Laluzi
Laluzi
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- Laluzi
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@Audiophile said:
And let me end this by summing up all of your killer arguments: “We’re ENTITLED to beat up the 3 man team because it’s not against the rules and we would rather YOU have an awful UNFAIR experience than spend 5 minutes playing nice so that EVERYONE has a FAIR experience.” It’s basically the definition of unsportsmanlike so really… just stop arguing and face facts. That’s what you do. Enjoy your evening. : )
The problem is that you're the one who's deigned what's sportsmanlike and unsportsmanlike when you decided to dictate terms... so they're not really facts. Unfortunately, the rules you're going with are not the actual rules of DBD, and therefore nobody is obligated to listen to them, heed them, or even have any idea what you're talking about, and you haven't addressed that you're asking killers to spend way more than 5 minutes following survivors around in a farming game when they could just play normally and move onto another, less ruined game in reasonable speed.
I'd also like to point out that farming is not inherently profitable to the killer. You're asking the killer to play nice, but plenty of times I've offered to farm in that scenario and the survivors did gens and left. If I tried to hook some at the end, they immediately bailed. What did I get out of that? And, you know, not all of those survivors wanted to farm either - plenty just wanted to move on to the next fair game, since as you pointed out, an early 3v1 is pointless for everyone.
Seriously, why is it someone else's problem when some little saltbaby ragequits at the start of the game? What you're pushing is that the killer is no longer allowed to play the game once any survivor quits for any reason, and if they do, they're a bad person.
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This is a non-issue. If the killer is camping hatch, do gens. They will either close the hatch and power the gates, or they'll keep camping it and you can do the gens and escape that way.
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DS no longer needs the skill check. It's not half as powerful as it used to be and almost always functions as an anti-tunneling perk, as opposed to a "haha you can't touch me neener neener" perk. (When people try to, it's super obvious and they can be safely ignored, whereupon they'll hurt their own team trying to get your attention.) People can't progress the game and maintain their DS - the only exception is endgame DSes, which is its own weird balance issue unrelated to skillchecks.
All the skill check does is make the perk vulnerable to lag/stuttering and prevents newer players from using it, despite those players being the most vulnerable to tunneling. It's not like Unbreakable or Borrowed Time require a skill check to use. I don't see the point.
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Well, congratulations for clogging up the report system with pointless reports.
Blame your teammates. The killer isn't obligated to farm with you. If they want to, that's their choice. I usually will! But it's completely legit of them to just want to move on to the next game, or to want to pip or get a challenge done. If your opponent screws up, do you have a duty to take it easy on them? Like, if you see a killer that has no hooks at 2 gens left, are you obligated to walk up to them and give them a free hook in the name of sportsmanship? Do you offer a free kill if there's a map offering and the killer gets looped to hell because that wasn't fun or fair?
It's fine to dislike that people don't have the same standards you are. Get upset all you like - but you can't report people for not being as nice as you want them to be.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2992623#Comment_2992623
I didn't even know it was happening. Whoops. Guess I'm out of cool stuff for forever, for no reason.
There were no stream exclusive cosmetics. They gave out a total of 50 Valentines David outfits, 75 Shirtless David outfits, and I don't know how many Haddies and Dredges.
It's unfortunate, and they could have bumped the numbers up, but I understand why they're not willing to give out unlimited paid content. I was personally quite happy that they had console-specific codes this time, as there had previously been an issue with codes being much slower to type without keyboards and it being impossible to snatch time-limited codes on console as a result. As it is, everyone who was present had the same shot of getting them.
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Yeah - of all of these, I think the biggest issue is that it doesn't do anything if survivors are injured. Which is a problem, because people are very likely to vaccinate as soon as they have the chance to. It's pretty common for someone to escape a chase or get unhooked and head straight for a supply crate. The other issue is that almost nobody is going to vaccinate when they're anywhere near you, so killer instinct is not a beacon so much as it is a vague idea of a survivor's location. Dropping everything to search for someone on the other side of the map is a risky proposition.
