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Laluzi

Laluzi

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Laluzi
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  • Survivor: We'll Make It for actual value, Blast Mine and Autodickdackpaddywhack for memes.

    Killer: Plaything. God, the slowdown and opportunistic hits on this bad boy pay dividends.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997270#Comment_2997270

    even tho i said is not about me sucking or them being better u completely ignore that point but ok

    im saying is when people do something amazing in the game AND BESIDE ME IM NOT THE ONLY PERSON PLAYING KILLER

    they will report you falsely I'm not the only person getting suspicious here when someone does something that looks amazing but fishy

    having a TOTAL private profile adds to the suspicion

    Yeah, so the whole "I got outplayed, sus????" thing isn't really convincing me of your legitimacy much. Because I don't know what you consider an amazing but fishy play, and your sheer willingness to assume somebody's cheating on dint of private profile, to the point where you report 'most' of them, tells me you're a bit trigger happy on the subject.

    Sure, I'll squint over repeated impeccably timed Dead Hards or the like, but I don't report people for cheating unless I'm sure of it. Anything less is a waste of time.

    Also, nice job claiming literally everyone gets suspicious of private profiles. Except when you look at this thread, the population of private-profile-distrusters appears to be you and one other guy who thinks they're suspicious conditionally. I'm sure there's many people who avoid private profiles, but to the point of taking proactive action against them...? And implying it's your own fault if you get banned for being reported for using an option Steam freely gives you? Yeah, I'm pretty confident in saying this specific thing is a you problem.

    You've been given an ample list of why people private their profiles on Steam. If you don't like them, or think people owe you every bit of information that isn't related to the things that they have a direct reason to hide - deal with it.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997257#Comment_2997257

    my man u can literally disable everything and leave only somethings available to see

    and nobody can comment on anything

    does nobody even know how steam works?

    But why would I bother with that when I can just turn the whole thing off, if I don't feel like showing anyone anything?

    Why is one of these things somehow more suspicious than the other, and again, why do you feel entitled for people to show you any part of their Steam account? Because from where I'm standing, it looks like you just created the bizarre equivocation that anyone with a completely private profile is a dirty cheater and must be flagged to Steam, but somehow it'd be totally okay if they blocked off every other part of their profile but showed you that they were Steam level 8 and lived in Tennessee.

    The problem is yours for deciding private profiles are sus, not theirs for not choosing the account settings you like.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997240#Comment_2997240

    i don't care about your information, its nice to meet pc players every now and then but when they all have private profiles im force to dodge people that have the same advantage as me and i said mostly im not reporting everyone

    The fact that you're reporting anyone for having a private profile is far too much. Knock it off. You don't have even a shred of evidence that they're doing anything wrong, just baseless assumptions, and you're wasting some poor Steam employee's time. If god forbid your reports actually do anything, you are damaging other people's accounts for the cardinal sin of not displaying their information, their friends list, or letting people scribble graffiti all over their display. That's abuse of the report system and damn near malicious, and again, you are 100% justifying the complaints about stalking by taking such a weird and pitched interest in the state of other people's accounts that you'll assume they're cheaters and report them based on account status.

    Seriously. What do you think about when people report you because "you couldn't have found me hiding in that locker" or "that gen got done too fast" or "that hit shouldn't have connected so you're hacking"? Because this is basically what you're doing.

  • Yeah, 'fully charged' is a ridiculous limitation that just drags out the number of games. If it's a Shred, it should count. Should also be 4 like most other rituals instead of 5.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997225#Comment_2997225

    so let me get this straight, checking someone's profile so u can either dodge them because they might be cheating is stalking?

    so you would rather let ur profile be private, get some people suspicious probably get reported falsely even tho u weren't cheating is perfectly fine?

    and im pretty sure u can just disable the comments buts let's just pretend that nobody knows that's a thing

    You'd have a point if you were just dodging private profiles (though some people private their profiles because killers will dodge if a survivor's hours are too high or if they're friends with other survivors in the lobby, and agree or disagree with whether that's fair, you can't deny there's sense in that.)

