Laluzi
Laluzi
About
- Username
- Laluzi
- Joined
- Visits
- 4,175
- Last Active
Comments
-
ANOES would be the dream - god, ANOES is such an untapped resource in Dead By Daylight and it lowkey breaks my heart - but the license holders have historically been pretty difficult to work with. And we'd need Stranger Things back before anything new happened with them.
Mostly, I don't think there's a lot of big horror franchises out there where there'd be good grounds for a second killer? Skins for the original one, definitely. And new survivors, sure - but there's a lot more supporting cast than there are iconic monsters.
I also question just how many unique killer powers BHVR can create before they run out of ideas. A lot of recent killers operate on 'very similar power to another killer, gives you a special status effect that does something semi-unique.' We haven't gotten something entirely original in a while. So I don't know. I'm not complaining about the double dipping, but I'd rather see new licenses than doubling down on old ones. RE is almost a special case because of how many potential different games, protagonists, and villains they can pick from, all of whom hold relatively equal weight within the franchise. Like... Silent Hill had a smorgasbord of survivors they could have chosen, but there was no question the killer would be Pyramid Head, you know? RE had a ton of valid choices for who the killer would be, to the point where it was all anyone was speculating about a year ago.
There's one other franchise we have in DBD that I feel meets that description. A SAW redux could be really cool, and the license holders do seem open to fresh collaborations. But again, I feel like getting someone like Hoffman as a killer would work better as a legendary skin for Pig than an entirely new killer with new mechanics. Tooons of survivors to pick from, though.
I would always and unquestioningly be 100% down for any new licensed maps, though. Haddonfield aside, all of the licensed maps we have are visually stunning and chock full of goodies for fans of the series. Balanced? Ehhhh... but undoubtedly really cool. I'd love to see more locations from beloved horror IPs explored in DBD.
-
@Blueberry said:
Should also allow you to break dull totems.
That's all fine and dandy until you set up 5 stacks of Pentimento in the first minute of the game. Considering survivors don't know where the bones are yet, there's a real chance the killer gets it off.
@ukenicky said:
It doesn't need an extra effect. This perk is about to make pentimento meta rampant.
No killer will use shattered hope without pentimento / hex heavy build. Seriously I can see it now:
Shattered Hope / Hex: Ruin / Hex: Undying / Hex: Pentimento
Eternal slowdown and punishes anyone who cleanses your hexes or tries to boon.
You literally only need 1 stack of Pentimento for it to hurt too so it's easy to control if multiple totems get cleansed and broken. You can relight a Penti when you want if the first gets cleansed. It's incredibly powerful slowdown
If builds like that were meta, you'd see Ruin/Undying/Thrill/Devour every game. The build you just listed will only make survivors cleanse two totems. That's very little Pentimento value, and survivors aren't going to mess with totems once they understand they'll just give you more stacks of Pentimento - so you can either wait in hopes that they'll boon or cleanse random bones, allowing early gens to be done without the 30% slowdown, or you pull it out early and that's it for your Pentimento value. Pentimento totems tend to get cleansed quickly because at least one survivor already knows where they are. Trust me, I've run Pentimento-non-Plaything hex builds before and they're very lackluster. Plus hex builds are inherently unreliable and don't leave room for staple perks - where's the info perk in a build like that? Where's the chase perk?
Plaything/Pentimento is still way better than what you're proposing. You're correct that nobody will run Shattered Hope without that kind of hex-and-Pentimento backup, but the number of people who are going to take it along isn't nearly as high as you're predicting. It's a bad perk and it's not going to break into the meta anytime soon.
-
It's a shame; I used to like Thrill and now it has no place in my builds. It went from a hex defense perk to an unreliable anti-boon perk.
They never said such officially, but the nerf came right before Artist was released and I suspect it was because she could have made totems completely uncleansable if she ran the perk.
-
Nurse is the absolute worst for me. It's a combination of stressful and disorienting. I feel like I'm fighting the game to get anywhere and staring at the ground after every blink is just horrible.
I can't stand playing Twins. I dislike slugging to begin with and having to walk across the map to pick people up drives me nuts. Everything feels so slow.
I dislike Huntress because I can't aim for beans. Never been good at any precision ranged playstyle on any videogame; spray and pay is the best I can do. She's a great killer, but she's just not for me.
