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Laluzi

Laluzi

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Laluzi
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  • @Tricksters_Wife said:

    My current favorite cosmetic combination for Trickster:

    https://us.v-cdn.net/6030815/uploads/BMNIU4PEBYBL/5-jpg.jpg

    https://us.v-cdn.net/6030815/uploads/K9V2OM0DPWMK/4-jpg.jpg

    https://us.v-cdn.net/6030815/uploads/A6ASZQE39RKZ/8-jpg.jpg

    https://us.v-cdn.net/6030815/uploads/IBECH6QJLJL9/6-jpg.jpg

    I'm hoping to get more edgy looks with him in future skins so I can do combinations that match my personal fashion sense irl!

    We really same-brained on Trickster. Those are some fantastic shots you got there (of the mori, I think?) Great minds think alike! ...And to be fair, that hairstyle is one of the greatest things to grace this game.

    Anyway, here's some of my favorite outfits (that I've assembled, anyway - I have thousands of shards to go before I sleep...)

    a.png b.png c.png d.png g.png e.png f.png


  • You do depip for disconnecting, but I'm pretty sure the people who voluntarily do it couldn't care less.

    It's very tiresome to get depipped for something that's purely another player's fault, like ragequitter teammates, someone hook farming you to death, or the killer being AFK or facecamping. Depipping shouldn't even exist at this stage of DBD - it's pointless in a system where rank only measures how much you've played this month.

  • It's a little annoying, especially if I brought something good that match, but I find it much more entertaining than pure AFKs or stuff like boxblocker pig or Basement Bubba. If it happens only rarely, and it does, it makes for a good laugh.

  • If there's nothing fun about holding W all game, boy, you must really hate M1 killers.

    I like successfully predicting where survivors are going to go next, and I like having the ability to force survivors away from obnoxious loops like shack or Haddonfield double window house. I also get a kick out of shooting birds at gens, heading towards them, and hearing the scream as someone jumps out of a locker I conveniently Iron Maiden'd. She's got some addons I think are fun and fit well with my playstyle. What is there to say? Fun is subjective. I don't like playing Huntress and I think Nurse is the most stressful and excruciating killer in the game. Different strokes for different folks.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2974121#Comment_2974121

    The keys were conditional. Gens had to be done to make the hatch spawn and use them. Survivors made their own fun after meeting those conditions. A lot of that fun was removed when the hatch was changed. Hatch plays were very fun for survivors if they were able to make it spawn in time.

    Oh, I'm sure hatch plays were fun for survivors. I made a few in my time, and yeah, bouncing with the guy I just unhooked in front of the killer's face was exhilarating.

    Thing is, when survivors are remotely competent, this game is extremely backloaded for killers. The first chase will usually be the longest, because all areas of the map have full resources and powers need to be set up, built up, etc. If survivors split up at the start, and good ones do, it's pretty common for 3 gens to pop during or at the conclusion of the first chase. Killers start to snowball later on, when multiple people are injured, the team is too busy with healing and unhooks to focus on gens, when pallets have been broken and deadzones form.

    Old keys made it so that when one player died, the rest of the team could leave the match at one gen left, and there was nothing the killer could do about the situation. Guard the 3-gen? They get hatch. Guard the hatch? They do the last gen. Patrol both? They hide near the hatch and 3E as soon as you're a safe distance away, Tunneling the key user earlier was useless, someone else would pick it up. You had to kill or slug everyone before 1 gen was left or you were screwed, and when you factor in that there's often just going to be 2 gens remaining when you wrap up your first chase - yeah. That was a problem.

    I'd be okay with keys letting one survivor escape but not staying open for other survivors, and causing the hatch to disappear for the rest of the match. I'd also be okay with hatch spawning once all 5 gens are done regardless of the number of survivors left. Current keys are essentially useless. But old keys were way too strong and the ability to get the whole team out early for the price of one item should never have been a thing.