    But seeing as you're reporting everyone with a private profile, I think they have a ######### point about the stalking.

    Do you honestly not see anything wrong with this??? Why do you feel so entitled to see people's information in an online game?

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997188#Comment_2997188

    well sorry to but i have my profile public, and i haven't got a single salt or toxicity and i player killer 90% of the time

    so not sure what u are implying

    I'm implying that you're attempting to get people banned for no reason. Stop doing that. It's not your business if people keep their profile private and it is by no means an indicator of nefarious intent.

    Also, mine's public and I've never gotten so much as a -rep in 2800 hours. Doesn't really mean ######### though, because I rarely sweat and I try not to let games end too early. If you camp or tunnel or play Nurse/Blight with meta perks, you're going to get swarmed with people telling you to unalive yourself in short order. I'll sometimes check profiles in postgame out of curiosity and dear god, the monuments I've seen erected on the pages that weren't private... plus you never know when you're going to get matched with a weirdo who takes their L like you killed their firstborn child and decides to hold an internet vendetta. If people don't want to deal with that, it's not your business, and it hardly means they're cheating when they happen to beat you.

  • Are you honestly suspicious of private profiles? On a game where people are liable to spam you with salt or even harass you at related links, internet stalk, or even DDOS you for the high crime of playing to win?

    Quit wasting Steam's time with spurious reports, you paranoid busybody.

  • @Witchubtet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997156#Comment_2997156

    Slug Army is a odd thing but sometimes it’s the only way to deal with meta survivors

    I don't mean slugging survivors because they're being aggressive as hell or because you can't pick them up or because they crawled somewhere with no hooks, I mean bleeding people out so you can stand over them for four minutes spamming your power and shaking your head. It's BM on the same level as survivors refusing to leave until the killer chases them out (a bit worse, because there's nothing you can do to cut it short), but BHVR doesn't care about either situation because the match still ends and doesn't seem interested in giving any QOL options.

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2996799#Comment_2996799

    But that’s just it. At that point it’s not about them, it’s about me not wanting to use my time for them to sit there gloating. There’s no reason for all of the remaining survivors to stand an inch away from the exit while fully healthy other than to have the killer see them gloat. They could just leave but choose not to. If you don’t leave, I will make that choice for all of us if I don’t feel like waiting for you. To me it’s no different than if I a killer downs all 4 survivors and let’s them all bleed out instead of hooking them (this isn’t slugging). As a killer main, I’m not salty when survivors act like children at the gate but I’m also not going to lose an ounce of sleep cutting it short.

    But now you're giving yourself a 5 minute (or higher) wait when you'd have had a 2-minute wait by riding out the endgame collapse, in addition to depipping yourself and sacrificing your bloodpoints. If it's not about the survivors, then your decision doesn't make sense.

  • @MrMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997145#Comment_2997145

    If that's their statement it makes you wonder why they haven't implemented a faster way for killers to end the games faster when they are clearly over with all survs waiting at gates to taunt. Right now you just have to walk up and force them out. But hey, at least they're nice enough to leave just before you get a hit on them, to save you some time.

    Just give me a surr option once gates are open man.

    I really wish they'd do that (at the very least, once the gates are open, let the killer end the game), but their stance has consistently been that as long as something will end naturally, it's not a problem. This is also why they don't really seem to care about killers deliberately bleeding out survivors, or nonsense like No Mither/Soul Guard/Boil Over with RPD offerings. Maybe survivors hardcore stealthing and stalemating the game, too, as I've gotten mixed messages on whether that breaks the rules or not.

  • @AnchorTea said:

    https://forum.deadbydaylight.com/en/discussion/328028/how-do-you-guys-feel-about-the-doors

    A mod here said gate regression was tested, and was recieved poorly. I can personally see why it would be a poor decision. Maybe there could be a perk centered around it.