Spirit's not my cup of tea because lacking visuals is pretty disorienting.
-
...meanwhile I've been trying to figure out what the hell to do when I'm up against Never-Sleep Pills. Thank you for your wisdom.
-
@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/324805/meta-perks-that-are-actually-healthy
Those survivor perks are band aid fixes for some stupid gameflaws. How is that healthy at all?
It's not ideal to have them as bandaid fixes, but in the absence of an actual fix, it's healthy because it makes killers camp/tunnel/slug less, in fear of the perks erasing their pressure. It makes the gameplay more dynamic and less, y'know, Bubba Simulator.
I'd say Pop and BBQ are pretty healthy killer perks - they encourage the killer to get away from the hook and go chase someone else. Make Your Choice is another good one - tells the killer not to camp and then rewards you for chasing after the unhooker instead of the unhooked player. Dunno if I'd call it meta, though. It's not rare, but it's not the most common perk in the world, either.
-
@scenekiller said:
It doesn’t need one. You’re taking that chance by bringing it.
There are a plethora of survivor perks that depend on the killer’s behavior, or can be negated by the killer not doing or bringing something - heck, even the occasional meta perk like DS can be completely negated.
it’s completely valid and ok for killers to have some perks like this also.
Sure, you can have a perk that only works if your opponents bring something you can't tell in advance, but don't expect anyone to use it after the first week. Because, like... when's the last time you saw someone bring Distortion? It's not a bad effect, but it's hella unreliable and won't even work against all of the killer info perks. Smash Hit isn't a bad idea, but it banks on the killer being an M1 killer and not respecting pallets, so it's utterly not worth it. Calm Spirit? Great against Doctor or Infectious Fright, but your odds of facing those aren't nearly high enough to justify the perk choice. The meta trio of DS/BT/UB is so prominent because tunneling/camping/slugging is so common - and it'd be even more common if not for the meta. Remember the immediate uptick in tunneling when DS was nerfed? The point is that it's not just a favorable gamble, it's a deterrent (which in and of itself only works because it's meta.) I'm not saying I'm happy with the state of things, mind. I think it sucks that survivors have to bring perks in order to protect themselves from things killers can always do to force them out of the game early. But there's a reason those three perks are used and something like Repressed Alliance isn't.
I feel it's really important to note that Shattered Hope isn't anything groundbreaking against most matches with boons. What it does is protect against those really inconvenient totem spots like Ironworks catwalks or Temple basement, and it also can break up a 3-gen stalemate in the killer's favor. In a bog-standard match with Circle of Healing, the totem's going to get broken once or twice and relocated somewhere else. It might slow down the booner if they don't know where other totems are, but by no means is it stopping boons from being present in the match. Going around hunting for boons instead of survivors is still throwing the game. This perk is not a hard counter the way UB counters slugging or BT counters camping (DS, I believe could use some work as a true anti-tunneling perk), so I really don't think it's worth the risk of bringing when there's a fair chance it has no potential for use at all.
I feel like Lightborn is a fair comparison to make here. Lightborn is a perk that does nothing if the survivors don't have flashlights, firecrackers, or flashbangs - but I can see two out of these three things in the lobby and the first one is by far the most common (not to mention I just don't care about flashbangs period, too easy to dodge.) I don't care if I see one or two flashlights in the lobby, and I can handle that on my own, but three makes me leery and four makes me grab for Lightborn. I don't care if there's a Circle of Healing in the survivors' lineup, but if there's boons and a map offering, that's when Shattered Hope would be worth it. But I can't know that the same way I can know about Lightborn, and the perk really will not do enough in most matches for me to ever spend the perk slot on it. It'd be like bringing Mad Grit every game in case I face a bodyblocker squad. I can't afford to do that. Nobody does that. And if flashlights were invisible in the lobby, nobody would ever bring Lightborn, because why would you bring a perk that's going to give you value once every fifteen games when you can bring a perk that's going to give you value every game?
Meanwhile, you can look at a perk like Soul Guard, which isn't popular but I do see it used more than any of the survivor perks I listed earlier. You only get its full value if the killer's running a hex, which isn't something you can predict, but it has a secondary effect that always applies and that gives it a place in some builds.
