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Laluzi

Laluzi

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Laluzi
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  • Where do you think your MMR is? One unfortunate consequence of the kills/escapes system is that you're going to get all of the tryhards at the top, and the people that are willing to meme for the event sink to the bottom.

    Meh, though. It does suck when there's 4-5 flans and the killer decides to speedrun the game.

    in Sheesh Comment by Laluzi
  • Meme builds! Definitely taking notes.

    Right now, I'm running a build that's just silly. Hoarder is part to share event goodies and part to start chases where nobody expects them, Iron Maiden is because I love locker choirs, and Mad Grit is so I can spam while I'm carrying people to the hook. And BBQ, of course.

    @DoritoHead said:

    “Amazon prime Delivery Demo”

    Deer Lung, Rat Tail, and MYC to deliver one Demogorgon with free same-day shipping to any unhookers. The aura reading addon also works well for this!

    1/10, the Demo mauled me as soon as I opened the package. I'm leaving a scathing review as soon as I get prosthetics fitted >:(

  • Four games isn't nearly enough of a sample size. I've played two full games since the event started and one of them had super toxic survivors that started harassing me on my profile after the game. I think I'll play a few more before deciding all survivors suck and taking off my flans and meme build, you know?

    in Sheesh Comment by Laluzi
  • Sure. I'm sweating profusely with my build of BBQ, Iron Maiden, Plaything, and Hoarder. Some survivors are even reporting auditory nuisances in the form of a Wraith chasing them around binging his bong incessantly.

    Actually, I just had a survivor and his friend spam my profile with -reps and suspicious links for not sweating and taking it easy. Maybe we should be warning about that.

  • @[Deleted User] said:

    People care about pipping?

    Depends. Do you like bloodpoints?

  • Depipping is a relic of the past. Grades measure playtime, not skill. Why can you move backwards on playtime? I'm okay with safety pips as a way of preventing people from ranking up via AFK or ragequitting, but depips have to go. They're especially punishing to survivors, who are near-entirely at the mercy of how the killer plays and whether their teammates even try to win.

  • Don't hang out next to lockers if you can avoid it - he has some addons that will reveal you if you're close by, as will his Killer Instinct during Nightfall. You can't avoid gens (though it may be a good idea to prioritize those as gens to knock out first/while he's busy), but it's a bad spot to heal.

    If he's not busy and you make a loud noise notification, he can be on you really fast. Plan escape routes when doing hexes and be cautious if someone fails a skill check on your gen.

    As others have said, lock one locker in a pair, then the other after the first lock has been broken.

    Listen for his sludgy noises during Nightfall. There's a fairly large radius for that sound and he gives his position away. Hiding in Nightfall is generally not the greatest idea unless you're entirely behind an object; you'll glow white and can be spotted in many areas where you'd normally blend into the scenery. Running is better than hiding, though map knowledge helps so that you're not running blindly. Hold W if you've got nothing else. Windows of Opportunity will absolutely save your ass against this killer, and it's a good one to try if you haven't before.

  • It took me over a year of playing to notice that the red ring around score events signified how much progress you'd made towards the full 8000 cap.

    Killers can walk on top of gens that are next to hills.

  • @THE_Crazy_Hyena said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000001#Comment_3000001

    This is very true. I could never seem to get any cakes in the survivor bloodwebs, but getting 40+ for the Doctor alone was no problem

    I did notice earlier this year in the lunar event, they implemented something in survivor bloodwebs where there was at least one of each event item in every level 50 bloodweb. I suspect 1-49 will still be pretty dry for survivors, but if they keep that new feature, it should be easier to get cakes than it was before (even if killers will still get much more cake on account of having no other event items to occupy those nodes.)

  • The anniversary event is tomorrow. You're likely to encounter more farming killers than normal, so pray for that? It's a freebie when the killer is just hanging out with the survivors.

    The only way to get it legitimately is to a.) hug the killer's ass and hope they don't have ears, or b.) use a Game or Midwich offering and do the same thing, but on the opposite floor.

  • Yeah. The old animations were a bit wonky, and I joined right after they were updated so I don't have quite the nostalgia wave that many others do, but they conveyed nervousness and fear and the current set doesn't do that.

  • @spilledthemayo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000785#Comment_3000785

    Your saying I'm making the community much worse and how is that so? Because at the end of the day its my fun that matters to me, not the other people that I don't know at all. Tunneling is just a strat that honestly survivors can easily counter by just hen rushing

    Kind of hard to say you're not doing it to be a jerk when you literally just said the point was spite, though? "It's not about the win, it's about sending a message?"