    I believe the official stance (as given by the community managers) was that they don't see 99ing gates as a problem, as the endgame collapse isn't meant to aid the killer so much as it is to force the game to conclude. So there isn't an issue with survivors delaying the collapse until conditions are favorable for them, especially when the killer can choose to start it at that point.

    Wouldn't mind a perk that regressed gates, though it'd be pretty situational (as endgame perks tend to be) and I can't really see it being run outside of full endgame Blood Warden builds.

  • Sadako's down in C-D with the rest of the stealth killers. I think I'd put her in D, personally. She's got very weak stealth and good but limited map mobility (you can usually go somewhere, but whether you can go where you want to go depends on whether you've been there recently and if a survivor has disabled it), and a lethality/slowdown power that's usually nonexistent on either front but will occasionally do something for her. No chase power, which is what everyone down at the bottom suffers most from.

    Dredge is somewhere between A and B, I think. It's got amazing map mobility, okay anti-loop, and a hard-to-classify power burst in Nightfall that combines stealth with minor detection, even higher mobility than before, and an increased likelihood of mistakes from survivors.

  • The duration is way too short for it to be a good addon. Limiting it to Nightfall is just the lack of icing on the already eaten cake. It's not a bad idea, but it's very undertuned, especially when the other Iri is so reliable and easy to use.

  • It's annoying, but has plenty of counterplay? Just hug the bodyblocker's ass and count to 12, or hit them and walk through them. If they're both trying to get through the same vault, you can probably get one, if you can't just straight-up grab and ignore BT. If it's a pallet, eat the stun early.

  • Salt, pretty much. "You didn't win if I quit first" sort of thing.

    @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/327995/survivors-and-killers-alike-why-dc-at-the-conclusion

    It's rare, but if it's 3 or 4 survivors waiting at the gate for the entire egc in order to force me to watch them teabag, dead hard and leave at the last possible moment, I'd rather sacrifice the points. If my time is going to be wasted, I'd rather it be in 5 minutes of solitude and not tolerating bm lmao.

    I feel like that's going to be more gratifying to the team of BMers than just going to some corner of the match and tabbing out for two minutes. People who do that want a reaction from the killer, and by DCing, you're giving them the most satisfying one possible.

  • Territorial would be... better if it had no range requirement. Still not a great perk, but there'd be more utility for it beyond teleporting killers playing basement games. Maybe slap a weak secondary effect on that and it'd be alright.

    Beast of Prey needs to just do something else, I think. Undetectable in chase has some good utilities, to the point where I think being undetectable in chase 100% of the time would be too good... but any effect linked to Bloodlust is going to be inherently terrible because it requires you to be losing a chase to activate.

    @dugman said:

    • Stealth during a chase is pretty useless, personally I like the idea of Beast of Prey speeding up Bloodlust increment ticks by, say, 2/3/4 seconds each.
    • Territorial imperative might be ok if it had no range and/or time restriction. You just see auras of people in the basement, full stop.

    The nice thing about Undetectable in chase is that it hides the red stain. It's free mindgames without having to moonwalk or do any other funky approaches. It's especially good on shorter killers, but anyone who isn't super tall or has stompy footsteps can make good use of it.

    Just having no TR in chase is pointless, though. Situations where it changes anything are going to be few and far between.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2996678#Comment_2996678

    Windows, lighting, and you can't hook survivors who have boil over in there (idk if hooks can spawn in there but they didn't for me)

    Yeah, I saw the same thing a few days ago. Someone had Flip-Flop/Boil Over and sat in the room with the generator - the killer couldn't reach the hook on the porch, which is the closest hook.

  • I don't have a problem with the exterior of the map, but that main building is horrific. Between the windows and the lighting, it's gotten to the point where I just won't follow a survivor in there unless it's the end of the match. Correct me if I'm wrong, but I honestly cannot think of a nastier main building in any other map.

  • Joining in to say I had the same problem. Full iri emblems with only the Dredge's perks, but no achievement. Was using Worry Stone, Burnt Letters, and Rotten Oak, if that means anything.