-
Hm... what if it was a repair speed decrease for every totem standing in the trial? Not a large one, maybe 2% per bone, but enough to encourage survivors to cleanse totems.
Might be too good with Pentimento, though.
Maybe increasing kicking speed? Not as good as Brutal Strength (unless we also link it to number of totems standing), but this is a perk about stomping on things extra hard, so...
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2964426#Comment_2964426
Two of the big culprits are Evader and Lightbringer.
Evader requires you to get into a lot of chases and play quite risky, but Lightbringer requires you to do around 2-3 gens. You are supposed to get credit for gens done while you are being chased, but in reality you barely get any credit, meaning that unless you are playing in a SWF or get a golden game, it's tricky to do more than safety pip even if you get out - particularly if you're playing against an instadown killer.
You're also heavily penalized for games where the killer gives up, is AFK from the start or camps/slugs, even if you didn't make any serious mistakes and played decently.
One thing I find with Lightbringer is that doing bones counts for a lot, especially if you didn't get much opportunity to do gens that match. I mean, it's not going to help you if you didn't have a chance to do gens on account of being tunneled to death, but running around and doing some last-minute bones once the gates are powered or once the match has clearly been lost can shore up the points enough to tip the scales.
For Evader - yeah. And some killers like Huntress or especially Twins are awful in this regard because many of the chases aren't going to register as a chase. Though there's a tip against AFK killers; you get huge Evader points for just existing close to the killer. No score events will fire, and your bloodpoints will suck, but you can guarantee an iridescent emblem in that area for just chilling next to them for a minute and hopefully prevent a depip.
The emblem I have the biggest beef with is actually Benevolent, because it's the only emblem the killer can straight-up deny you. Nobody gets injured? No benevolent. Nobody can be safely unhooked? No benevolent. In fact, facecampers cause the default bronze benevolent emblem to decay to no benevolent emblem because emblems are lost for both unsafe hook rescues and survivors who are left to progress a hook stage. Even putting basement Bubbas aside, you're doomed to a safety pip if the killer doesn't get more than a couple hooks in - which sucks, because in a normal game, that means your team played incredibly well. (Killer role has the same problem - if they win too hard, their emblems suffer. It's not well designed as a measure of performance.)
@AykDanroyd said:
https://forum.deadbydaylight.com/en/discussion/comment/2964537#Comment_2964537
Gold & Red/Iri seem to be the exact same regarding where the safety pip bar is and the effort needed to pip and how easy it is to depip. I literally see no difference between them and the effort I had to put in to reach Gold 1 vs the same to reach Red 1. They both suck with how easy it is to lose progress due to some lazy no-skill jackass killer or any other reason killers would have to finish a match fast & tunneling out a player. Even if they're not a bad killer but are working on a challenge that requires them to play scummy, that's all it takes.
I've had game crashes that resulted me in double de-pips which really pissed me the ######### off.
IIRC, the difference between gold and iridescent is that the threshold for pipping up increases in iri. So while depipping stays the same, some games that would see you pip up in gold rank are only a safety pip in iri rank. Having your good games not count while your bad games drag you back is pretty rough.
-
@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2964544#Comment_2964544
So In order to get use out of the boon I need to have a map offering?
If that's what it takes then ok
Pretty much. Boons that aren't CoH are very unreliable unless you have a totem spot that can cover a lot of the action while still being difficult to access. There's a couple good maps that work for this, but many of them aren't the only possible map for their map offering and you can't force them like the indoor maps (Temple of Purgation, Thompson House, Ironworks of Misery.)
Shadow Step is also god-tier on indoor two-story maps if you ever want to try that one. It's weaker on the Game because the floors are bright, but on Midwich and RPD, it's like playing against a killer who doesn't have object permanence.
-
RPD offering, Saboteur or toolboxes. Stack the totem with CoH because why not. Hook spawns are pretty unforgiving in this map and the killer will have to drop survivors frequently, who can pop back up provided they're on the right half of the map. Boons have massive coverage provided they're placed in the center 1/3 of the map (of which there's a couple excellent spots.)
The secret to all of the non-CoH boons is RPD. Midwich, Lery's, and the Game are inferior but still worthwhile choices.
