Laluzi
Laluzi
About
- Username
- Laluzi
- Joined
- Visits
- 4,175
- Last Active
Comments
-
Every killer? Like, I'm sure it's happened to people, but I've played a lot of David while trying to get his tome challenges done and I didn't get singled out once (well... outside of No Mither, but that was almost definitely because I was running No Mither. I didn't have anyone pointing at my pride charm and tbagging or hitting me on hook, that's for sure.)
Also, I really don't appreciate the implication you made that I tunnel Davids for their sexual orientation but just won't admit it because it'd get me banned. This may surprise you, but most people aren't bigots.
-
I saw a screenshot of this on a different location in the Garden of Joy - in that case, it spawned on a fence. Same deal, though, the box was uninteractable.
-
There's nothing remotely BM about it unless you purposefully wait for the killer to get close so you can pop the gen, when you could have done it earlier and there was no advantage to luring the killer towards you (such as pulling them away from a hook or a down, or doing that one stupid archives challenge.) If you're doing something that has no strategic purpose just to taunt your opponent, that's BM - but you're still making it easier for the killer to murder you for it, so it's hardly the worst thing in the world.
Ignoring a nearby TR or an approaching killer to finish a gen is just securing your objective. It's no more BM than camping/tunneling is, and like both of those things, there are times when it's outright dumb for the survivor to give up on the gen and run. People shouldn't expect their opponents to throw the game in order to give them a better experience.
-
@Mushwin said:
Maybe the Turkey, Phallis boob shaped monster of many appendages is keeping him safe while the Devs buff him up and make him look better?? Like Pimp my Ride but Pimp our Maurice! :)
I don't think I trust the Dredge's fashion design... or its willingness to not just eat the horse and go on glooping about its day.
Though I'd forgive this transgression if Dredge got a Maurice skin.
-
You didn't even explain what about PC makes him supposedly powerful. What, his ability to actually hit people with his tentacle?
Nemesis is balanced and I'm going to need a better argument than 'please nerf him' to change my mind.
-
@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2988631#Comment_2988631
Clown lost his only friend :(
I think it's time for the Clown to get up and shank a new arrival.
Dredge fingers are pretty weird and misshapen - they'll be the jewel of his collection.
-
He needs another full rework at this point. He feels nothing like Freddy Krueger and he's incredibly boring to play. The dream world is more of an afterthought than a threat and doesn't feel at all like you've fallen into Krueger's nightmare world. He has the worst addons of any killer in the game. Half the time I forget he exists.
-
You give back my horse or I riot
-
Easy. Make that survivor lose collision for the duration of the Endurance status effect.
In the meantime, you can usually wait them out, annoying as it is.
-
Yeah, I think you're right. I did see the new map three times, but I got a metric ton of Coal Tower today with a side of Gas Heaven and Ormond. Actually, I don't think I played on a single map that wasn't those four and didn't have a map offering involved, and I played like 15 games today.
-
You can't really compare these two perks. They have very different functions - it's like trying to decide whether a medkit is better than Decisive Strike or if Lethal Pursuer is better than Pop Goes the Weasel. Dead Hard allows you to loop longer and play more liberally with your resources. Its effectiveness hinges on how well you route, how much the killer chases you, and the killer's willingness to switch targets (as you can get more than 3 uses if you're left to recover.) It's less effective against instadown killers or ranged killers with low cooldowns, and does nothing if the killer spends most of the game chasing other players or if they force a hook trade. Prove Thyself increases the efficiency of multiple survivors piling on a single gen. It does its best work against Ruin/Pop/Pain Resonance and in mid-lategame situations when there's enough survivors free to pile on contested gens, but can encourage bad habits in the early game when survivors should be splitting up. It's less effective if everyone else is occupied or the killer's power/perks penalize clumping together. It does nothing if the killer aggroes you for most of your time in the game.
Also, no it's not. Beginner and average players tend to Dead Hard to avoid hits out in the open and go down five seconds later, but good players can use it to extend chases drastically by using it to reach a pallet, throwing it, and moving on to the next tile.
-
The ones that do this are RPD, Haddonfield, and Garden of Joy, right? Eyrie came out after RPD but doesn't have the markings.