    Edit: I may have isolated the problem? Somebody earlier on this thread mentioned that they didn't spend the last part of the game teleporting around for points. I just retried with the exact same perk, addon, and offering spread and got the achievement, with the only change being that I did not teleport around at the end. (This was also a 3k instead of a 4k, but I doubt that's the key factor here.)

  • You can't confirm something with anecdotal evidence. You'd need to look at the game's code to know.

  • As a survivor? I ignore the bully squad and do gens instead of directly helping them (like if a Boil Over user is getting slugged for being in an unhookable area, I'm not going to heal them), and if the killer is getting wrecked because of it, I give them a free hook towards the end and see if they can make any pressure from it (or if the squad just leaves me to die.) There's a big difference between a bully squad and survivors that are just using their tools effectively, though. If my teammates are playing aggressively and making it work, good on them - if they're doing stuff like double locker flashlight saves or No Mither/Soul Guard/Boil Over on RPD library, I want no part in that.

  • @TragicSolitude said:

    Pips are really good at sucking the fun out of the game.

    Right now, there's a bar that fills up to determine whether or not the player pips. Keep the bar, get rid of the pips. Then, as long as you're participating and trying, the bar will fill. No safeties, no going backwards, If you do absolutely nothing, you still earn nothing, but now a bunch of bad games don't feel 100x more miserable due to total lack of progress or even worse de-pipping.

    This. I wouldn't care about a bad game where my teammates dipped on me, or Jake farmed me off hook twice in a row, or the killer was just dead set on removing me first, if it didn't drag me backwards on the eternal slow climb. (Or, well, I'd care for two seconds after the match ended and then forget about it instead of agonizing over the little red progress bar I'm beholden to.) I remember the first time I hit Iri 2 pip 4, and the achievement was just in sight... my next games were against a camping Bubba, a Judith's Tombstone Myers, and a 2-man SWF that apparently didn't want to play against a Nurse. Straight back down the ladder. If ranks only measure how much time you've played this month, why the hell do they still behave like they measure your performance? As the system stands, I'm fine with safeties to prevent people from tiering up while they AFK or suicide out of the match immediately, but using the emblem score as progress is an even better metric across the board (with the caveat that the default bronze Benevolent maybe shouldn't count? Dunno about that. Maybe it just shouldn't default to bronze period.)

    Just... ugh. I can deal with the depipping as killer even if it's stupid and shouldn't exist, but as survivor, when your pips are so reliant on the actions of other players, it's unbelievably frustrating. Feels like SWF is the only reliable way to rank up once you hit iri. I really wish BHVR would address this, as I've seen it crop up a lot.

  • @[Deleted User] said:

    No Longer Alive Before Sunlight

    Perished By Predawn

  • @cheetocultleader said:

    There was a free Haddie cosmetic yesterday from Into The Rainbow if you got the code in quick enough, but I'm not sure what it was.

    That wasn't a cosmetic. Those were codes to unlock Haddie and Dredge as characters.

  • it's so dark, especially at the stairway and certain upstairs rooms. I can't see where the hell I'm going and I've lost people in chase because I genuinely could not tell whether they tried to spin around me, run forward, or literally just stood still. I don't like broad daylight lighting for DBD, but this is ridiculous - you shouldn't be blind in this game. That one room in new Haddonfield was bad enough, but at least I could hope that was a fluke of poor lightmapping. This indicates a pattern or some bizarre new design philosophy.

    For anyone who wants to tell me that dark is good and you should feel scared and lost playing this game, I'm gonna dredge (heh) up a screenshot I took when this map dropped. Spot the Elodie opening the chest. I sure as hell can't, and I was the Elodie.

    20220608132009_1.jpg


  • This would be stronger than current NOED. That's a permanent stack of bloodlust after 3 gens and 2 stacks at 5. Add on STBFL and bring a pallet buster, and yeah, have fun running from that.