Obviously it pairs badly with Broken Recovery Coin. It does pair well with Jill's Sandwich, for what it's worth, but it's not a great iri.
I like your suggestion for a replacement, though I don't have much to say about it. It's threatening, but has counterplay by prioritizing healing, and it has to be built up over the game.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2992864#Comment_2992864
If bubba ain't chasing you off gens then ruin ain't doing anything. Deadlock switches out a 3 gen for one chase to be a 2 gen for one chase. It can have an impact but only if Bubba is switching targets.
There is plenty of un-interactive gameplay, just not all of it involves a loss of license. How many games have just been gen simulator runs caused by strong 1v1 builds extending the first chase endlessly? Its un-interactive game play but doesn't involve a loss of player license so people are ok with it.
Part of survivor play is loss of license, its one of the threats you face in game. That you will be rendered unable to participate, its why you have team mates.
Yeah DBD has a rage quit problem, but that's a player problem not a basement bubba problem.
If the rage quitters had their way every game would just be the same loopy chase, no killer powers, no variety just the same thing that works the same way every game over and over.
That's more broadly boring and uneventful than the occasional face camp game.
I suggest playing with or against these perks to get a better understanding of how they interact. Deadlock freezes the gen with the most progress whenever a gen is completed. Survivors can either hover around that gen for 30s doing nothing (which is gen delay), or they move off to find another gen and stick to it, whereupon the first gen regresses (which is gen delay), or someone goes and looks for Ruin (which is gen delay.) SWFs can counter it to an extent by calling and delegating, solos can't. It's a really powerful combo on a camper Bubba and extends the game significantly.
I don't see your point in bringing up strong chained tiles and optimized survivor gameplay versus M1 killers because I also think those are bad for the game and should be addressed? I'm not a survivor main. Yeah, people are happier with uninteractive games when it involves them winning - that's why anyone defends basement Bubba. People like coming out on top. It doesn't mean every way of doing it is healthy.
There's loss of agency, sure. It's periodic within survivor gameplay and that's an understood part of the game. But Bubba has the completely unique ability to kill agency for the entire team. When he hooks someone and camps them, you have to slam gens. It's not even about what's the best thing to do versus what's a risky proposition; your choices are narrowed down to M1 simulator or lose, with the caveat that if you're confident in chase, you should be the one to get his attention once his current victim dies. Even in that hypothetical game you brought up where someone else has been looping the game for 5 gens, you have all the freedom in the world to go to the killer and interrupt the chase to get your own in, or mess around with chests and totems or whatever in order to extend the game, allow things to happen, and add more fun to your experience. If people don't do this, it's either because they don't want to jeopardize their teammates, or because they'd rather win than have unnecessary but engaging interactions that could end in them losing.
And you can do costly hook trades against a Myers with 99'd T3 or an Oni holding Blood Rage. You can wait out a Plague with Corrupt so that she only has the tail end of her power when you rush the hook. They're dangerous and often bad moves, but they're possible. Unless the Bubba screws up, you can't save against him. There's no option to make plays with the default survivor tools. You can't group up, you can't bodyblock, you can't even use BT. Flashbang and Head On can sometimes work if you get your team on board, if you were lucky enough to bring a meme perk before the match. Other than those, your only hope is that the Bubba is bad.
Like, you can't say "that's why you have teammates" when talking about a situation where your teammates can't do anything to help you. Situations where there is nothing you can possibly do are bad for the game and bad for general enjoyment. Infinites were bad. Boil Over was bad. AFK Pig was bad. Keys were bad. I think you understand this concept, you're just being really reserved about applying it here.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2992118#Comment_2992118
There is very little passive gen slowdown that doesn't require active participation by the killer. Face camping and stacking slowdown really don't go hand in hand.
The majority of effective slow down require you to pressure gens or hit/down/hook survivors for one off effects.