  • New keys are garbage and could use a buff, but a return of old keys? Hell no. Being able to dip out with the rest of your team at one gen left was horrible game design, and it was completely uncounterable to boot. Either you brought a perk and camped the dropped item for 90s (which typically threw the game), or the survivors were going to bounce as soon as your 3-gen came into fruition.

  • It's great at killer shack and TL walls, but its hex nature typically means it'll be gone by the time you get utility - because if you chase someone to shack at the start of the game, you're probably making a mistake.

    I once had it block a window several survivors were trying to go through - I pushed a group off the gen in the vat room in the Game and only one of them could go down the drop. The rest were stuck in that crowded platform up top and couldn't get past me without taking a hit. But overall, Bamboozle's reliability makes it a much better perk.

  • The DLCs are pretty reasonably priced, and with the exception of licensed content (which is its own money hurdle), can be obtained for free via in-game currency. This is plenty generous enough. BHVR's gotta make money somehow and new DLCs are the most work-intensive thing they do.

  • It's stupid to accuse survivors of doing it unless you get a lobby with 4 fat toolboxes, but I do understand when it's not a complaint against specific survivors and more a complaint about the state of the game - because games being over too quickly before the killer really has a chance to do anything are definitely a thing, especially with M1 killers who have to break pallets. You just can't blame survivors for doing their objective ASAP, especially when the killer meta enforces this behavior with stacked slowdown perks and tunneling someone out of the game early.

  • @Regulus47 said:

    Because unlike wraith, she can uncloak practically instantly and without global sound cues, and unlike ghostface, her stealth has no cooldown and can't be revealed. She's also got the TV's to teleport to, and the flickering invisibility, and the short height. Sure, it's a little harsh, but it's pretty hard to hear and without it she'd be better at stealth than wraith and ghostface, which doesn't make sense considering her power involves stealth, insane mobility, minor game slow with condemned, zero hook moris with condemned at any time in the match potentially, and even some limited chase power with her height and phasing. She's still not a super strong killer, but if played well can still do better than many say.

    Almost better at stealth than Wraith and Ghostface? Ghostface is practically silent and can attack or grab you straight out of stealth, not to mention Marked being miles better than Condemned in every realistic way. Wraith is translucent, which is far superior concealment than 'fully visible but image stutters', and he also gets a speed boost when he reveals himself, which Sadako doesn't get (and demanifesting might be quicker than uncloaking, but it's not immediate.) He also has his own mobility power baked in, and the uncloaking time is there to prevent him from being able to catch up to survivors immediately no matter what and drop a hit on their back. Sadako can't do that. I think trimming down a 110 killer's full terror radius of static down into normal killer-is-very-close-to-you noises isn't too much to ask for.

    Like, I get the idea that Sadako is designed to be a jack of all trades and a master of none, and that you wouldn't want her to be better than other killers and have more stuff on the pile... but two of the three aspects of her power barely work. She's got map mobility. That's kind of it, because her stealth tells survivors that she's nearby, and survivors have to actively ignore the Condemned mechanic and the game has to drag on for a while for there to even be a chance of her lethality power going off. In a normal length game, survivors can get away with ignoring it. And did you really call being short a chase power?

  • @CaulDrohn said:

    Not sure about Sadako, but you can hear EVERY stealth killer when they are near you:

    Wraith gnarls.

    Myers breathes.

    GF has flappy clothes.

    Pig can be heard when she unsheathed her blade.

    All of those are up-close cues, though; you'll only hear them when the killer is a few meters away from you. Sadako's effect is large enough to be a terror radius, which kills the point of stealth (especially when she isn't hard to see, either.) All of this together, demanifestation has very little point besides being the thing you have to do so you can teleport to a TV.

    As an aside, Ghostface's giveaway sound effect is so quiet that it may as well be perfect stealth. Pig's breathing is also pretty soft, but she'll make a louder sound cue by uncrouching or ambushing, so it's not as useful.