    If you want to play to win, no complaints from me. Tunneling is a powerful strategy and there's nothing illegitimate about that. Just don't do things specifically to make other players miserable unless you're completely comfortable with being just as bad as everyone who's upset you in-game.

  • It's kind of hard to play Hag without trapping hooks, particularly on outdoor maps. She has trouble chasing people when she's not teleporting, and hooks are one of the few places survivors are guaranteed to go.

  • @spilledthemayo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000520#Comment_3000520

    Na this is out of spite. It ain't about the win its about sending a message.

    To who? Randos? You're not going to see the SWF who kicked your ass again unless you play with crossplay off.

    Congratulations on making the community that much worse, I guess.

  • Meh. Free stuff for me is nice, but I wasn't happy about the Amazon Prime deal and I'm not happy it's continuing. Doesn't seem fair to link eligibility to some third party service and to create exclusives future players won't be able to get, especially when every single skin (and charm) that's been put in Prime has been pulled from some other collection or character's release that otherwise would have been released in the in-game store.

  • @Raccoon said:

    What happens tomorrow?

    Flan shall rain down from the heavens in a holy shower of bloodpoints.

  • Man, that chest. You can only find it by feeling your way along the wall. The lighting in that building is absurd.

  • @foxsansbox said:

    I don't think OP provided full story. That's a lot of BP for a killer who only slugged - but it's fun to see the knee-jerk reactionists going, "Reeeeee stop defending other killers!"

    This plays out like a million other threads where we only hear one POV and have to take them at their word that they were total angels.

    I just don't find it that hard to believe that other players are dicks for no reason? Because in my experience, a lot of players are dicks for no reason, or will get tilted over a non-inflammatory outplay and decide everyone needs to suffer.

    There's only a few scenarios where a killer has to slug multiple survivors to death (not just waiting out possible DSes, but to death), and I see no reason to disbelieve the OP when they say everyone was close enough to a hook. The only other reason not to pick them up is if they were all under a pallet - and seeing as the survivors wanted to be picked up and nobody had Power Struggle, I kind of doubt that.

    Obviously the slugging didn't happen at the start of the match? The survivors all have a moderate amount of BP, which implies the game progressed for a while until this happened. That's not impossible. I can recall a game that went pretty normally (give or take some hook hitting) until the killer snowballed at around 2 gens left and proceeded to do every dick move I can think of to draw out the remaining survivors' suffering - bled two people out while spamming power over them, carried the third one near hatch but not close enough, sat on hatch until it was clear the last surv was doing generators, closed it, carried that surv to gate, faked giving them a chance to open it, and bled them out like the other two once it was clear they were done playing along. Nobody on that survivor team was BMing. There isn't always a reason.

  • My issue with Aftercare is that it resets on being hooked. If it was just cumulative throughout the match, like an earn your own aura reading sort of deal, I'd love it.

  • In fairness, I remember not getting nearly enough cakes on my survivor bloodwebs. I had cakes to spare on killers, but as survivor, I genuinely couldn't pull a cake every match.

  • They were a lot foggier and darker, with far less distant vision. Everything now is clear and bright, which I'm not a fan of.

  • The only drop I really remember offhand is Feng, because she sounds adorable.

    Wiggling, though, I've got to give to Jeff. Sounds like I'm carrying an angry bear.

  • Why does anyone grief? Some people are asshats and use the game as a power trip at random people's expense.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2998974#Comment_2998974

    the absolutely obscene The Grind paired with the fact that at many skill levels it is easier to get points (and at least a few stacks of BBQ) with killer and BBQ's placement makes plenty of sense. Its aura reading and a lot of other perks being ass just props it up even more. Theres a reason it was hardly ever in the shrine of secrets for so long, people felt it was mandatory to even attempt to catch up.

    I'm not saying I'm surprised everyone runs BBQ - everyone does run BBQ. But new players don't have it available and I thought that would skew the pick rates, considering how heavily you can see the influence of new players everywhere else in the stats. For BBQ to be at the top despite being DLC illustrates how absolutely dominant it is as a pick (and of course, we all know why that is.)

  • @Chocolate_Cosmos said:

    DH most played perk... No suprise there.

    NOED is a bit of suprise for me because I don't see it that offten and I don't think I am in good MMR as Survivor at all.

    You figure this data comes from all ranks. That's why the most played survivors/killers are all ones that are available by default on all platforms, and also why Self-Care is the third most used survivor perk. I'm frankly amazed that BBQ is the top killer perk despite being DLC (and Ruin isn't default on PC) - if I had to guess, the default killer perks aren't very good outside Tinkerer and NOED, and so there's less frequency or consistency in what new players use.