  • Are you seriously using Trapper, Wraith, and Deathslinger as counterarguments for how original killers are stronger than licensed killers? (Edit: Whoops, I misunderstood where you were going with that.)

    Like, I'm not gonna lie that there's a weird cluster of licensed killers towards the bottom (and it heavily correlates to stealth killers, because... stealth killers), but Bubba, Nemesis, Pyramid Head, and Demo are all pretty solid picks.

  • You know that thing where when you load into Saloon or Chapel or Cowshed, you have to go around breaking breakable walls before you're allowed to play the game? I hope you like that, because you're going to be doing a lot more of it.

    The result would be way less interactive than current DBD. All games start out as Hag/Trapper games where you don't see the killer for the first minute and a half, and then once the game actually starts with 2 gens left, all you can do is run around in dead zones and maybe play around the weak pallets the killer didn't bother with. Pure distance perks like Sprint Burst and Overcome would become meta and you'd see stealth (which nobody likes) make a hard resurgence, because running from the killer is now doomed.

    Maps like Haddonfield and Garden of Joy would become the new Badham and the Game, as powerful windows are the only vestige of looping that remains. Suffo Pit would be popular if you could reliably get it out of MacMillan.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995057#Comment_2995057

    The mechanic of breakable walls has never been liked but it's been more or less that adding these strong windows with no way for the killer to make bearable. It's a nessicary evil when bhvr doesn't make fair tiles from the start.

    Is it really a necessary evil when they could just... not add god windows in the first place?

  • @LaUry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994610#Comment_2994610

    you have lot of time to work with.. dont try to win only in the last minute of the game..

    But if DS is still active in the endgame, you're punished for not trying to tunnel that player earlier. It's weirdly punishing to a killer who plays... 'fair' is only for lack of a better word, but in the way survivors want them to play. It's also a bit disingenuous to claim the killer is only trying to win at the very end.

    DS should deactivate on touching the gate. That doesn't fix the entire conundrum that DS presents in endgame, but it's at least consistent with the perk's ideology.

  • I am affronted! When I play Wraith, I never use NOED.

    ...I use Devour Hope instead. :P


    There's two and a half reasons you see a lot of NOED on Wraiths. Reason one is that Wraith is a common newbie killer (in both senses of the term) and newer players tend to use NOED due to its effectiveness in lower tiers and out of a lack of good perks unlocked. The other reason and a half is that Wraith is weak and needs more lethality in his kit, and also that NOED works very well with his game flow. Wraith is a bit like Legion; he excels at getting the first hit, but sucks at getting the second. That worked out okay for him before CoH was a thing, but now he can't rely on finding injured survivors to land that first hit on. So, Exposed. And nobody does bones anymore in the boon era, so NOED's a pretty reliable pick.

  • @dugman said:

    I just want killer emotes.

    Mood. Yesterday I was playing a game where a Jeff tried to do a totem with Deep Wound and two of his teammates came over to tbag him after he fell over. It would have been hilarious if I'd been able to do anything other than stare at him and walk away. Plus, designing a unique reaction emote for each killer sounds like a really fun prospect - you could do stuff like Oni drawing his sword into a stance, Freddy taunting with a one-liner, or Myers headtilting.

    I don't know about survivors Fortnite dancing, but I wouldn't say no to some new emotes across the board - maybe some stuff like a thumbs up, a thumbs down, and a scared emote.

  • I'm daring to hope that this is a trend, and they're not adding them because they've gotten overwhelmingly negative feedback. Haddonfield getting spammed with breakable doors was one of my biggest fears with map's revamp.

    That said, you're not wrong that they did the god window plus breakable door combo on both of these maps (which is just a stupid way to do breakable walls - they should be optional and have benefits to being in either state, not predropped god pallets the killer has no choice but to remove) and then didn't add the breakable wall...

  • @HPhoenix said:

    the dev could disable the Saw within (insert amount of meters here.)

    otherwise, just do a gen if Bubba is face camping.