  • Yeah, STBFL is in a perfect spot. It requires some strategy and occasional ditched opportunities to use properly, and its power builds up during the match, so it doesn't start out overwhelming. Even at its peak, it's not unbeatable or anything; it's just really good, and has various bonus utilities like stopping hook sabotages and catching exit gate BMers.

    One nice aspect of STBFL is that it's fantastic on M1 killers, who tend to need the most love, but it's worthless on Nurse or Blight and it's subpar on many other strong killers like Huntress or Bubba. It covers a weakness of killers without strong chase powers without adding to the strengths of those that do.


  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971494#Comment_2971494

    It can work in certain situations. If lets say a perk is op in top level play but is just average in average or low level play, nerfing that perk serves no purpose. Sorry thats wrong, nerfing that perk would be the opposite of what you should be doing.

    Forced penance for example is really good in top level play because it stops coordinated teams from body blocking every 2 seconds. Does that mean we should be nerfing the perk? Absolutely not, the perk is fine for regular play and if anything needs a buff to be relevant.

    You should only realistically be balancing around one of those situations, and thats hopefully the average play.

    But if a perk is mediocre in low level play and extremely powerful in high level play, it's totally safe to nerf that perk because it wasn't getting good use in low level play anyway and the changes aren't going to affect that tier very much. Doubly so in a game like DBD where you will have several perks that perform a similar effect, and can be substituted fairly well for each other - so for the big example, if you nerf Dead Hard, all the average players who used it to dodge attacks and get hit 5 seconds later are just going to switch to Sprint Burst or Lithe and notice little difference in their playstyles. The change will mainly hit the top, which is the area that it was intended for. It's almost the perfect situation of a perk that can be precision nerfed, because Dead Hard in unskilled hands genuinely is not that great of a perk.

    (Forced Penance isn't a great example when it's not a perk anyone has ever called for nerfs on - sure, it's good against bodyblockers, but that's not something you can tell from looking at a lobby, and Starstruck outclasses it in every way. It's a counter to a particular strategy and little else - if it's OP, Mad Grit is OP. So no, of course we shouldn't be nerfing Forced Penance. You virtually never see it run anyway.)

    For killers, yeah, the balancing is very tricky, because different brackets of players have different playstyles and weaknesses. Perks, I'm less convinced. The only ones that look difficult to nerf, from where I'm standing, are the ones that patch some fundamental flaw or vulnerability with the game mechanics.

  • @bm33 said:

    Because the 5 killers before you were not trying to farm and were killing the survivors as quickly as possible. Probably had one that even faked farming just to have easy kills so survivors aren't trusting those that do want to farm.

    This. The survivors don't know that you're in it to play a relatively friendly game. People 'gen rush' because it's the best way to get out alive.

  • @Tostapane said:

    in the meantime a buff for his ambush attack wouldn't be so bad (tbh it has no purpose if you think about it: when survivors are working on generators you have the possibility to grab them IF YOU DON'T ATTACK with the ambush, plus the pig won't make much noise with a normal attack, while if you use the ambush...)

    Ambush has one use - scoring hits around short pallet loops, and sometimes complex jungle gyms. Low height during crouch and lack of red stain makes it uncertain what direction the Pig is coming from, and that'll land some hits, especially if you park yourself at the pallet. But as an actual ambush tool, it's worthless because it telegraphs itself, and you're better off just uncrouching and stabbing.

    I'd be happy if they buffed her crouching speed to 105% and either increased the dash length/speed or changed it so the audio cue doesn't play until the meter is 50% charged. (I would miss being able to oink at people, though.)

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970615#Comment_2970615

    No; the change made it so that if there are two boxes left, and the survivor hears a terror radius (or if their SWF announces the killer’s location via voice comms), then the survivor can just go for the other box, which means the Pig is less likely to catch people near boxes. Some of my chases are just finding people on boxes, or running near boxes, even when I’m not “facecamping” the boxes. Or if there is a box near a 3-gen, then I’ll be aware of it even if I’m patrolling all 3 generators, and similarly the survivor is more likely to just avoid that box even if I’m not facecamping it.