  • I dislike the change. It's not the direction I was hoping they'd take the announced mori change. It kills giving hatch, it screws over survivors in positions where they could have previously escaped, and it's pretty limiting to moris as a whole for yellow moris to essentially be the only moris that exist. I would have liked for it to be possible to mori everyone under certain conditions, or at least mori mid-match (seeing as moris are mostly cosmetic, it's not really much of an advantage.) I definitely don't want photobombing moris to become a thing of the past

  • @HectorBrando said:

    They released stats in a way nobody can really them to argue anything, for example the number of escapes are only about the 4 base Survivors so people cant do the math and calculate the % of sacrifices over the years.

    Ratio of kills/escapes doesn't really mean anything until you stratify rank or MMR (and that further complicates things when this data has been taken with two different grading systems.) These are mostly just for fun, I think.

    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2998868#Comment_2998868

    13 billion over the course of 5 years, so that's only ~7.123 million a day. Not that bad

    I wish somebody would feed me 7,120,026 times a day...

  • Almost 13 billion sacrifices? Somebody put the Entity on a diet. She gettin' chubbers.

  • Hate to break it to you, but tunneling is way less likely to mean the killer is annoyed with you as it is the killer identified you as a weak link or just thought you were convenient. Removing a player ASAP is a good way to ensure a win, so plenty of killers do it for purely mercenary reasons. If a killer tunnels you out because they're tilted, you'll know. But for a killer that's trying to 4k, they're going after the weakest player... and that's not exactly much of a win for the tunneled survivor no matter how you spin it.

  • I mean, it's fine if you've up against a booner, and the booner doesn't give up once they realize you have Shattered Hope. Otherwise you spent two perk slots for zero value.

    Plaything seems like a way more reliable way to get Pentimento value.

  • Yeah. I'm pretty sure they forgot to turn the event weighting off. It's driving me crazy at this point. There is so much Autohaven and MacMillan. I had a game on Swamp yesterday where I was genuinely happy to see Grim Pantry, and that is a sign that something has gone horribly wrong.

  • Dredge has one really good perk. That already puts it a leg up over most killers when it comes to their adept. And, like, Dissolution is a good perk concept hamstringed by its implementation, but I'd rather run it than Furtive Chase or Beast of Prey or Predator.

    When you look at killers like Wraith or Huntress that have purely terrible perks, or killers like Myers and Trapper who will suffer hard in Gatekeeper by design, or killers like Hag whose perks work against getting her adept, or killers like Bubba and Billy and Plague who won't get enough Chaser emblems if they use their power... Dredge doesn't really have problems here.

    The real issue Dredge has with its adept is that it's buggy and doesn't always unlock. (I believe it's related to using his power and teleporting around at the end of the game, but I can't confirm it.)

  • Removing SWF would be a dangerously severe hit to the playerbase. Killer queues would skyrocket and the role would likely end up needing nerfs as solo beomes the norm - and solo queue, with all of its foibles, is a good way to get survivors to quit. People enjoy playing together with friends and removing that option is not a good idea, especially when it's so unreliable that randoms will help you or even want to play the game.

    Comms are the issue, and it's impossible to stop people from having them. The solution to SWF is to redesign the base game so that much of the information that's given to SWFs is given basekit and accounted for when it comes to killer power and perk design. The game can't be balanced on the assumption that players don't have information when a good chunk of the playerbase does, and all it currently does is emphasize an enjoyment gap between solo and SWF.

  • It stuns the killer and masks what direction the survivor went after the pallet. Granted, most killers will hear you, but with Iron Will it's pretty effective.

  • Eh. I don't like facing newbies and mowing them down just feels depressing, but facing players who make almost no mistakes is a slog because it showcases just how broken most maps' resources are when utilized optimally. Running in circles around the same pallet four times to get them to drop it and move to the next pallet is not enjoyable. At that point, you have to be playing an anti-loop killer or you've got nothing to work with. And I'm worse at survivor than I am at killer, so I really don't want to be going against a Nurse that can 4k in three minutes flat.

    Mostly I want to face people on my skill level - competent, can pull off a neat trick or two, but not flawless.

  • @Salacia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2998336#Comment_2998336

    Strongly severe sanctions on camping because you have more people who have stopped the game definitively than you have of camp killer (letting this practice of camping is not financially profitable).

    Other information you win + points on 3 hooks on the same survivor than 1 single hook + death but hey you're too stupid to understand the mechanics of the game since you don't know how to play the game (full camp mode like a big noob).