I've seen Exponential get some scattered value on random maps - one notable time was when the gens were done and two survivors were left, and the killer tried to slug in order to get both survivors, only for the slug to pop up and make a break for the gates. But on maps where the totem is exposed and ultimately close to where you have to loop it, the killer's liable to spot and stomp it before it can do anything for you.
Badham is another good map for Exponential, but you want one of the variations where the basement is more in the center of the map than squished in a corner. The totem in the basement is pretty much an impenetrable fortress and the entire area around the preschool will have hyper-Unbreakable - which is great, because hooking people from within the preschool is already tricky. Just make sure that basement spawns in shack.
Keep in mind that to get any value from Exponential, the killer needs to slug, so Exponential is automatically better as a team perk than a solo perk. You want your teammates to harass the killer or bait them away from you. In solo, it's all dependent on whether the killer wants to slug (in addition to whether you're close enough, if they spotted the boon, etc.) That's not at all reliable.
-
Yeah. That's a real mood. I usually can get to Iri 4 as survivor without trouble and then it's just tug of war for the rest of the month.
Even with its flaws, I would have no problem with the pip system if it just got rid of depips. For killer, I understand somewhat, as your performance mainly reflects on you, but as survivor, there's so many things that can cause you to get booted from the game early, and they're beyond your reasonable control. Teammate DCs at the start? Depip. Facecamped to death? Depip. Tunneled for the entirety of the match? Depip. Basement Bubba? Depip. Tombstone Myers? Depip. 'AFK' Wraith or Nurse with NOED and Blood Warden? Depip. Killer gets no hooks all game and then camps someone with NOED at the end? Depip. Farmed by an idiot teammate? Depip. Get left on a hook for 100 seconds while teammates hammer out 3 gens and the game is nearly done when you get off? Depip. It's absurd that your ability to pip is so much in the hands of the other players, to the point where it's impossible to pip up if the killer doesn't perform well enough in the match.
There's no reason for depips to exist anymore when the rank system only exists to show how much you've played this month. Sure, make it so that you have to perform moderately well in order to pip up. That's fine. And keeping the DC depip is only common sense. But bad match depips have no purpose now that rank isn't meant to show your skill in any form, nor is it used for matchmaking. They're overly punitive and solo queue survivors are left largely at their mercy.
-
Voice chat would have some very nice and fun applications. It would also mean you'd spend two out of every three matches getting cussed out by your opponents and called every name under the sun for trying to play the game in peace. Sometimes you'd even find someone spicy who just shrieks into their microphone for five minutes or plays ear-blasting static.
And unlike endgame chat, there's a very real gameplay opportunity cost if you choose not to participate. So yeah. It's a Pandora's Box best left unopened.
-
Hellsing would be pretty sweet.
-
@IndigoWendigo said:
Every Nancy or Jill player i’ve met have always been toxic towards me, not only do I not give them hatch, but I let them bleed out.
I mean, fair play if you're bleeding them out because they were rude, but if you're just bleeding out Nancies and Jills on stereotype, you've kinda swung around towards becoming what you hate.
Anyway, for the topic, I won't give hatch to BMers, sandbaggers, or generally useless teammates, but that's all determinant on how the trial went. I still have survivor stereotypes, but if you didn't play into them during the match, we're cool.
-
In most circumstances, kobeing as the last survivor is pointless. And that's including DS in its consideration; unless you were hooked right next to an open gate, the killer's going to wait it out and you're going back up in a minute anyway. There's only three scenarios I can see it making a real difference.
-The aforementioned "everyone else left, the gates are open, I have DS, and I can crawl out."
-As a corollary, if the gate is 99ed but you also have Unbreakable and Soul Guard.
-If the killer is 20+m away from the hook, such as chasing another survivor out the gates - but in that case, you already had a chance to kobe and your dying-state vision should have told you that now was the time to use it.
Even stuff like DS/Flip-Flop/Power Struggle doesn't matter because the dominant strategy on the killer end would be to bleed kobes out and not take chances. And that would be really awful for everyone, just like survivors refusing to struggle for 60s and stall the game wasn't an enjoyable feature. It was simpler to nix the whole thing.
-
I hope that if they retire moris, they don't delete them ala Hawkins offerings and instead let people use their stockpiled ones. I mean, there's no harm to it at all, they're more cosmetic than functional, and I personally am not a fan of the idea that only one survivor will be mori-able per match.