    And I think it would be great if the devs would release the head pop stats from before the addon pass to after the addon pass, because with exception to people face camping with old Amanda’s letter and new video tape, I’d argue the head pop rate went noticeably down because of the addon pass.

    I mean, sure, but any situation where the survivor is moving away from a box they wanted to search while not in a chase is a win for the Pig. Clock's ticking, and if they've already searched 3 boxes while their trap was active, they don't have much time for the detour. If you can find scratch marks or just patrol the other boxes, they're done for. A trapped survivor can't do anything when the Pig is looking for them. All this prevents you from doing is sitting in front of the box and getting a kill for it.

    You're ignoring everything people are saying about how you get headpops with Pig to complain that they don't just happen anymore. Which, yes, her changes in the past half-year have been moving away from passive lethality. But this is a buff to her active lethality. I still think both her stealth and her ambush need work, but this change was an improvement that patched her most glaring flaw and I'm glad for it.

  • @Viskod said:

    With how much people complain about camping you’d think sneaking into range of a face camper and just sitting there wouldn’t be that hard.

    See, that's still some premier bullshit, because going and sitting next to the camper for 60s is handing the camper a win (assuming they don't go and whack you anyway for getting that close.) If someone is facecamping and you can't extract the survivor thanks to the killer's power/lack of helpful perks, you've gotta slam gens. Parking next to the camper is throwing the game. That's why people hate this challenge. It's not impossible to do, but it's impossible to do without intentionally ruining games.

  • Ugh, yes. We had one like this in tome 3 and it was awful. You either get a farming or AFK killer, which is not intended gameplay, or you throw the game. There's no middle ground. This challenge is not something that happens in normal gameplay, even if you're a Blendette. If it was 60s in the killer's TR, it'd be one thing, but 10m is strict and games just don't last that long outside of low MMR.

    Challenges like this encourage horrible gameplay and actively make solo queue a painful place to be. You can't play the game when your teammates are doing nothing or straight-up getting themselves killed because the tome told them to hug the killer's butt for a minute.

    I'm also bemused they dusted this one off for David, because it couldn't fit his character less. A hiding challenge? The man's ready to throw down at a moment's notice and his perks are all about giving no ######### with dealing with the killer. Cower for 60s challenge made sense when it was Dwight, but David? Hell naw.

  • Dumb and Dumber.

    They can briefly graduate to best friend status after wandering into an active loop, but for the most part they just get stuck on rocks and I christened them accordingly.

  • The immediate buff I can think of is to make it so that Pinhead doesn't break his own chains. It's completely random where the tethers spawn, and it frequently makes correctly landed shots worthless when chains spawn between you and the survivor. Go around the other way and they have enough time to break the chains on their own. Go through them, break one/two chains yourself, and the survivor makes it to the pallet. What are you supposed to have done better here?

  • If you want Pinhead slowdown - Deadlock's fine, but I'd go Plaything, Pentimento, and Pain Resonance. Targeted gen regression with scourge hooks and two rounds of secondary objectives for the survivors on top of Pinhead's box, plus totems are impossible to do in the middle of a chain hunt.

    My first level 50 on Pinhead gave me pure slowdown perks, and the build I got out of it looks pretty miserable to play against. Like I'd lighten it up if I could, but everything else I have to work with is Zanshin Tactics and Lightborn and crap.

  • Making the assets for a charm is, like, less than a thousandth of the work that goes into making the assets for a map. And that's not including all the balancing and collision testing and debugging.