To the people who complain about basement and face camp bubba, I say play as facecamp and basement bubba. You'll learn what works against it and then you can apply that to your survivor games when you face it.
This goes doubly so for the quasi self righteous types who say "I'll never play face camp bubba" *shakes fist*, well you'll probably never learn how to counter it either then.
Ruin and Deadlock. No Way Out also works as game delay and 'check here' even if Bubba's only hooked one or two different people.
And I don't need to play boring games in order to learn how to counter basement Bubba. His counter is obvious. I know what I'm supposed to do, even if I think it's about as fun as watching paint dry and Dead By Daylight should not make uninteractive playstyles viable or rewarding just for the sake of game health. The problem is that unless my three teammates all have the same idea, I'm liable to die anyway, or scrape out hatch if I'm lucky. Someone goes for the save when the first teammate gets caught? RIP. Caught teammate gets mad or just wants to move onto the next game? RIP. Everyone individually heads over to check out what's happening at the hook, realizes it's a camper Bubba, and goes back to their gens? Depending on how fast the first guy got caught, RIP.
Considering the number of people who ragequit when faced with a basement Bubba, yeah; I dread those games for a reason.
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Good on you for leaving the feedback, but I can't imagine that option does anything. Even if it does record it, how are they supposed to parse it into quantifiable feedback? Correlation to the killer, perks, map, and number of kills/escapes, sure, but without match recordings, you can't tell whether the killer was camping/tunneling, or if someone abused a bug, or if someone was cheating, or if people were BMing, or if it was a bully game, or if someone was being singled out maliciously, or if teammates were being stupid, or if someone suicided on hook, or if you had to play in a way you don't enjoy playing in order to win... there's just way too many variables that aren't taken into account for "did you enjoy this match" to mean anything. And when the recorded information does mean something that anyone reading it can parse, it's kind of self-evident. If a survivor reports not enjoying a match where the killer is Starstruck/IF/PR double recharge Nurse and everyone has less than 6000 points - no ######### that wasn't fun. If a killer reports not enjoying a match where they got less than 12000 points and everyone escaped with stacked meta perks or sabo builds... duh.
Like, there's interesting data behind every time a killer 3-4ks and says the match wasn't fun, or if survivors escape and say the same, but that data isn't ever saved, so short of a match questionnaire you could fill out, I don't really see the point.
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Sorry, I'm a natural hoarder. When I hit P3, I stop using any items or addons for the most part so I can watch the numbers climb. Stockpiling Plague addons is my secret joy. The new lossless prestige system is going to be interesting to my habits, that's for sure - at least I was comfy using stuff when I was going to lose it anyway, and the addons served as a helpful training-wheels sort of situation while I was still learning a killer.
(That said, you probably should use the tombstones on a different game than with the party streamers - tombstone is low BP for everyone, including you, and you would get more out of your party streamers with virtually any other Myers addons. I'm not saying keep them, that's my own quirk to deal with, but there's no reason not to optimize use of really limited resources. You can't tell what's going to happen in any given match, and I frown at people who refuse to burn party streamers because they hate the idea of rewarding someone who's going to beat them badly or whatever, but tombstone is a case where you know what's going to happen even in the best-case scenario. It's like bringing vanity mirror and tuft of hair - these things contradict each other, and at that point, you may as well have not used one of them at all.)
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2992565#Comment_2992565
Thank you for being in the Stream -- it's great to see forum names in the chat there <3
And thank you and the team for keeping it safe in there! Always sad when it's necessary, but you guys were so on top of it that I usually didn't get a chance to see what the drive-bys were saying.
Also, mandatory cat tax. Moosh is a ragdoll and a big boi. He had a spate of vet concerns earlier this year, and let me tell you, this cat was not having this whole 'crate' idea. Luring with treats or his favorite brush didn't work - you had to pick him up while someone else held his legs in place so he couldn't kick (and splay them wider than the crate door.) That was not a fun month.