As such, I'm not using up my mori offerings until we get confirmation on what will happen to them. I'd like to have some cool, heh, mementos for a distant future age.
-
@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/2963922#Comment_2963922
"used to be an excellent support perk..."
* survivor driving me insane spamming the interact button*
https://us.v-cdn.net/6030815/uploads/D0GIGNY0LEY0/smartselect-20220520-020147-youtube.jpg
This is me whenever I play Pinhead, honestly. There's always some joker that has to take the box somewhere and spam it until I answer their calls.
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2963771#Comment_2963771
"Bringing Shattered Hope is like bringing Lightborn if you couldn't see if your opponents were using flashlights. Because in that hypothetical scenario, it's worthless if they don't have flashlights, and even if you're going up against one or two flashlights, you still won't need Lightborn"
It's like bringing DS when the killer doesn't tunnel, BT when he doesn't camp, and UB when he doesn't slug.
It's just BHVR's MO at this point.
Oh, yeah. You won't hear me disagreeing with that. "Take a perk to patch this basekit vulnerability" is awful design and just leads to inflexibility in loadouts. If there's anything I'm looking forward to in the upcoming meta shakeup, it's that they said they intend on doing some basegame changes to facilitate the switch. Which could easily go wrong, sure, but a basekit mini DS and BT would work wonders.
-
@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2963814#Comment_2963814
What you said is exactly why I dislike shattered hope so much.
"The only time you actually want to relight a boon in the same spot it was previously snuffed is when that spot is tough for the killer to reach - either it's far away from the current net of generators and nobody wants to loop there, or it's one of those special spots that's a huge detour for anyone to get to, but the effect radiates upward or downward to more easily accessed parts of the map."
COH of healing can applied anywhere in the map. In the corner, in the middle of map, any totem is good. Because survivors just go there and start healing. However the other boons are different. Dark theory, shadow step both need to be put in places that survivors are likely going to run, in order to gain value. The problem is not only are these places going to be limited with shattered hope, but because survivors will be bringing the killer basically to the boon when being chased, in order to actually get value form the perk, it means that the survivors will bring the killer, to break it. Most boons do not offer enough value to justify running them. Now a massive counter exists for no reason.
Now, this is true. This is also why I moved away from wanting breaking totems to be basekit (which I championed pretty hard when boons came out) to wanting an increasing cooldown, or a token system for re-blessing, or lessened verticality. Basekit breaking totems when the totems need to be close to the killer to have any value is a dealbreaker. That's already the main reason these perks are so rarely run, because on most maps, the killer is going to find them while you're looping them and the value you get out of each light is inconsistent.
The issue is, those totems don't have to be close to the killer. I think those three perks are currently very badly balanced because they're either hard to get value out of or they're too good. The counter that you say exists for no reason... you ever had a squad bring you to RPD with one or two stacked totems? The Game? Midwich? Shadow Step on a multi-floor indoor map is pain, especially when people are running Iron Will to supplement it. Blood pools are the only way you're going to track anybody, and of the indoor maps, only Lery's and the Game have bright enough floors to see them easily. Exponential supplements sabo squads and bodyblockers, who are already very powerful on indoor maps. Dark Theory certainly isn't great, but you can make it cover half the map with the right totem spot. (I did happen to see it in play against a Scratched Mirror Mikey once and that was cruel, but on the vast majority of killers, 2% isn't make or break and it's the boon that most needs buffs.) And CoH is CoH. You drop chase to remove the boon, everyone resets, and then the boon is back up in the same spot at the next possible opportunity anyway. It's insanely oppressive and the killer's only play is to tunnel out the boon user.
I think Shadow Step is always going to be map-dependent and that part of its design can't really be extracted without changing what it does, but for the others, doing something about their edge cases would open them up to buffing their effects so they can be more useful everywhere.
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2963791#Comment_2963791
Yeah you named the 2 decent hex perks. What about the others? Third seal, Thrill, Crowd Control, Retribution, etc. None of them are really strong or a game changer like CoH.
Don't knock Retribution. I didn't bring it up because it didn't fit your parameters of 'worth running on its own', but on a hex-heavy build, Retribution is excellent info.