    Yeah, I wish maps came out more frequently too, and I prefer new maps to remodeled old maps, but this is just a pure apples and oranges scenario. Even when you're only looking at the modelling side of things and not every other part of map development, charms do not detract from the creation of maps in any significant way. Charms are more comparable to individual map background objects, and really small objects at that - and that's only looking at the most intricate and complex charms, because the flat ones or the circles with pictures on them are a dime a dozen to make.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970282#Comment_2970282

    Exactly. The whole point of playing Pig is that she might get head pops, and this is a nerf to head pops, because the worst case scenario is still 4 boxes, but due to the fact there are now 5 boxes, it's easier for the survivors to do the worst case scenario.

    I don't play Pig for the slowdown. If I wanted that, I could just play someone else, who probably has a much better chase power.

    @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970456#Comment_2970456

    "The whole point of playing Pig is that she might get head pops"

    According to devs, the primary purpose of RBTs is to slow the game down, not to kill Survivors with them. So you're just not correct in that regard.

    What TAG said, but also, this change actually does buff headpopping - it's just specifically the kind of headpopping that you work to make happen. Headpopping that happens at random was nerfed, yeah. There's no more tossing up a Midwich offering, Tampered Timer, and Crate of Gears, and getting a kill or two just from passive RBTs; her addon change lowered her lethality somewhat and the 4/5 box change means that survivors will never have to run a full circuit around the map unless they mess up.

    But those addons are still good for cranking up the pressure, and this change increased the odds of any given trapped survivor being worth bullying. Harassing a survivor who hasn't searched any boxes yet is a waste of time (unless it's just a 'you're free real estate' easy hit) because there's every chance they'll get it off immediately; when chasing headpops, the Pig wants to go after survivors who've already searched 2-3 boxes, and their trap's timer has already progressed a lot. That's when she wants to chase them away from the remaining boxes and leave them on the wrong side of the map. With this change, the average number of boxes a survivor will have to search has gone up, and the weighted chance flat-out ensures that there will be survivors who end up vulnerable to the Pig harassing them. There's only one possible configuration where nobody has to search 4 boxes, and in that scenario, everyone has 3 - and you can totally make 3 work.

    In addition... I doubt that in a normal game, you'll be able to accurately track how many searches survivors make, but you might be able to tell the strength of your subsequent traps with some guesswork. Like if you put a party hat on survivor #1 and they get it off very fast after the unhook, you know that your remaining RBTs are going to be some mix of 4, 4, and 3. It won't always be this clear-cut, but you can do some mental math with whether they healed on the HUD, whether there was a box anywhere near that hook, what addons you're running... Point is, this can help you make informed decisions on when to go after players who, under the previous system, would have been risky to devote much attention to.

  • Oh, this is quite nice. It's a bigger change to her mechanics than I was expecting, but it lessens the RNG across the match, which was one of Pig's Achilles' Heels. I'll gladly lose the chance of everyone needing 4 boxes to lose the chance that everyone gets it off in 1-2 boxes.

  • @Pumpkinbros said:

    https://forum.deadbydaylight.com/en/discussion/325293/no-mither-challenge-in-page-3-of-tome

    being that the tome is about the David this challenge was inevitable, they make you use every single one of Davids perks for challenges, that's how it's always been. just keep playing till you get it, who knows you could get it on your first try maybe

    There's a difference between "design a challenge that requires you to use No Mither" and "design a challenge that requires you to escape with No Mither and no other perks."

    It could just have easily been "pick yourself up from the dying state while using the perk No Mither" or "evade an attack while running the perk No Mither"

  • @FeelsBadMan said:

    There is another one where you have to hide for 60 (SIXTY!) seconds within 10 (TEN!!!) meters of the killer in ONE trial. Did they hire the guy who did the very first tome challenges again?

    God, I hate those challenges so much. They're just begging you to sandbag your team and be useless for half the match. You have to hope you get a friendly killer or that someone loops the killer beneath your gen on a two story map without ever noticing you. ...And why the heck would they pick this challenge for David? It's not the first time we've seen this one, but it doesn't fit the man at all.