I don't like it as a universal thing, but it makes sense on all of those maps because they all have windows or railings that aren't actually open, and it isn't immediately clear that some balconies are vault points without the visual indicator. So the yellow tarp serves a very helpful function as a "vault here" sign. Off the top of my head, there's a vault on Campbell's Chapel (on the Clown's cart) that could use this sort of treatment.
Again, I wouldn't want to start seeing tarps everywhere (it would really hurt the aesthetics of a lot of maps, imagine Temple or Dead Dawg slathered in caution tape), but on maps with misleading decor or on vaults that don't actually look like vaults, it's good to have.
-
Oof. I hope they didn't add any next to vaults or pallet spawns. There's a few like that in Lery's that are downright evil.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2987576#Comment_2987576
Obviously but by the fact peoiple are focusing on their strength rather than the killer itself is making me sad.
I think the issue there tends to crop up when people want to play a licensed killer because they like that killer, but that killer is noticeably weaker than the rest of the roster and it feels like a handicap to play the character you want to. Myers is probably the best example there is.
In Sadako's case, it's amplified because there's a killer that's pretty much a straight upgrade to her, much like Deathslinger and Huntress. It's less "Sadako is weak" and more "there's no reason to play Sadako when you could play Dredge."
-
I prefer the old one because it was centered and the current one feels unbalanced with too much empty space on the right, but I'm not sure if it's actual preference or just general dislike of change. I'll probably get used to the new one.
-
I'm almost certain that the missing green outfits were once again yoinked for Amazon Prime. I'm really not fond of that business practice, and wish they wouldn't poach outfits that should be available to everyone (and will now be permanently unavailable to anyone who joins the game in the future or just doesn't have this third-party service), but it's not like I can stop them.
Haddie's identical heads has to be a bug. If I had to guess, the real pieces will probably involve her highlight being a different color to match the necklace.
While we're on this topic, can I also express my irritation about Haddie's purple being yet another unjustified linked set? It's a really nice outfit, but as usual, it being a set ruins it for me and I have no interest in it now. Judging where the pants line is, it could have been split without issue, and I see zero issues involved with the hair.
-
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2987301#Comment_2987301
Sadako has a teleport that applies an effect on Survivors that lets them become moriable, Dredge does not.
I'm not saying Sadako is fine, she needs a few changes to become perfect but she is MUCH better than people give her credit for. With the time I've put into her the most effective way to play her that I've found is to force condemned. if you can get a hook, then you go for it. But it isn't your main goal. Doesn't matter if they're at death hook or they're a fresh hook. A fully condemned Survivor is a kill
Actually take the time to learn her, she's super fun when you know how to play her properly
You're not going to actually get full Condemned unless you snowball and the survivors can't find time to do tapes (at which point you could conventionally win anyway) or the survivors just straight-up ignore TVs and the gens don't get done fast.
It's a little more viable with the Ring Drawing and the purple that makes everyone start out with a tape, but applying Condemned at a greater scale than the occasional interrupted gen has an opportunity cost that generally doesn't pay off. It's very easy to remove, to the point where survivors can do it while you're chasing them as long as they have a health state to burn, and it builds very slowly. People can stay on top of it unless you harass them for an extremely long time and burn through all your TVs. More often, any Condemneds you get are because survivors didn't take it seriously, because in an overwhelming number of Sadako games, they don't have to.
Sadako has always-available-put-poor stealth, good teleporting, and a near-defunct lethality power. Dredge has periodic-but-fairly-effective stealth, much better teleporting, and moderate anti-loop. He's in a better spot than she is.
-
I was pretty freaked out about it when they made the announcement last year... but that was before we got the massive cheater epidemic they've still failed to get any handle on. The report system seems more backlogged than ever and it's not removing problem players nearly fast enough - it's at the point where people freely admit to cheating in endgame chat and even stream themselves doing it because they're that unafraid of repercussions.
So at the current moment... eh. An outright auto-ban scares me, but something like an automatic flagging system that a real person then looks at would be very helpful at this stage. This is especially true because the current system only actually considers reports that have video evidence attached to them, which is way too big of an ask to be reasonable and discards almost all feedback made. But the big issue is the number of spurious reports, both maliciously sent and out of genuine confusion/stupidity regarding what the rules actually are. Someone racking up a high volume of reports per day might be a cheater, or they might just be a salt farmer or bog-standard camper/tunneler. I would still guess that blatant cheaters get more reports than BMing players, but enough rage reports get sent that it's not a reliable metric.