And Thrill is mostly a 'stop booning and get off my lawn' perk nowadays, but it used to be an excellent support perk...
@Tiufal said:
Cause survivors cant defend totems.
Except they currently can do this too well. It just depends on the map and the state of the game. Placing a boon somewhere like Badham basement or Ironworks catwalks is a lose-lose situation from the killer; the amount of time it takes to go and clear the boon and then get back on the road is enough for a team reset or a solid chunk of time across several gens. Similarly, towards the end of the game, one totem far away from the remaining gens reaches that same status, where the killer can't address it without giving up the gens. The problem with that one is that currently there's only one totem that actually wants to be far away from the killer's location; the other three are designed to be close to the action, and this further hammers the disparity between CoH and the other boons.
-
@Icaurs said:
Because boons are inherently weak, COH was an exception and not a rule. Every other boon really does not justify giving the killer the ability to destroy it. Most boons were rarely used, and now its unlikely they will be used for anything other then as a joke. If killers could destroy them without a perk, I doubt anyone would run boons ever again.
The 'nobody would ever run boons again' argument always baffles me. Like, in most situations, relighting a boon in the same spot the killer just snuffed it is a bad idea, because they know where it is and can easily remove your time investment before it pays off. They can even be crafty and drop chase at bad loops because they know exactly where you're going to run to heal up.
The only time you actually want to relight a boon in the same spot it was previously snuffed is when that spot is tough for the killer to reach - either it's far away from the current net of generators and nobody wants to loop there, or it's one of those special spots that's a huge detour for anyone to get to, but the effect radiates upward or downward to more easily accessed parts of the map. Otherwise, you should be moving around to different totems anyway. The Mikaelas that ignore gens to relight the same boon over and over again are hated by their teammates for a reason.
But seriously, any game where a boon went up less than five times would largely play out the same as before - the exceptions are those maps with very secure totem spots.
@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2963799#Comment_2963799
Ruin, Devour, Plaything, Haunted Grounds. Can you name more than 1 boon that's worth running ever?
Also Blood Favor, which is really good on M1 killers after its buff.
The only outright bad hexes are Huntress Lullaby and Third Seal, and even those have their uses.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2963779#Comment_2963779
Yeaaaah no. Boons are stronger than hex perks. Or at least, hex perks are not strong enough to justify, why they can´t be relit or are even hex perks to begin with.
Eh, I can't agree with that. The only extant boon that's strong enough to be on par with hexes is CoH. The others are more situational (though don't get me wrong, there are still situations where each one of them can absolutely wreck the killer and the killer can't do jack about them.)
Something like Ruin or Devour being relightable should never be on the table.
-
The only people who say that are either new to the game and very tilted, or the killer martyr-complex types who've likely never touched survivor once. They're not worth attempting to understand.
You can argue that loops should be weakened, but wanting to remove the concept of looping is wanting survivors to roll over and die.
-
Because now they can point to it whenever anyone points out the issues certain totem spots and maps create instead of having to examine how the boon mechanic panned out and that its intended counterplay may not be balanced the way they intended.
It's a terrible perk. Bringing Shattered Hope is like bringing Lightborn if you couldn't see if your opponents were using flashlights. Because in that hypothetical scenario, it's worthless if they don't have flashlights, and even if you're going up against one or two flashlights, you still won't need Lightborn - the value only checks out in a game that's absolutely saturated with them. Like, I'd take Shattered Hope in a heartbeat if I knew I was going up against a few boons and an RPD offering, but in your average match, it's either mostly useless or has no ability to ever provide use period. Survivors can still light five boons and that's going to be more than enough in most scenarios; if it isn't, either the match has become a war of attrition, or someone was dumb about booning and kept putting boons in spots the killer was going to patrol. (Or someone was doing bones, but that's looping back to 'Shattered Hope gets no value' territory.)
-
Scratched Mirror Mikey on Lery's or RPD. You don't see him coming, but he's there, and he always knows where you are.
Hag traps really jolt me if I haven't identified the killer as Hag yet.
-
It is doable in a raw numbers game, but that doesn't account for general solo queue confusion. Even if the person on hook doesn't kill themselves and even if everyone individually agrees to slam gens instead of going for a suicidal rescue, solos are still going to run towards the hooked survivor thinking "man, why is nobody getting this", identify it's a camper Bubba, and turn around, and that wastes a ton of potential gen time at the crucial stage where three survivors are up and able.