  • I'm just gonna spare anyone I see running No Mither. Their lives are hard enough as it is and it's free real estate for me the entire match.

  • It's a net buff. It's a better timewaster than before if you play purely passive with traps, and it's more likely you'll find a survivor who's done 3 searches and can now be forced into a headpop if you harass trapped survivors. However, your passive lethality on maps like Midwich, RPD, or Suffo Pit is lessened if not gone entirely, so it isn't a straight upgrade.

  • Then you had plenty of time to realize 'oh no, she's teleporting around a lot during chase and I'm almost condemned, I should go down so I have a chance to do tapes when she's not on me.'

    A chase lasting long enough that Sadako can teleport 5+ times during it is not normal gameplay and speaks to something being very unbalanced (whether that's map design, killer power, or matchmaking is up in the air.)

  • Not weak? Pig's one of the weakest killers in the game, are you kidding me? All three aspects of her power are either clunky or unreliable.

    AFK Pig had to go, nobody should be rewarded with kills for doing literally nothing (and nobody should load into the game already dead, for that matter), but let's not pretend Pig is in a good spot now.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969438#Comment_2969438

    mid looping. thats not possible. it takes like 3 seconds? to pull a tape out. kinda hard to do that when sadako is up my ass

    It's doable. Even if Sadako is right on you - I've had Condemned survivors run up to a TV, I hit them, and then they insert or take tape while I'm on cooldown. It's doable as long as you're healthy.

    To the OP, not only was this an edge case (incredibly long chase, RPD = large Condemn zones due to multi-story map and twisty hallways), but you had options for counterplay - both to take a video mid-chase, and to go down before she could fully condemn you. If it took her a 4-gen chase to catch you, then she threw the game to kill one person. I don't really see anything wrong with how this played out.

  • Last second switching is bullshit, but the answer is to remove last second switching, not SWFs.

    Wouldn't be hard to lock loadouts 10 seconds before people are allowed to leave, or lock survivor loadouts before the killer's loadout. In the meantime, you can always force-close the game on the offerings screen without penalty.

  • @Viskod said:

    Sure it is. Why not? Do both sides of that building need vaults?

    Theres two pallets up top and two pallets below how much else do you need?

    The building is surrounded by a deadzone on all sides and the two pallets up top are super unsafe. It's also easy to catch a survivor who leaves the structure unless they have Balanced Landing because either they drop and you catch up, or they take a ramp and you can drop to shortcut them. I have no beef with Grim Pantry's upper floor except when you get a window that faces forward instead of the pantry's sides - that's broken AF and requires bloodlust if the survivor's competent.

  • Yeah, I noticed I was slow to gain progress on it as well. I wasn't able to discern what was or wasn't causing it to trigger, but I got the impression that if someone ran 30m to me and I moved 3m to intercept them, it wasn't getting counted.

  • I still get the feeling this is unintended behavior, and I'm waiting for an announcement or a listing on known bugs before I pass judgement. There's a 50/50 that Swamp is the next map they're reworking and I know Haddonfield went a bit fucky for a month or two before they killswitched it - remember the lighting and textures were off and some of the hedge/fence generation had gaping holes in it? This could easily be more of the same.

    If true, it's a stupid change. The tile went from good-to-OP-depending-on-RNG to severely underpowered. Some of the window orientations needed to be nerfed, but this ain't it, chief.

  • I bring them whenever as killer, but as survivor, I usually save them for the special occasions I play with friends - solo queue games are so unreliable and there's few things more annoying than burning streamers and getting yeeted with 4k points.

    It's fair enough when people feel like they're cursed and herald bad games, but I've got nothing but bemusement and a bit of scorn for people who won't use them because they're more determined not to give their opponents extra bloodpoints than they are to give themselves extra bloodpoints.