I also fear that if people figured out how the automated system worked and what criteria it operated off of, they'd eagerly abuse it by sending outright false reports in hopes of getting people they don't like banned. SWFs seem especially powerful for this, since they can coordinate.
-
Perks can spawn in the second ring in some of the very early bloodwebs. It never happens in higher levels, though.
-
Ideally we could just get some accessibility options regarding killer SFX. I know lots of people are sensitive to Plague's retching or Artist's croaking, and I recall someone bringing up Midwich's air sirens.
-
@Steel_Eyed said:
Dredge dies not have green skins either. My guess is a continued Prime release. I enjoyed Artist’s.
Yeah, this was my thought. Artist didn't have greens when she was released, and then it turned out they were in the Prime release. All of the Prime skins have been pulled from some other collection - the frozen killers, the lunar new year, the valentines batch, even the St. Patty's day charm. I wouldn't be surprised if Haddie and Dredge's green outfits will end up in Prime.
-
It's pretty disorienting and I don't think I like it, but at the same time, it's not the kind of thing that can get numbers-tweaked like perks or speeds can? Since it's a purely visual effect, increasing the brightness to the point where it's not oppressive makes it so that it doesn't really do anything. If you can see where you're going, it may as well not be there. It was definitely too weak before, so I'm hesitant to nerf it now.
But I do think it may need to be looked at on a map-by-map basis. As it is, it's not much on daytime maps and too much on dark maps like Midwich, Yamaoka, or Autohaven.
-
Maybe $50? I always shell out $10 for the rift pass and then buy cosmetics when the rift pays me back the money.
-
He returned to his home planet. His people needed him.
Perhaps one day, he'll soar across Grim Pantry and rev his chainsaw on the shack's roof once more.
-
Oh my god, I was about to flip a table. You cheeky monsters.
-
@bm33 said:
I noticed that, also the pig explanation in italics being at the bottom of that section instead of by the pig change.
Also noticed this one - I'm guessing it's supposed to say survivors turned invisible because I thought they're supposed to be visible during mori?
https://us.v-cdn.net/6030815/uploads/E0TRXZ11IWL4/20220607-104624-jpg.jpg
If the survivor was moried on a platform, balcony, or on a second-story floor, their body would be visible hanging from the ceiling. It was pretty funny.
-
You can escape through the gates, though? It really depends on the killer's power and how the gates spawn. Nurse and Artist - you're not getting out through the gates, ever, even if you 20% it. Dredge will probably be the same. Blight and Wraith are the same way on most maps, but very convoluted indoor maps might slow them down enough to facilitate an escape. And Trapper, Plague, Twins, and Demo can all create alerts that you're starting a gate if they set up before you reached the area.
Past that, though, it depends how close the gates are and whether there's a point between them that allows line of sight. If they're close, or the killer can stand on a hill and see both switches with minimal movement, you're screwed. If not, you'll probably be able to escape unless you mess up or the killer tricks you into thinking they're leaving for the other gate and then doubles back. Like, on Midwich, you'll virtually never manage the gates unless the killer takes pity on you, but on Lery's, RPD, or Swamp, if the killer can't teleport, there's nothing they can do to stop you.
-
@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2980343#Comment_2980343
I see this bs often enough to have to use all 4 of my perk slots to counter it:
Lightborn, Iron Grasp, Hangman's Trick, and Mad Grit.
Even that's not enough. I would have to play Trapper to counter the pallet save by trapping one side and bodyblocking the other side as I pick up.
Except just one of those perks should be satisfactory to deal with most save situations. Seriously, do yourself a huge favor and take off Hangman's Trick for good. That perk doesn't tell you anything your eyes can't. Just use caution around pickups when you're under a pallet or when survivors have flashlights and those survivors aren't accounted for. You don't need Trapper when you can just chase people away and whack them every time they come back to try again.