A SWF can just call it as it happens and waste no time cranking out the gens.
-
@Entinaty said:
https://forum.deadbydaylight.com/en/discussion/comment/2962947#Comment_2962947
Spirit would like to have a word with you regarding Iron Will lol
Yeah. Thing is, Iron Will is fantastic versus every killer who isn't Plague, so it's worth running in general and it's just a lucky bonus if your opponent turns out to be Spirit. If it was only good versus Spirit, you wouldn't see it. Granted, I'm not arguing that Spirit could use some help against this perk and it affects her overmuch. The Stridor change was not a good thing; all it did was kill the only functionality that perk even had.
Meanwhile, Calm Spirit counters Doctor pretty well, but its other effect has no real application, so you only see the perk on baby Jakes. The point I was trying to make is that perks that are designed to counter a single killer are inherently pretty doomed.
For the OP's purposes, I wonder if Clairvoyance sees traps?
-
Yep. I tend to use it myself without Flip-Flop because it leaves more room for a normal build. It's not that reliable, but I still get it off once every few games.
It's way better in indoor maps or maps with large buildings because there's likelier to be pallets the killer has to walk through, or would have to take a large detour not to walk through. On purely outdoor maps, it's not great.
I advise running it on anyone who isn't Elodie, though. People expect it on Elodie the same way people expect Adams to have Deliverance. On anyone else, it'll take the killer by surprise.
-
It'd be kind of bad to have a perk that specifically countered one killer - that'd be a waste of a perk against everyone else. You can't know if you're going to verse a Trapper that match.
Small Game used to behave like this, among providing other general-purpose features, but the feature was removed in order to balance it equally against different killers. Currently, if you bring a map that can see killer belongings (rainbow or green with red string), you can see traps. Otherwise, rule of thumb is to avoid tall grass vs Trapper, move carefully when you're not being chased, and keep in mind popular spots to place traps - examples being shack window, TL windows, and at pallets.
-
Shelter Woods is the ultimate 'welp, we're dead' map. There's just... no resources whatsoever. Midwich is rough too, but I'd take loading into it while playing Survivor over Shelter Woods any day.
-
Lucky Break and We'll Make It are fairly slept-on survivor perks. It's really easy to get more than one use out of Lucky Break, and if you time your hit properly, it can be a free escape on all but the most open of maps. And We'll Make It has room to shine again now that CoH's healing speed has been nerfed - it makes for some really zippy heals and means you don't even have to move away from the hook in most cases.
On the killer side, Plaything is fantastic for slowdown and free hits. It's not a perk that fits all killers, but non-stealth M1 killers and non-lullaby ranged killers can get so much value out of it. It's weaker versus comms SWFs, sure, but most things are.
-
See, all I'm getting out of this thread is that it's impossible to make Schrodinger's Survivor happy and instead I should just do whatever the hell I want.
-
Consensus seems to be that people dislike playing against Hag, so they're more likely to get cheesed off and have that attitude bleed into their behavior in and post-game. It doesn't help that she's designed to come back to hooks and people hate that; we're all really quick to assume the killer intends to camp and tunnel, regardless of the killer's actual intentions.
People are also likely to be in a bad mood in Hag matches because they're pissed at their teammates - Hag is one of those killers like Legion, Myers, and Plague where one person being a dip and not knowing what they're supposed to do versus that killer can directly screw everyone else over. And Hag isn't common, so a lot of players don't know her counterplay or how to time actions against her.
-
@lesgo said:
https://forum.deadbydaylight.com/en/discussion/comment/2962578#Comment_2962578
Exactly, it's not about making it impossible for the killer to get hooks, but it's about dropping survivor not being as effective as it currently is.
https://forum.deadbydaylight.com/en/discussion/comment/2962575#Comment_2962575
"So what, you're saying that if a survivor sabotages a hook, the killer should just lose the hook?" No, it's about dropping survivor not being as effective as it currently is.
"Between this and your last thread, I'm starting to suspect you're trolling." You have not understood anything and my arguments are just as valid as yours, you do not have to discredit me in that way.