    I think it's ironic you're accusing someone of 'being too stupid to understand how the game works', when they are in fact profiting off the fact that you don't understand how the game works and very knowledgeably benefitting off your ragequit psychology. The player you're accusing isn't even camping; they just like to look like they're camping to see if they can get the survivor to give up. Camping would not work half as well as it does when survivors get mad and kill themselves instead of sitting there on hook for the whole two minutes and buying their team ample time to do gens.

    If you're bailing whenever a killer camps, you're the reason your team is losing. Besides, there's only one killer whom survivors genuinely can't rescue against. Camping is a pretty weak tactic on most of the roster unless you can camp a hook and defend a totem or a contested gen at the same time.

  • @Salacia said:

    https://forum.deadbydaylight.com/en/discussion/328111/why-is-hook-suicide-still-in-the-game

    Still happy that we can commit suicide, nobody likes to play with a big draw of a killer who camp. But their player's behavior without lack since it allows this ultra toxic style of play. You just have the big bad killer who has fun taking the game hostage while the 4 survivors who suffer without having fun (result a lot stop the game definitively because of the camp).

    Kind of funny you put it that way, because players hook suiciding is a huge boon to the killer. The players who are suffering from your decision are the other three survivors.

  • It's there because it's impossible to divorce from its underlying mechanics. From a mechanical standpoint, you can't distinguish the action of ragequitting via hook from people utilizing options or making mistakes that are part of the game (attempting to wiggle off, missing skillchecks legitimately, or even speeding up one's own death in hopes that another player has time to get hatch) Make struggling on hook free of penalty? Every survivor gets free kobe attempts. And when it comes to second stage, you can't fix the ability to die early without removing skill checks or mashing space bar or what have you.

    But ultimately, the issue behind hook suicides is that it's impossible to force someone to play when they want to quit. I'm not saying bailing is right, or should go unpunished, but if Meg can't hook suicide, then she just tabs out instead, and someone goes and unhooks and heals up her prone body before realizing that player isn't gonna do anything.

  • @Phasmamain said:

    The main building is literally house of pain 2.0. How the devs haven’t figured out map design in 6 years confuses me

    I would rather run House of Pain than Garden of Joy's main building. At least I can get Bloodlust in there, and survivors don't have several different god windows to pick from.

  • As bad as it is, it's nothing compared to the times they've taken down the DC penalty. Those days, it was hard to find a match that didn't turn into a 3v1 within the first minute. Solo queue was straight-up unplayable.

    If only those serial ragequitters could get paired with each other and leave the rest of us in peace.

  • @MommyHunktress said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997698#Comment_2997698

    ahhhh i see, i actually plan to clip his game and show our chases and post it to youtube since i wasnt recording. but ill edit that right now! i appreciate it

    No problem! Out of curiosity, was the streamer live at the time? I'm not asking for names, that's against the rules anyway, but it'd make it pretty clear why he was doing anything he did. Like I could see headshaking at a slow vault as a funny thing, but carrying someone around to hatch just to hook them in front of it is always a dick move.

    It's mostly a really fine line with these things - threads about "listen to what these jerks did" usually go over well as long as most people agree that the other player was in fact a jerk, but "listen to what these jerks did because they got mad at my leet skills" tend to crash and burn. There were two others I can think of in the last few days, one survivor and one killer, and they both went really badly for their OPs. And re: the streamer himself, there's a big difference between assumption and "yeah, he was raging at me the entire time."

    @Technature said:

    I'm sorry, after seeing game after game after game of being taunted by people in the gate, anytime I miss an attack of some sort, or just straight up every pallet slam, I can't bring myself to care when a killer decides they want to ruin someone's day.

    "i had to watch as he failed to hear hatch so he gave up and hooked me when it was right by him... just for him to instantly go close it at end game."

    So he hooked you and then went to close the hatch later? What next, am I going to be toxic cause I pulled your tea-bagging ass out of the gate and NOED'd you to the floor?

    Kinda projecting on that last bit, man. I'm all for taking revenge on BMers, but being a dick to random players without provocation isn't any more laudable as killer than it is as survivor. It's not a zero-sum game where you can right the karmic scales by paying back last survivor group's douchebaggery on the next; all that does is make more players pissed off at DBD's community.

  • @MommyHunktress said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997672#Comment_2997672

    whats wrong with my post exactly? i see many comments and they all seem to be in favor of billy when i did nothing but state my own game experience?

    It's often looked down upon when people make posts talking about how they wrecked other players, as it comes off as bragging, and anyone reading can't actually judge how you played or how severe (or deserved) any BM was without being able to see a recording. Even then, it's still a bit attention-seeking.