If you really need a perk to handle survivor plays, Starstruck does a pretty great job of scattering would-be rescuers while also providing fair utility in a normal match (which none of the four perks you listed will.) And Lightborn's only worth bringing if there's 4 flashlights; one or two can be handled by checking your surroundings and facing walls.
-
@Nos37 said:
Escaping the killer's grasp is an overpowered and outdated mechanic.
Chases are taking longer and longer to end with a down.
Meanwhile, they're completely undone in a matter of seconds because of pallets, flashlights, Breakouts, Boil Overs, Sabotage, bodyblocking, permanently broken hooks (for having successfully completed your objective as killer), bad hook spawns from map design, worse hook spawns from offerings
The game used to be far more survivor-sided than it is now, with double pallets, true infinites, permanently sabotaged hooks... and seriously, how often do you see Breakout or Boil Over in play?
If there was no form of a wiggle mechanic, the killer could always take you to the basement regardless of where you are on the map. That's an issue, especially for killers like Trapper, Hag, or Bubba.
-
Better yet, how is the survivor able to pop off and run when they're mortally injured? They were already incapacitated to the point of being unable to stand, but sixteen seconds of flailing, which should make the injury situation even worse, and suddenly that gaping chest wound has downgraded to a minor annoyance. I can get how struggling causes the killer to lose their grip on someone (...until you get to guys like Nemesis, anyway), but that survivor should realistically be flopping to the floor and staying there.
-
The idea of a boon that works as an individual survivor hex could be interesting, but this particular one wouldn't work because 5 unhooks is way too much to ask. There's only 6 possible unhooks a survivor can make if everything goes perfectly; everyone else gets 2-hooked before you die, nobody is camped/killer waits out BT, nobody is hooked/unhooked while you're hooked/slugged, the killer never finds the boon, and most importantly, only one other player can ever get an unhook. WGLF is much easier to max because protection hits also count. This? The 'unhook 4 survivors safely in one game' rift challenge is already very hard and this is that plus one.
Like, you'd be better off running MoM because that's much more likely to get the Endurance off than this. This perk would be too weak even if it wasn't a boon when you can just run Spine Chill to get the vault speed bonus throughout the match and any more effects verge on unreliable to near-impossible.
-
@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2978932#Comment_2978932
Dude.. or dudette idk.
Ive had many people on PlayStation write me gg after they killed me and I know 100% it’s meant to rub their victory in my face. There are definitely people out there that write gg for toxic reasons. I’m not saying everyone is like that, but a good portion is, considering how toxic this community is in general.
Eh. If the player was overtly nasty during the match (like nodding and hitting on hook, shaking head at every down, faking hatch, bleeding people out - not strategic things like camping/tunneling, but stuff that's only done for BM) and they say GG at the end, that's probably mocking and you're better off not responding and moving on. But someone who throttles you in a typical game and says GG? I doubt they're intending anything bad by it - GG is just a rote thing to say and they're following the script.
-
I didn't really have any goals, so... I guess? P3ed Artist, Ghostface, Mikaela, and Demo; Yun-Jin and Nemesis are P2L50, but I want to use up some good addons on them first.
-
Well, your name checks out.
But seriously, it's more enjoyable to play a game with someone who's respectful and plays in good faith than it is to play a game with someone who hurls slurs at you and tries to rub their balls in your mouth. This notion doesn't become any less true when it's a video game and the person isn't physically sitting across the room from you anymore. Like... do I actually need a reason to not enjoy playing with people who are actively trying to piss me off? Because it seems pretty self-explanatory to me.
-
As an Onryo that even the Entity had trouble getting under control, Spirit is likely the most powerful of the original killers, at least until the Dredge - the Dredge is the first OG killer we've had that's more a force of nature than it is a human with powers, and that likely puts it in its own weight class (though we might need a little more lore to confirm that, as we haven't really seen what the Dredge can do, just how it was created.)
When you get into the licenses, though, you get some real powerhouses who are very hard to compare. The title of strongest is probably a toss-up between the two P-Heads; they're both interdimensional beings, an archon of Hell and an avatar of penance respectively, both of which are strong enough to be voluntary visitors to the realm rather than leashed by it and to call forth their own dimension within the Entity's realm and steal survivors from it. Myers, Sadako, and Freddy don't compete on the same level, but they're all insanely difficult if not impossible to kill and freakishly lethal in their own rights.