Had to bow out halfway through this post because he wanted cuddles :3c
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The last code is THANKYOU for 150k.
Was a lovely stream - some really tight games, too. And I was lucky enough to walk out with some David drip to remember it by!
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Another code is Doublerainbow for 200k BP.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2992125#Comment_2992125
vid is now linked in post above, I did 3 gens the team did 2.
Not bad. Checking it out - I think the main things I note are that your teammates didn't go and throw themselves into Bubba's arms until there were 2 gens left, which would make the situation livable for you unless they all suicided, since that's enough time to do the final gens. They also got a lucky break with that kobe while Bubba was going to pick up the third person. They weren't helping on gens, but they kept the Bubba occupied beyond just hook timers instead of letting him come to you at the very end. Also, I'd guess the Bubba was running Agi/IG/NOED, which isn't nearly as effective as NWO/Deadlock/Ruin (though AGI/IG/NOED is more common than the maximum delay build and worth using as an example.) No Way Out in particular is nasty because you then have to cross the map to the other gate without being spotted (as Bubba will investigate your gate thoroughly and assume you're lurking nearby when he doesn't find you), and if it's post-hatch, you only have 60 seconds to get those gates open.
You made the right play - I would have been tempted to pick up that slug in the middle of the road given how many people were up versus how many gens were left, but someone else got him so it's all gucci - but you also had favorable conditions and you never had to hide from him or escape chase. I got a good chuckle out of the Bubba's name, though.
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Mood. I hit survivor iri 1 for the first time in months yesterday and it was a damn miracle. It's obscenely difficult with how often you get force depipped, and you never get a buffer of +2 pips because you have to play like actual Superman and max every role in the match to do that (which is only possible if your teammates are slacking and the game lasts unusually long.) And even when you do, like above - if you die, welp.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2992120#Comment_2992120
I have hundreds of hours on Bubba alone, and as killer main made a YT video, "how to escape vs camping Bubba and not get hit"
Wanna know the strat? I sat on gens and ran to gate,... what did my teammates do? Went throw themselves at Bubba in the basement.
I made it out without getting hit, now tell mw how its impossible.
If you made it out despite your teammates throwing themselves into the meat grinder, then this happened when there were maybe 2 gens remaining and the Bubba wasn't running game delay perks. You'll get a gen and a half done in the time it takes for someone to die on hook and you cannot expect me to believe that you completed several gens while Bubba was roaming around the map looking for you.
I don't know how you expect me to get anything other than hatch when the solo queue parade marches off at 4 gens or the first victim gets mad and kills themselves on hook.
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@Mandy said:
You cannot compare the Pig camping a box to Bubba camping a hook.
The issue with Piggy was that she could use an addon, then AFK in front of a box - do nothing at all, and still get a kill. Bubba at least has to chase and hook survivors.
While I don't disagree with this, and I'm very glad boxblocker Pig got handled quickly, I do question how reasonable it is to say "just don't get caught" in regards to Bubba, because that's what this boils down to. The game is designed for survivors to go down eventually, and if a single chase lasts for the time it takes three other survivors to do five generators and open up the gates, something has gone horribly wrong with matchmaking or map design.
I don't think it's healthy that he gets so much payoff for so little effort. He can guarantee a kill off one chase, and unless he's going against comms, he'll typically get a 3-4k due to someone in the group not getting the memo and either wasting time or suiciding trying to extract his camp. Add in Deadlock/Ruin/NWO and you've got a mess on your hands. This strat pays off so well that the vast majority of Bubbas I encounter use it, and it's relatively rare to verse a Bubba that goes off and chases someone else after a hook. That's the real issue here - that his camping is frequently more lucrative than going and playing the game as intended. I've come to dread versing him despite him being a really fun and well-designed killer in chase. It's not interactive gameplay and I should hope it's on BHVR's radar for some changes.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2991541#Comment_2991541
Just put some Sweet Baby Ray's BBQ Sauce on him, throw him on the grill for a few minutes, and you'll have some nice ribs of totally non-questionable and trustworthy origin.