    That'd prevent a lot of plays, though. Bubba deserves to be able to saw someone who's dumb enough to rush a hook with him on their tail. Plus survivors would use hooks as safe zones against him - same issue as people looping near hooks during the paused hook timer experiment.

    I don't think there's a foolproof way to do this, and there's probably flaws in this suggestion I haven't thought of, but disabling the saw if he spends too long in the same tile as a hooked survivor without being in a chase sounds better. He can still proxy camp with the saw, just not facecamp.

    @Viridyan said:

    Why is complaining about facecamping still a thing? The year is 2022, we are approaching the 6th anniversary of this game. The only counter to a facecamping killer is gen rushing and getting out of there. Yes, it may suck. Yes, it may seem unfair if you are the one being facecamped. The best thing to do is to deny the killer a 4k by getting out of there asap. The killer will use your altruism against you. Don't play into it.

    Because it creates games that are boring as sin for everyone involved, and it's extremely effective for the amount of effort it requires, so it's common enough to not be the occasional annoying fluke? It's not healthy for the game any more than a killer who is literally AFK is healthy for the game, because that's the experience you get if you play it correctly. When you have dominant strategies that are uninteractive, you get an emergent problem with gameplay - see Dead Hard.

    Also, the complaint isn't facecamping, per se. You can counter any other facecamping killer with a coordinated rescue or even just a hook trade. Some make it more difficult and require several people or for you to wait out a timer (Trickster, Myers, Oni, Plague), but saving your teammates is an option. A competent Bubba no-sells saves.

  • If they're average, I ignore it or hook trade when applicable. Doesn't hurt to scope the area before a pickup and identify several possible hooks so you have a backup plan, or can fake out what direction you're going in to throw off the saboteurs. But if the whole team is persistent, or it's an indoor map with oak and the usual nonsense, I'm introducing everyone to my good friend, the ground. I'll hook 'em when nobody's running around trying to stop me and not a second before.

  • @CakeDuty said:

    One of the reasons why I haven't played much is basically because of the boosted map rates. Getting real tired of those 5 maps, especially since I've always disliked Coal Tower and Wreckers Yard, so it's been extra painful for me.

    Instead of increased map rates, maybe next time you should let us vote for what maps we want less of? If you get exposed much of something you love, eventually you'll grow tired of it

    Heh, honestly. An event where you were less likely to score Shelter Woods, RPD, Cowshed, Swamp, and Badham would be a dream.

  • Yeah. I wasn't that happy with the idea of boosted map rates for exactly this reason - even if I like the maps, I was bound to get sick of them if I got them back to back to back. At this point, I am very, very sick of them. (Except Coal Tower. That's okay. But all the Ormond and Wrecker's Yard and Gas Heaven is driving me nuts.)

  • @Darkskies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2991378#Comment_2991378

    Why would you like puke on the only thing that is pure in this game!!! 🐷💔

    Honestly why?!!?!

    It was friendly vomit!!! I was just sharing my green apple goodness :(

  • If it's tombstone Myers, the game sucks (either someone gets yeeted out at the start with Piece, or it's a relatively uninteractive game where nobody gets points with Judith's.) Otherwise, I think Myers is really fun to verse, especially when it's an indoor map with Scratched Mirror. He does need serious buffs, though; his early game is way too slow and he's been power-crept by a lot of other killers at this point.

  • "I humiliated you every chase, that means you need to let me go when I ######### around in the basement"

    "Why would you 1k when you could 0k"

    Endgame chat provides the weirdest takes sometimes.

  • I tend to pick charms that I think fit the character. For instance, my Ace is wearing three of the coins from one of the tomes, and my Elodie is wearing some golden artifacts - the lunar new year tiger statue and some shiny tome sculptures. Killer hooks are the same - Artist is wearing the skeletal crow and the pride bird, Pig has a bunch of SAW memorabilia, Plague has Babylonian idols, Legion has a bunch of assorted knives, Bubba has food-related charms, Clown has various toys and games (it is a CRIME that the Mr. Puddles plushie is survivor-only.) If I can't think of anything, I glow it up with pride charms.