  • I quite liked that they gave us so many options! Not sure how I felt about the map weighting, and it has a chance to be kind of bad depending on what gets picked (even if I like the maps that are chosen, I'm not a fan of getting the same map over and over...), but I'm really glad they let us pick shrines and bonuses. Even choosing which outfits to go on sale was neat; here's hoping that transfers to shard discounts as well as cells. And I hope the data they gather will help show that people generally aren't interested in Rift Fragment bonuses except at the start of the rifts, because this far on, they're completely wasted on a lot of players.

    @[Deleted User] said:

    I'm disappointed that people want bloodpoints more than iridescent shards.

    The shards are the same in those options; the difference is that one gives more bloodpoints and the other gives more rift fragments.

  • I don't outright check people's posting histories, but I do occasionally remember people's posts around the forums and sometimes I'll get a picture that someone is either pretty cool and trustworthy, or a bad faith actor and not worth responding to or taking seriously.

  • Your title talks about cheating, which is a fair argument to make even if the game becomes unilaterally worse without the DC penalty... but your post makes it sound like you want to DC against survivors acting rude, which is an entirely different ballgame. And that's incidentally part of the reason why the DC penalty shouldn't be turned off.

    I 100% agree people shouldn't suffer penalties for backing out of matches with cheaters and cheating is currently out of hand, and I have no love for toxic players, but ragequitting is bad and will always be bad.

  • Except nobody thinks the things they're complaining about are unproblematic, so your post has no audience. Whoops.

  • Man, what kind of mindset do you need to have to see the killer bring party streamers (which only benefits the survivor compared to the killer bringing pudding, as killers have no teammates to share bloodpoint bonuses with) and go "hurr durr let's all DC so they don't get anything?"

    Like I don't have trouble believing this; this game is littered with people who would cheerfully shoot themselves in the foot in order to be able to express their frothing spite towards the other players. But seriously, that's bonkers.

  • Honestly, I've had the complete opposite experience. I've been playing survivor all day and I've had several killers bring party streamers or cakes. Games have mostly been pretty dynamic and I've escaped or lasted fairly close to the end. Haven't even seen anyone hard tunneled today. I've also successfully confused like ten people with my tome 5 pustula plant, some killers included, so I'm having a great Bloodhunt so far.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2965583#Comment_2965583

    And all the time someone comes and answers that nobody would want to face SWFs... But based on what do they say it?

    - Trust me, if there would be a 100x multiplier people would go for it.

    - The killer would AFK? Give the multiplier only at 4k, this way there is a risk reward and can't be abused by the killer.

    - Killers don't want that many bloodpoints... Then give them shard reward.

    You see it is always the easiest to say why no, why is something a bad idea... Instead of finding a solution.

    In order?

    -100x bloodpoints is crazy. At that point, you have to admit something is broken with the system, if you need to bribe your players that much in order to get them to do something.

    -So I have to 4k against more difficult opponents in order to get any extra reward? That means if I'm remotely interested in the bonus, I'm going to go into this game with the mindset to sweat my ass off, tunnel someone early, slug for the 4k, etc. This further solidifies the problem that anyone playing in a SWF is going to get extra sweaty games.

    -Not all players care about shards, either. The more time you have in the game, the less currency matters.

    Sure, it's easier to say no than try to noodle out a solution, but there's a reason why so many people agree that this can't be done despite disliking playing against SWFs themselves. Make no mistake, people would use this option if it were provided - but anyone sensible is going to realize they'd use it too much. Even if I bite the bullet and play one or two SWF games per session before blaming any failures on my part on the SWF and going back to DBD Easy Mode, it won't be enough to fill up the queue. Survivor queues are already nuts enough at night, which is traditionally when SWFs get together and play, and you want to add this onto it? It's just not sustainable and it'll result in a big ding to DBD's playerbase when suddenly playing with friends is a miserable experience, if you get to have an experience at all.