I like your style. Alright, BBQ and Dredgy is on the menu. Just ignore the intermittent moaning and the oozing penumbral miasma.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2991530#Comment_2991530
it's what needs to be done 🤷
https://us.v-cdn.net/6030815/uploads/B7HBUE7WWANY/image.png
Who's going first? 😈
I dunno. You didn't do a very good job de-boning him. Look, there's ribs sticking out of there and everything.
I've got the BBQ sauce ready when you're done.
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@Blueberry said:
I didn't think it was that bad at all, got it the first try. I think people get too reliant and carried by perks to an MMR they shouldn't be at.
There's a big difference between running perkless and running perkless No Mither. Normal perkless is harder than your average game, sure, but it doesn't come with a big 'kick me!' sign that any killer who isn't deliberately being nice to you will exploit for free pressure. My likelihood of being tunneled shot through the roof while I was doing that challenge - and on top of laying you out as a soft target, it prevents you from taking hits or going for dangerous saves, hands out match-long freebies to Oni or killers running Thana, and makes you a walking punching bag for killers like Wraith, Hag, or Twins.
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Mood. I'd say that depips should be removed if someone disconnects in the first two minutes of the match, but depips should be removed period.
Seriously, the road to Iri 1 is paved with two steps forward and two steps back. Bad games are bad games, but it's so unfair when you get punished for something that is one hundred percent quantifiably your teammate's fault.
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I'm watching a streamer right now and he's having issues with repeated matchmaking failures and also with restarting the game (he was getting an anticheat error, if anyone else is seeing the same thing.)
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Pretty much that, yeah. Anyone complaining about endgame camping wants the killer to go away and let everyone leave. They won't say it in so many words, but every alternative they suggest is straight-up throwing the game (ignoring the ones who outright say "you lost, get over it", as though the killer's last stand at the hook doesn't count and the game ended at 5 gens.)
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@JPLongstreet said:
Prolly have to do some horse trading here, like Corrupt or Tinkerer or some such also turned off too. Be quite the mess, and I'm not sure it'd be worth it.
I'm not sure how coherent the data you'd get would be if you removed perks from both ends, though. You can't tell how much the absence of an overused perk affects win rates when you're also removing common tools from the other side.
That said... I dunno. We've lived with Dead Hard for six years, I think we can handle another few months. People are acting like it's way more urgent than it is.
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It's much easier to do the challenge as killer. Hooking players spawns them, and you're more prone to moving around the map and encountering the glyphs without going out of your way to search for them.
I'm not sure what specifically spawns them as survivor, but I do know I found way more glyphs as killer than I ever did on any of my survivor matches. I'm talking 1 glyph spotted every few matches versus 5-6 glyphs spotted in one match.
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@Veinslay said:
I got Left for Dead from a friendly killer that tried to give me hatch and I pointed at the gen and they let me finish it and leave. It was a Twins player too!
Dang, you got lucky. Every time I tried to say no when dropped in front of hatch, they just hooked me. And there were a few times I pointed at a gen, and the killer just shook their head and brought me to hatch. Other times still, they let me work on the gen but went off to close the hatch, which popped the gen prematurely. Which I don't blame anyone for at all - I wouldn't necessarily understand what the survivor wanted, and I don't blame anyone for not wanting to wait to finish a gen when the game is already over, but just getting a friendly killer isn't necessarily enough.
Though for everyone still mired on that godawful achievement - it technically is not as limited as it sounds. You don't have to finish the last generator as in 1 gen left; you have to finish any gen after everyone else is dead and then get out the gates. When hatch gets closed and gates are powered, you're eligible. It's still frequently impossible depending on what killer you're against or how the gates spawn, but the opportunity to get it isn't restricted to games that were almost won. You just have to hope that you're the last one alive, hope that you can finish your gen before the killer finds hatch, and then hope again that it's possible to get a gate escape.