    I like your Myers idea - I'm going to have to remember that, because he was one of the characters I was stumped on.

  • Yeah, I encountered a Haddie with this outfit and was confused. I watched them closely during the match because I figured it was a hacker, but they didn't do anything unusual.

  • Yeah, I've been rubberbanding since that update too. Maybe a little afterwards? Can't remember exactly when it started, but it's been a while. Hella frustrating.

  • I'm fine with his limit on traps held at once, but his system of having to travel all over the map to get his power is incredibly punishing and doesn't fit DBD's gameflow in 2022. I'd like to see that changed so that even if he's designed to not have all of his traps available at the start of the game, he doesn't have to explicitly waste time to get his power.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2993423#Comment_2993423

    I though have 6 pages full of them. Some are pretty hillarious, especially if you know the games that inspired them.

    I wear my comments with pride, too, but the vast majority of players, whom I want to write a little piece, have their profile indeed on private; they probably couldn't deal with all the salt, I guess? But to each their own.

    People who hide their profiles aren't necessarily doing it to avoid salt; they may also be trying to hide their hours.

    As for comments, eh. I'll leave +reps to people if I really liked them, or give steam badges, but I won't write negative profile comments unless they were cheating. Anything I absolutely need to say can be said in postgame chat, they don't need it glued to their account.

  • @q6iha34x1r69psli7pg said:

    Bubba can only camp. He is horrible at everything else. If you think bubba is good at anything else, you are baby survivor/killer and low mmr

    Buh? He has an instadown that's always available and can mow down survivors out of position. He clears pallets quickly and counters bodyblocking more effectively than any other killer. Spicy take, man. He's pretty high B tier.

    If you were talking about pre-rework Bubba, sure, but the new version is strong.

  • While I like the idea... at this point, they may as well retool keys into a new type of item rather than creating something new altogether. Keys don't do anything in the majority of matches and only a tiny handful of the addons provide any effect anyone would ever use. I'd rather see that bloodweb clutter cleaned up before we added a new set of items and addons to the mix.

    The idea of a limited time area-wide buff that you can choose when to light is pretty cool, though. Wouldn't mind a light for some of the genuinely pitch-black areas they've been implementing on new maps, while we're at it...

  • While I despise all forms of BM in this game, a ban on performing those actions wouldn't fix the issue. Lock off the old channels and people will find other ways to express BM, and that new language will become dominant - maybe people fast vaulting out of reach, or people pointing. Who knows? Meanwhile, tbagging and clicking have communication uses on the survivor side that you'd be preventing. Sometimes they're even used for friendly communication to the killer. I wouldn't complain if they banned tbagging in the exit gates, but eh... I don't see this actually addressing the problem with DBD's community being really nasty on principle.

    While I do want a flashlight cap to prevent macros, the flashlight cap you suggested is far too restrictive. You're not allowing any adjustments to be made if a blind is mistimed, or a second attempt to be made if a killer looks away and then breaks the pallet, and that would make flashlights very hard to use. Any ban between clicks has to be on the level of milliseconds. More likely, you could deal with macro clicking by draining the flashlight by x amount if it's activated y times within a second - maybe 10x as an example.

    I don't think anything's going to happen either way. The devs have expressed pro-BM sentiments in the past and don't seem to consider it a problem, and that's the stance the community managers have held whenever they respond to these topics.

  • While normally I'd agree, I'm cautiously hopeful at the moment, as the 6th anniversary roadmap placed a lot of emphasis on game health and fixing the stale meta, and lessening the SWF-solo gap was something they brought up in the recent Q&A (though without a date attached, unlike the topics of the anniversary stream.)

    We'll see what things look like when they get to the 40-perk overhaul and the related core mechanic changes. Do I think it will be perfect (or avoid any laughably horrible decisions that don't get fixed for a few months), hell no, do I think they're actually trying to fix the complex mess of compounded issues with the game, yes.

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