was on hook, she was crouching behind rocks when there were gens that could have been committed before the killer Popped them. It was especially frustrating because another player got tunneled to death from first hook, I did 2 gens in that time, and not a single other gen got done. Like, the killer's a Clown, lady, you don't have to be that scared of attracting his attention.

  • I would guess they probably are? Or at least, this year as in 2022 - this year as in year 6, probably not, and we're liable to see more each midchapter. But 39 is a lot of perks to handle at once and they're going to want to make sure everything is balanced before they start making more tweaks to perk spread.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013642#Comment_3013642

    That's what I was afraid of. I know that during certain times of the day, it doesn't matter what rating you have as it will be completely thrown out the window in order to cater to survivors that have been waiting in the lobby for a long time. This is one of the reasons why I've been looking forward to bots for such a long time. I would feel more comfortable going against a live team if I knew how to better handle a killer I've never played with before. I've invested 3.5 million blood points into Dredge, but I'm too reluctant to hop into an online match because I've never played with him before.

    That's a mood. I just bought Deathslinger and I'm absolute butt with him. For some reason, I rolled several strong teams while I was looking to complete his achievements - one game where I got two hooks before endgame and did not land a single shot, another with a bully bodyblocker-double-locker-flashy-save squad that sent me to Suffo Pit who I only killed thanks to their collective allergy to gens. I would much rather figure out his timings and hitboxes on bots than embarrass myself in front of real players.

    There's a few killers I've been very hesitant to play due to their steep learning curve or some factors I personally find unintuitive. The 115s, I can play like an M1 killer and figure out their power as I go, but the 110s (and Nurse) hurt if you don't know what you're doing.

  • @RisingTron said:

    I play solo queue. Why would I suffer through a game against a Nurse.

    "You're ruining the game for your teammates." I do not know those ppl.

    You say "I play solo queue" as an excuse for why you can't handle Nurse, and then cop to being a good chunk of why solo queue feels so bad to play. That's a bit circular.

    "I don't have to face these people so I don't care what happens to them" ain't exactly the building blocks of a house you want to live in. I can't force you to play the game, but I will say you have no right to get upset when any of your teammates ragequit in the games where you thought everything was going fine and dandy and wanted to play out.

  • Mine have gotten super unbalanced lately. Too much sparing due to flans means I'm going against a lot of newbies (though towards the evenings, I start getting matched with random people and it's better.) Like I was using up flans on Legion today and I had six different players fall over from Deep Wound. Two at the same time, even. So enough 4es will tank you, that's for sure.

    That said, they haven't implemented a time decay system yet, so your matches will probably be as sweaty as they were before you left.

  • @TragicSolitude said:

    What I'm tired of is teammates body blocking me so I go down because they want the extra points unhooking in the killer's face and getting me killed, or so they can attempt a flashlight save. For all the times I've been forced to go down by a flashlight carrier, I've seen someone get the flashlight save once, and it didn't help me. I'm sick of dying to this crap.

    This... Twice today I've been hook farmed by someone with a flashlight and no BT. It's some pretty nasty bloodpoint farming.

  • Samination Trapper! I love him. May he camp your morning coffee until it's sacrificed down your gullet.

  • Survivors DC more than usual whenever I play Bubba. Not even camping or anything, just first down and they're out.

  • Artist. Normally I'm pretty bad at anything that requires aiming from a distance, but her particular game of predicting survivor's pathing and then closing the trap on them is really fun.

    Also, yeah, Hag.

  • @Zwergz112 said:

    For me it's Wraith, partly due to me being bias towards him but the possibility of an ensemble of bells and maybe sounds from a wreckers yard would be pretty cool.

    Ooh, that's a really cool take. Heavy metal clanging works well with him for both the bells and the car crusher.

    I want Huntress to get a TR that either works as an escalation of her lullaby, or something really primal and wild - like being hunted by a wild beast.

    Pig getting some proper SAW music would be fantastic.

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3012060#Comment_3012060

    No they just have to waste all their time building up bloodlust to a tier where they can reliably stop windows. Which definitely isn't happening at tier 1. The fact killers have to waste time to wait for a speed up mechanic just to be able to counter loops is hilarious and stupid alone.

    In the wide majority of loops, Bloodlust is not necessary. A successful mindgame is all you need at most windows - Bloodlust is just for brute forcing a hit against the most knowledgeable and predictive survivors. And tier 3 takes 45 seconds of unbroken chase to land, which is prohibitively long in most circumstances but still better than Pallet Breaking Simulator.

    Point is, you're going to score a hit faster in a complex window loop area than you will in an unbroken pallet chain like the Game if the survivors know how to manage their resources. The only exceptions I can think of would be Grim Pantry with certain RNG, the Haddonfield double window houses, and Garden of Joy.

  • @[Deleted User] said:

    Teabagging Demogorgon...

    Demo can kind of do that! He just has to spam placing a portal.

    ...I wonder what a crouching Nemesis would even look like.