When the opportunity presents itself, I try to help people get it because screw that relic of an achievement. If there's a gen almost done, I'll sit on the hatch and force the last survivor to finish it unless I really can't communicate with them.
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Left For Dead took me 2700 hours before I finally got it, and even then, it was a killer who basically let me go (the Pig trapped me, told me to do a gen, and then popped the gate - if I could get the trap off fast enough, I lived. I have never been so happy to play one of Jigsaw's games.)
Also, Item of Obsession and Hemophobia.
The only three killer achievements I think are genuinely hard/stupid are the 3 blink Nurse grab (which can be farmed - part of the ease of killer achievements is that you get to be the one who decides when a farming match happens), killing everyone with tombstone as Myers, and the 20-or-god-forbid-100 24m+ hatchet downs with Huntress. Doctor's T3 achievement is not hard; it should happen more games than not...
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It's one of those achievements that you'll get eventually no matter what, but if you want to speed up your progress, hook trading will work. Unhook (with BT to be safe) and bodyblock so that you take the hit. It has to be a protection hit for a recently unhooked survivor, so just getting normal protection hits doesn't count.
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@JUMPSCAREKILLER said:
https://forum.deadbydaylight.com/en/discussion/comment/2990900#Comment_2990900
they do thou if i stay cos i am good :)
Yeah, no. I'd take an average teammate who'll play the game through any day over a strong player who ragequits the second they don't like something and leaves the rest of us to depip with <10k points. The game is full of people who think they're hot ######### because they dip on every match where they get outplayed, and I'm sick of them ruining the game.
You're making the executive decision that a match is unwinnable (or just not fun) without asking the other 3 survivors what they think, but when you bail out, the match does become unwinnable for everyone else and there's nothing they can do about it.
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If you don't want to play the game, don't queue up for a match. People like you are why we can't implement a bleed-out function despite there being very valid reasons to need one (such as killers intentionally bleeding people out, or people being held hostage in slug/farm situations.)
If you're going to give up on a match prematurely, eat your deserved DC penalty. What you're doing is the reason why it exists. And let's not pretend you weren't the one who lost the match you described - your teammates wouldn't be trying to heal you if you hadn't run up to the killer and tried to suicide out of the game.
I have nothing but contempt for people who leave matches at the start of the game - they're half the reason solo queue is as unplayable as it is.
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Balancing for the lowest common denominator creates worthless powers and severely undertuned killers. The answer is to buff solo queue up to snuff, not to nerf everything they face (and promptly leave them helpless against comms.)
Decent teammates will still function during nightfall, solo or not.
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The parameters change depending on your grade - ash-bronze is easiest, silver-gold is harder, and iri is hardest. Other than that, it mostly depends on how many hooks you got and how many times you hit people (so instadown killers or killers where everyone is always injured tend to suffer, emblems-wise.)
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@Moxie said:
Tin foil hat time: They removed him for a future Knight/Medieval themed Killer
How dare you? Maurice is the Clown's noble steed, thank you very much. He's a taken horse 😫
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/2990688#Comment_2990688
Can't control what other players do. You also can't control who you queue with in solo queue. Hard lesson to learn but I had to learn it recently because I was losing all the time due to other players not playing so well. Now I just run Lithe, Dance With Me, Quick and Quiet, and Windows of Opportunity. I had to learn the only thing I could control was my own playstyle. So yeah, you can tell other players to get better at the game all you want but that's not the best solution, at least until the Devs decide to buff the perk.
You're missing the point, though. This thread isn't complaining that a game got ruined, it's saying that Technician needs to be changed because it penalizes survivors for running it and it's a noob trap instead of helpful like it should be. The anecdote is an example for the argument, not the point of the thread.
Also, no, it's not remotely a good perk. Nobody with more than 50 hours in the game has any reason to run it, and if you do have a reason to run it because you aren't good at skill checks yet, you're going to nuke gens into oblivion. Sure, your skill check fails won't bring the killer over, but an 80s gen taking 140s will.