-
While I don't think it's been confirmed, I can't imagine they'd remove them. It'd cause a ton of outrage for no benefit whatsoever. They'll most likely still be unlocked at prestiges 1, 2, and 3.
-
I did a double take when I saw this suggestion - I made one with nearly the same title when the Artist came out, and for a second, I thought it'd been necroed.
But yeah. +1 to all of the above. The Temple of Purgation makes much more sense in this location than it does in the Red Forest and it would be a much better aesthetic match, both for biome accuracy and architectural styles (because the log-cabin-style jungle gyms in the Red Forest don't match the Temple's stone structures at all.) The reason the Temple ended up where it did is because they were starting to run tight on time to create the assets for new realms for every killer, and while Oni had a convenient segue, Clown and Plague ended up thrown sort of wherever because there was no existing realm that made especial sense for them to be in. With the realms that exist now, there are much better choices available.
-
Not often. I'll do it to avoid BBQ in a situation where I really don't want to get caught (gen near done, death hook, second-last survivor), or to avoid a Doctor's Static Blast at the start of the game. Other than that, I might do it if I'm on death hook and someone brings the killer near me, or in a gate check scenario.
-
The ability to not be healed by other players would be pointless if you're running No Mither. Players are already following you around trying to heal you despite the lack of a healing prompt. If they don't get that they can't heal you when you're broken, they're not going to get that they can't heal you because you have an option selected or something. I can understand 'no, don't touch me' for players with Resilience or 99ed Self-Care, but you already have that status baked in.
Rejecting idiot unhookers would be nice, but I can see that option being used for trolling or by players who don't understand I have BT and intend to take a hit for them. I can envision scenarios where the play makes sense in my head (like denying a stack of devour hope, or recognizing that this killer camps and there will never be a safe chance to unhook), but the guy on the hook has another idea and I go down near the hook for nothing because the unhook got no-sold. Or worse, SWFs who want to share points with each other or help each other with tome challenges would reject randos even when it's detrimental to the game at hand.
-
@keepingitril said:
I'm working my way through challenges.
I'm looking at "kill the obsession X times" now.
The most efficient way of doing this challenge is simply find the person and tunnel and camp them and done. This is a TERRIBLE experience for a survivor. Yes yes, play normally and eventually you'll get it, I know; I want the challenge done in a reasonable timeframe, not hoping that the person you do kill might or might not be the right one many more times in a row.
I'd be ok if X was made a very low number to keep this to a minimum.
I know I'm talking to myself. It won't be. "Escape through the hatch using the key twice" and "Use Dark Sense 4 times", "Stun the killer 12 times" still exist, so... yeah.
Less focus on cosmetics, more focus on QoL improvements.
There's actually a more efficient way to do those challenges. For the hook the obsession x times challenge, bring Furtive Chase and find the obsession. Catch them, proxy camp them, and then go after whoever unhooks them for more than 3 potential obsession hooks per match. For the kill the obsession x times challenge, you want to bring Nemesis (the perk, not the killer.) Kill the obsession and then intentionally eat a pallet from your next target. Probably better to use a killer that survivors won't be afraid to pallet stun, so nobody that can hit over pallets, but you can potentially get 4 obsession kills per game. You also don't necessarily have to go for the obsession at the start because it's not too difficult to make your current target the obsession.
-
If they had a problem with players handicapping themselves with perks or throwing the game to take protection hits and open chests and follow the killer's shadow like some weird lost puppy, they shouldn't have designed challenges to require that.
It's obnoxious, and I have to apologize to like 8 sets of gamers who I cursed with perkless No Mither games yesterday, but it's totally their fault this is a thing, so...
-
Bubba. No one else, really. Just Bubba. He's a great opponent when he actually chases people and moves around the map instead of crowding around the hook like a moth at a lantern. The problem is that that's maybe 25% of the Bubbas I encounter... on a good day. When I see a Bubba, I reflexively prepare for a bad game in a way that even Nurse, Hag, or Blight don't do to me.
-
@grandpotato said:
https://forum.deadbydaylight.com/en/discussion/comment/2958076#Comment_2958076
100% agreed. This should be basekit (to encourage not tunneling).