    Mostly, you weren't clear that he'd chased you several times earlier or that he faked hatch, so it sounded like you were talking about doing gens as your major contribution to the match, lasting for two chases at the very end, and then complaining about some headshakes. When a killer says someone didn't do anything all match, that translates to they rarely/never saw you which usually means gens, and with kobeing meaning your first hook, it was the best assumption I could draw from the information you gave. I'll admit I'm a little dubious of anyone who talks about destroying/humiliating the killer and talking them down when they still end up caught; it feels very "you didn't ACTUALLY win because..."

  • David, Yui, Ace, and Jake all have experience getting themselves out of scrapes. Of the lot, I'd have to say David's the best off - the man's a born fighter and impossible to keep down. He's very fit, used to taking a beating and carrying on, and anger is a very good fuel to burn in an unwinnable scenario.

    Jake or Claudette are probably the most useful survivors to have around the campfire, though - being a botanist is hella handy when you're trapped in an endless woods around a campfire and the only thing you've got to work with is plants, and Jake would know how to build a livable shelter and make subsistence existence livable (though I'm not sure how many dangers of roughing it out in the wild are applicable in the realm.)

  • Kinda just sounds like a normal game where you died. You can do a lot worse than shaking your head at people. I do that all the time if something funny or stupid happens.

    Also, depending how rude he (or you, because you sound kind of cocky about the whole deal) was about it, Billy maybe had a point? It sounds like two of your teammates died before you got chased or hooked. I get you were going for an adept and you're kind of pushed to play conservatively when you're doing that, but ideally you could have lengthened the other teammates' lives by taking some heat off them before they died. If he was tunneling, not much you can do about that, but if he was just chasing whoever he ran into, it's worth throwing yourself into the fray if you have hook states to burn and other survivors don't.

  • @[Deleted User] said:

    The problem when playing as him is that at high walls his power is not viable and this turns you into a 4.4m/s killer that has to use M1. You can get looped at shack for minutes because of this, you practically need bamboozle. Huntress does what trickster does but way better. I can't see any advantages trickster has over huntress.

    Camping, hallways, open stretches. He can deal damage faster than she can due to the lack of cooldown between throws and has team-killing ability she doesn't.

    Around corners, though, he has only a fraction of her power.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997502#Comment_2997502

    Out of curiosity, have you ever thought about what should be done with him? A complete power rework or just some adjustments? And if you have thought about it, what were some of your ideas?

    I don't really know. I love the idea of a celebrity killer who's drunk on his own fame and power, but I don't like the way they designed his power in-game - throwing knives feels like it was glued slapdash alongside that concept and I would have rather seen him built around a different power that focused on his music or his narcissism and glamor. And removing the knives means designing an entirely new power, so I can't really speculate.

    I can't think of a way to fix how his power currently works as a magnification of the strengths and weaknesses of the other ranged killers without turning him into another Huntress clone. Some people have suggested basekit trick blades in accordance with actually working with the Trickster theme, but while that does improve the cool and clever things you can do with his power, it also decreases the list of tiles you can use for shelter, and that's kind of a problem when positioning is an absolute necessity in order to live against this guy. He's balanced on a razor's edge of being unstoppable or garbage depending on where you are, and when you can load into something like Rotten Fields or something like RPD, that's kind of a mess.

  • If they put that there because of Skybilly, I'm gonna riot.

    But yeah, you shouldn't be encountering invisible walls during normal gameplay.

  • The thing I don't like about him is that his power is very all or nothing in a map-dependent way. He murders the hell out of anyone caught out in the open, and low-wall loops are a win-win in his eyes. High wall loops, though? Trying to chase someone around shack, or a gym, or even a big round rock is agonizing as this guy. It feels like your ability to avoid it comes entirely down to terrain and structures, and your ability to catch people comes entirely down to terrain and structures. You can't juke a stream of knives the same way you can juke a single shot or hatchet, but on the flipside, those spots where you could line up a shot or hatchet for just the merest second around a corner don't get you nearly the value when it's just one or two knives instead of a health state. I'd love to be proven wrong on this, but without some of his funky purple addons, he has weirdly little room for skill expression.

  • It's so weird that they gave Sadako these massive limitations when it came to teleporting across the map next to hooks and gens... and then released the very next killer with way more teleportation exit points, far weaker counterplay, and about a tenth of her cooldown. My girl's in bad shape.

  • Yeah, I was annoyed they added double lockers everywhere. An extra locker is completely pointless when it comes to Dredge teleporting and doesn't really provide any additional safety to survivors (sure, if the killer picks the wrong locker, you have the opportunity to jump out and get hit 3 seconds later), just enables the semi-exploit of double locker saves to be performed all over the place.

    Delightful portrait pack, by the way.

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