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I think Shadow Step is stronger than Exponential or Dark Theory. It's very map dependent - on Eyrie or Ormond, it's not going to do a damn thing - but on a dark map, or an indoor map with lots of doorways and LOS breakers, it's good. Of course, the weakness is that the boon announces that it's nearby... but if someone places it on a two-story indoor map? Yeah, have fun tracking survivors without scratch marks. Shadow Step on RPD is one of the most evil things in the game.
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Yeah, Technician is basically a killer perk. It's obviously designed to be training wheels for beginners (as anyone with experience in the game should not be failing more than the odd attempt at a great or the sneaky skillchecks that always manage to appear when you let go of the gen), but worsening the repair penalty is much more damaging than silencing the noise notification is helpful. It makes it less likely the killer will chase you at that moment, but at the cost of gens taking ages, which makes it more likely the killer will find you anyway, because killers will patrol generators whether or not they have indication that anyone is there.
It would still be a bad perk even if it lost the repair penalty, but at least it wouldn't make noob teammates into walking grenades.
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Who's freaking out? I've seen surprisingly few complaints and a lot of praise for this chapter. Everyone on the forums seems pretty chill about it.
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I think it's because the lighting in that shot is orange, which washes out the blue and makes it look paler.
White hair would look way better than blue, though.
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Aww, I love the pride charm parties. Them building a shrine around it is so cute. I wonder what achievement that Feng was going for?
I had two really wholesome moments yesterday. One was smaller - I was playing against a Dredge and looping shack, and they did a pretty smart move with the remnant outside the window. I didn't see it coming and walked right into it, and it was such a good play that I stopped and pointed and nodded. They nodded back! Dredge looks ridiculous nodding, it's great. We kept chasing as normal after that, but after I got unhooked, they followed my scratch marks until they realized it was me, and then turned around and left - even though I was at the last generator and it already had partial progress. I thought it was really sweet that they gave me that much leeway even though they were going for their adept (which they did get.) We had a nice chat in endgame, too.
The other was a game against a Nurse. We lost that game basically immediately; it turned into a pile-up at basement at 4 gens and we were all hook trading for what little good that did us. Eventually I managed to get two people out at cost of my death hook, and she just kind of... stared at me, and then stared up the stairs, and then back to me. I didn't wiggle when she picked me up, and she carried me out of the basement and took me on a trip around the map, hitting AD the whole time so she was waggling back and forth. It was adorable. She spent the rest of the match alternating piggyback rides on everyone else, and we slug raced out. I tried to sacrifice myself for her, but she just brought me to hatch and I didn't want to make her wait out the entire endgame collapse.
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Yeah, the art department always hits it out of the park. Exploring new maps is always an amazing experience (Garden of Joy's distant floating islands and the tendrils crawling across the ground were my favorite finds), and the only flaw I can find with the parade of new and exciting cosmetics we get are the sets. DBD's visual design is phenomenal.
Sound design is more hit or miss for me, but Dredge friggin' nailed it. One of the most genuinely scary killers in the game. My first Nightfall in the PTB was mind-blowing.
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Yeah, it's pretty dang cruel. If it's bad now, I pity the survivors who join in the future and have to clear up old tomes. At least right now, we associate No Mither with the challenge and there are killers that will take pity on you for it after your team inevitably gets wrecked. Give it a few weeks and No Mither's going to be 100% free real estate again.