We're Gonna Live Forever BP bonus should also be basekit, to promote protection hits and safe rescues, especially in solo queue.
Eeeh... while I think survivors need a bloodpoint bonus even more than killers do, I don't think We're Gonna Farm Forever is a good way to do it. The thing with BBQ is that it promotes dynamic gameplay and encourages the killer to switch targets, which is good from a general fun perspective. WGLF encourages survivors to race each other to unhooks regardless of safety (as long as the guy lasts 15s, which BT will usually allow, you don't care if they go down two seconds later) and kill themselves taking pointless protection hits. It's not a substitute for true altruism.
I like the idea of giving survivors a bloodpoint bonus to mirror BBQ, but I think it'd be better split among categories - last in chase for 45s = 25%, repair a full gen = 25%, get a safe unhook = 25%, heal someone or pick them up from the dying state = 25%. Or something like that.
-
Maps actually being dark and foggy. The Realm Beyond has been moving in a direction I really dislike, where everything is clear, easy to see, and even broad daylight in an increasing number of cases.
-
I think it's better as it is. Booning requires setup and can be snuffed (and will be snuffed if you run the killer around the area it's lit, which is why non-CoH boons aren't popular), where Vigil's always in effect around the survivor who brings it and needs no setup.
-
Can't make loud noise notifications when they're on your shoulder. Ditch your power! Embrace the backpack!
But seriously, yeah, this is really annoying. I prefer to down AFK survivors so they don't really progress towards leaving the game but I still profit off of their vulnerability, but the constant banging in the distance gets on my nerves and I always cave and hook them. By the time they've got crows again and it's their second hook, I'm past the grace period where I expect them to come back and I have no problems yeeting them out of the game, but the first 90s could easily be someone in the bathroom or getting a package at the door.
-
@Fnatic47 said:
https://forum.deadbydaylight.com/en/discussion/comment/2975525#Comment_2975525
Why should Killers give the hatch when survivors constantly tbag, click click flashlights and gen rush.... I mean... Lets not forget those survivors who just camp near exit gates waiting for the Killer to start tbag or.. just waiting there for the end game time finish... I don t even understand the point of this post when the answer for it is just way way to clear...
Because not all survivors do that? If survivors are obnoxious, they don't get hatch. No killer is going to give hatch to players they dislike. But I'm not going to treat survivors like a hivemind because a bunch of people have been dicks to me in the past. You've gotta say innocent until proven guilty on that front, because if you start treating players like they've already broken into your house and pissed on the floor as soon as they load into the game, you inevitably become part of the problem with toxicity in this community. Sure, it has led to me letting a few people go who turned out to be dicks (and likewise, giving free hooks to killers who proceeded to facecamp me to death while hitting me on hook), but that hasn't been the bulk of my experience.
Also, gen rushing isn't a crime, it's just trying to win and capitalizing on an advantage. It's not really any different from tunneling.
-
@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/2975508#Comment_2975508
I meant why did the hacker even bother playing just to instantly end the game.
The actual answer is that they didn't. Those killers are bots; it's fully automated. They just turn on a program and then go watch youtube videos or something.
Also, for any non-subtle cheater, it's not about playing Dead By Daylight, it's about getting attention. They want to bait reactions out of people.
-
I do give hatch. /thread
But seriously, nobody deserves hatch. It's not an obligation. It's just a nice thing the killer can do, or a way to reward someone for a fun game, good chases, or a consolation prize for being screwed over by their teammates. If I don't give hatch, it's because the last survivor BMed or I didn't think they were a good teammate.
-
If you're talking about hooks - bodyblocking does come with a penalty. It's called getting hit, often multiple times if not paired with sabotage. If you injure the whole team or get another down, it's not a bad trade. If bodyblocking is that much of an issue in your games, run Starstruck. Kills bodyblocking dead, far more effectively than other perks like Forced Penance or Mad Grit.
If you're talking about chases or gates... I don't know what to tell you. The survivors are a team. They can work together to help each other and this is one of the ways they can effectively do that. It can be very annoying and definitively lose you games, but at the same time, there are times you can benefit from players are throwing themselves at you to save a teammate - especially if you take the free hit and then continue chasing who you were chasing.