    I'd much rather see solo queue buffs to address the power gap. Letting players opt out is a bad idea. Even if you offer me rewards... I'm playing a game. If I can choose between a potentially awful game and extra rewards, or a fun game and normal rewards, I'm going to pick the fun game, because I'm here to have fun. DBD isn't a job where I want to put in overtime to get a bigger check.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2965587#Comment_2965587

    Well lower MMR killers would face only friendly SWFs. Good killers would get the bullies.

    Lower MMR killers aren't going to want to face SWFs, though. If you're not confident in your skills, and you can face an uncoordinated opponent or a coordinated opponent - who's going to pick the coordinated opponent? I'm sure somebody will as a genuine test of their mettle, but they certainly won't be enough to fill up the queues given how common SWFs are. It doesn't help that certain killers' powers get destroyed by the nature of SWF, regardless of how good they are; you'd have to be nuts to go in SWF queue with Trapper or a stealth killer.

    SWF queue would end up with hour-long wait times to face Nurses, Blights, and cry-more killers like camper Bubba. I'm not shedding any tears for the bully squads, but nobody else deserves the shitshow that would arise from letting killers opt out of facing SWF.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2965464#Comment_2965464

    The thing is, most killers wouldnt play against swf because swf has several advantages. But if both queues are seperated, balancing modifications could be made, like longer gen times or killer being faster.

    If then swf would provide an actual fair game just like the solo queue, why would killers still dodge?

    There's a huge difference between your average group of friends playing and a sweat squad, though. You can't balance for high end gameplay when most SWFs are still casuals that perform pretty close to solo.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2965412#Comment_2965412

    Could have made for some interesting new mechanic that would shift the stale gameplay of gen rush vs camp/tunnel. Always the laziest option with this company.

    Yeah... when they were talking about baking moris into normal gameplay, I was expecting some sort of meter or whatnot that would progress as the killer did certain things in the trial, loosely based on their performance. The more you did, the more people you'd be allowed to mori.

    Basekit cypress mori is just lame, and forcing it when the last survivor goes into the dying state screws over survivors on the cusp of escaping as well as killers who wanted to give hatch.

  • I see this suggestion crop up from time to time. It'll never work because most killers would not play against SWFs if given the choice - and on the flipside, a disproportionate number of killers in the SWF queue would be stuff like Basement Bubbas and AFK shard farmers. Bloodpoints don't matter much when weighed against whether your match will be fun or not, and unfortunately playing DBD with friends would become a pretty awful experience between the queue times and only ever getting sweaty or troll killers.

  • Rewrites, no; I doubt they'll go back and change anything they've already released. But second tomes for the same character that retcon or respin their lore? That seems more probable to me. David just became the first character to star in two tomes, so it's a possibility. And DBD lore is already super inconsistent and self-contradictory anyway, handwaved away by multiple universes and infinite versions of the same character existing. As you say, the Nurse's tome doesn't line up with her initial lore blurb, from her character and motivations to quantifiable details (in her description, she smothered her patients to death; in her tome, she killed via lethal injection.) I certainly wouldn't complain if they tried again.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2964968#Comment_2964968

    This was on PTB. so I do think it is intentional. I don't know how you would remove whole walls non intently

    I dunno, BHVR manages to do a lot of crazy stuff unintentionally. Remember floating hatch?

    PTB makes way more sense, and there's grounds for them messing around with Swamp - next map they rework is either going to be Red Forest or Swamp, after all, and I remember textures and hedge generation going strange on Haddonfield about a month before they killswitched it. But yikes; for all the problems that loop presents, gutting the whole thing was not the way to go. I'm going to assume this wasn't intentional until further notice, if only because I feel like it would have been in the patch notes had they meant to do this.

  • You sure this is intentional? I had Grim Pantry yesterday and it was business as usual up there. They didn't announce anything as far as I know.

    Having no vaults at all doesn't seem right and turns that loop from good-to-OP-depending-on-RNG to pathetic.

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