  • Bubba's perfectly balanced when you remove his ability to camp without counter. His instadown has a charge period that means windows pretty much immediately counter it, as do pallets (though windows are preferable on several levels.) He also can't hug walls nearly as tight as you can while using his saw, so you have last-ditch options like hugging a rock or jumping into a locker and jumping back out after the tantrum. The principle isn't that different from Billy, Plague, or Trickster - dead zones get you killed versus Bubba, so you have to rely on terrain and resources.

  • Yeah, the cosmetic team really knocked it out of the park with this event. Way better than a blue and gold recolor and some floating donuts.

    Absolutely love Haddie's shroud.

  • It's like 50% if nobody DCs or ragequits. Unfortunately, that means it's more like 35%.

  • Back when lunar envelopes were a thing, I got 70k once.

    During this event, I think 36k. Green glyphs never seem to stack properly for me - only the last one I find counts...

  • @HarlockTaliesin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008888#Comment_3008888

    That's my MO. I usually DC on spawn or shortly after, or suicide on first hook for a few situations:

    -Bubba (Not interested in being facecamped by a one-shot killer).

    -Legion (Will never be interested in Mending Simulator #283455593743659-04-F with Warp Speed and Terror Radius-wide Killer Instinct).

    -Swamp Map (Swamp Map; I'll give it a shot but the map wears thin fast, on both killer and survivor.).

    -Trickster (if I've had more than three trials with one in the same play session. That guy is annoying spelled out in neon.)

    -Any killer that is trying way too hard vs a potato group.

    -I also have special circumstance for instances, like events. Example: Trial has 4-5 cakes/flans/streamers up and the killer is playing like they need everyone dead before a single gen is done. They can certainly do that, of course. I look at it more like if I'm going out with ######### BPs, so can the killer. I'm really happy to see so many people have adopted this philosophy in the latest event. The items are wasted either way, so drop ######### BPs on the try-hard and hop into another trial. Time far better spent. :) One trial I was in yesterday had a killer go on a slugfest before the first gen was done. Two people LD'd on the ground, one suicided on the hook, all before I could even get the killer's attention so I could suicide out! I wound up finding the hatch first and got out!

    As an FYI to rescuers, if someone is suiciding on a hook, you really don't need to bother trying to pull them off. Most of the time they'll stand there till they get hit/hooked again, giving you no Safe Unhook for stacks/BPs. It'll also likely just get you injured, and take time away that you could have been doing gens or something else. Even if you're doing it out of spite, it really is more of a problem for you.

    Jesus, dude. I hope I never end up with you on my team. You don't even wait to see if the Bubba is camping? Swamp? Stuff like this is why people say solo is unplayable and your teammates are the real killers in this game.

    Rescuers know you're going to keep suiciding, they're just pissed and want their points and WGLF stacks off of your corpse. You're wrecking the game by bailing; it's not like them getting injured in the attempt is going to matter to their chances of escaping, or making it out without depipping. An early 3v1 is impossible unless the killer is pretty bad. I honestly don't get how you can show this much disregard for your teammates. Does it seriously not bother you when you load into, say, Ormond, things are going fine, and then someone DCs 40 seconds in?

    Also, killers that go easy at the start are opening themselves up to lose games with low scores across the board regardless of how nice they intend on being re: 5 flans. It's not like survivors are going to wait at the gates (well, they will, but to tbag) and give you your missing hooks. Of course everyone's going to go hard ASAP. Once you have control of the match, you're allowed to decide to let up or goof off.

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011338#Comment_3011338

    Macmillan is genuinely worse for M1 killers as you have unstoppable jungle gyms within 15 feet of each other and windows you cannot break / stop. You can break the pallets on gideon and get some hits in. You will be stuck in one chase for at least 2 minutes on macmillan maps.

    That's only true on Suffocation Pit, which has a massive conglomerate of chained tiles in the middle. Every other MacMillan map is fine.

    The Game is as awful as it is because the pallets are all safe, with like two exceptions out of twenty-plus. Decent survivors can take you for 2-4 spins around each one before they're forced to drop it, and the next one is never far away, so rinse and repeat for massive timewasting potential. If you don't have an anti-loop power, you're completely #########; by the time you've broken enough pallets to be able to catch anyone, the gens are mostly done. You've got more of a chance if someone predrops pallets, but considering how many there are on the map, that can still be enough if everyone else is hammering gens.

    Windows can't be removed, but the killer doesn't have to stop a chase to break them and lose any bloodlust they might have.


  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008914#Comment_3008914

    And I can't think of anything off the top of my head, but doesn't Billy have like zero slowdown built in?

    To be fair, most killers don't have slowdown baked in. Off the top of my head, that's just Pig, Pinhead, Legion, Doctor, and Sadako-in-theory-but-not-really.

    He has high map mobility, which is in many ways equivalent to slowdown because it means you can interrupt gens, but its usage has waned as more indoor maps and complex main buildings have been created, and that map traversal has been hugely eclipsed by on-demand teleporters.

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