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@M4dBoOmr said:
https://forum.deadbydaylight.com/en/discussion/comment/2989836#Comment_2989836
I always did this "task" like that whenever it came up I just ran behind the killer, that's a lot of noise when he got chase music etc
Eh. I can usually tell when a survivor is tailing me while I'm chasing someone. Sound is an important part of tracking people in chase and footsteps/panting behind me is just as noticeable as when it's in front of me or to my sides. Maybe if there's something abnormally distracting like Plague's whispers or Billy's/Legion's chase theme, it's masked, but 60s is a long time to have to get away with going unnoticed. I'm sure there's some people you could fool with this - newbies, people without headphones, people who are tunneling and don't care about you - but for the most part, this isn't safe and that means it isn't effective. You're much likelier to pull it off by doing the same thing on a two-story map, where you can follow the killer around on the other floor and there's much less chance of them spotting you (or being able to act on it even if they do hear you.)
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Weird. Now that you mention it, I have a Doctor daily for 30k and then Artist and Nurse for 60k. The Doctor one is older, so it might well be double daily rewards.
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Was it the Mors Ambitio daily? The one that wants you to mori people with X killer always gives 60k.
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I thought I heard the printer theme today!
I do agree that the newer version doesn't have much personality, but I'm afraid I love Ghostface's wash cycle even less. It's livable as a survivor, but hearing it over and over again playing Ghostface? Drives me bonkers.
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Sets are ridiculous and awful, but I doubt petitions are going to change their mind. The community has been very clear in its dislike for sets and they keep doing them, so evidently people are buying them anyway and the profit differential between sets and regular releases isn't enough for them to go "hey, maybe we should stop designing these."
I think everyone understands that stuff like Minotaur Oni or certain licenses have to be sets, but other sets like pig guts Twins or pajama Feng are just ridiculous when they get linked despite having no clipping issues even when checked with the cosmetic glitch. Meanwhile, we have stuff like lunar new year Feng or fire moon Yun-Jin that clip wildly with their other outfits but aren't linked - and to that, I can honestly say, who cares? People generally like to make things look nice and bad matches will weed themselves out, and for the outfit mixes that look horrible, you can already do that with plenty of unlinked pieces. Seriously, I invite you to play around with Hag's cosmetics and see what monstrosities you can create. Having someone's hair phasing through a backpack or pants that have a belt that sticks out through a shirt is not an issue compared to that.
@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/2985983#Comment_2985983
Player feedback survey only exists so they can say they listen to their player base.
I would generally agree with this, but I can recall a time where they actually did. In the Q&A earlier this year, they were 100% against bots ever entering the game in any form. The next survey involved bots and whether players would want to see them in custom matches, and fast forward to the anniversary stream, and custom match bots are on the roadmap. So the feedback they got about bots after the Q&A must have been noticed.
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@M4dBoOmr said:
Just run behind him when he chases another survivor or hide around the shack or any structure when somebody loops, I did it like that...
If the killer has ears, they're going to turn around and smack you. 10m is too close; they'll hear your footsteps or outright see you whenever they try to mindgame or double back.
You can get some decent time in by hiding in a locker in shack while someone loops it, except Dredge just came out and every other match is against one, and that's... risky. Other than that, you want a two-floor map.
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This applies to both sides equally, because when it comes to complainers, there's equal guilt across the board on these ones:
-When people act as if everyone playing the other side are all dicks that terrorize poor abused [survivors/killers] for no reason and deserve to suffer, without realizing that they are also being dicks to other players unprovoked and they're doing exactly what they claim to hate.
-When people whine about strong perks/addons/items and how that's the only reason they lost while they're also running strong perks/addons/items. Bonus points if they complain about something that their behavior directly caused to happen (i.e., killer complaining about genrush when they camped the whole game, or survivor complaining about being tunneled when they bodyblocked for the unhooker.)
I can never resist getting into a pointless argument when one of these things rears its head in endgame chat.
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Yeah, 10m is really close - that or the game is pickier than it lets on. I had games where I hid near a killer actively looking for me multiple times, and hung out nearby trying to get a pallet save, and it didn't fire. Use The Game or Midwich map offerings or just wait for a friendly/afk killer. You're not going to get <10m distance outside of chase for 60s in normal gameplay. It's not worth trying if the map isn't two-story; you'll just ruin a string of games for yourself.