Except your threads thus far have been pretty detached from reality. If you want me to respect an argument you're making, you need to make a respectable argument. You're complaining that the killer gets value out of slugging someone who's been dropped, but you're forgetting the killer already caught and downed that person. They put a significant time investment into that survivor, the value of which has now been reduced thanks to other survivors intervening. The killer is now only getting part of the pressure they would have had, and unless the team screws up and allows a 4-man slug, they will have to chase and down that survivor one more time.
As it is, you're railing against the fact that killers have the ability to cut their losses against sabotage plays if they recognize them early enough. That's not acceptable. If the killer dropped you, they've already lost out on the hook they would have gotten. If you can explain to me why you think the killer shouldn't be able to do anything in this situation and the survivors are owed a wiggle off and nothing less, then maybe this can continue.
@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2962586#Comment_2962586
Cheked the wiki, 0,05 c/s which translates in 360 seconds to deplete a full bar, more time than it takes to bleed out, being dropped 30 seconds increased the timer for a whooping 1,5 seconds.
Yeah, it was a really slim margin. I don't care that much about the change one way or the other; realistically, it won't make a difference in most games. In this case, I was dropped near a hook that was sabotaged and was left there for a while. When dropped, my bar was just shy of the point where I would have popped off instead of being dropped. I didn't bother crawling away very far because I figured I'd be able to wiggle off as soon as I was picked up again, but it took about a minute for the Oni to chase everyone away, and by that point, the bar had decayed just enough that he was able to get me to the hook around 98% wiggle.
-
Eh... I see your point, but I think Hag does better perkless than Billy does. Billy without Bamboozle is kind of rough because so many tiles render his power totally impotent.
-
@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2962548#Comment_2962548
I dont know if its still on the game but wiggle regression is/was so minimal it was barely noticeable.
It was noticeable if you got slugged for a really long time - I once got hooked in a situation I would have been able to wiggle off without it. That said, it was only the once where I ever saw it do anything. And if you get left on the ground for over a minute, that game's already gone sour anyways.
@lesgo said:
https://forum.deadbydaylight.com/en/discussion/comment/2962545#Comment_2962545
No, because that "trade off" only becomes active if the killer pick you back up, and that never happens, you will be slugged.
Yes? The trade off is that the killer knows they can't hook you, so you're only slugged instead of gaining a hook state and moving closer to being removed from the game. You did get something out of this interaction. The killer cut their losses and did not get to carry through their original plan of hooking you.
Complaining that the killer won't pick you back up when you're going to wiggle off is like complaining that survivors don't drop pallets all over the map and run into walls instead of looping. You can't expect the other players to be stupid and do things that go against their own interests.
-
@lesgo said:
https://forum.deadbydaylight.com/en/discussion/comment/2962533#Comment_2962533
No, pressing a button to cancel survivor perks, a toolbox and your teammate ability is not a good move, it's unfair. Then the killers complain about E for dead hard...
So what, you're saying that if a survivor sabotages a hook, the killer should just lose the hook? No counterplay at all? Just, if someone nearby has a toolbox or Saboteur, the killer should never get any value out of a down?
That's not how an interactive game works. Both sides have opportunity to play around each others' strategies. Sometimes it works, sometimes they see it coming and it doesn't. What you're pushing is akin to saying that looking at a wall is unfair because it prevents survivors from being able to flashlight blind. Uncounterable strategies are really bad for the game.
Between this and your last thread, I'm starting to suspect you're trolling.
-
Ah, yes, because recognizing something you're doing isn't going to work out and changing your strategy before it blows up in your face is illegal.
By that logic, sabo, flashlights, and wiggle off perks like Boil Over or Power Struggle shouldn't exist. The survivor made a bad play and got caught by the killer. With sabotage and flashlight saves, survivors are enabling their teammates' bad plays while maintaining pressure on the killer. These are unfair mechanics that should be removed. Right?
Counterplay's the name of the game, bud. Besides, if the killer drops you - in most cases, they can't pick you back up without you wiggling off. Forcing someone else to heal you is the best they're getting out what would have been a hook.
-
DCs before death hook are spite plays for the most part. They're trying to deny hook perks or challenges/achievements, or they're just saying "f you and f this match." Presumably they don't care about the bloodpoints - and at a certain point in this game, you do stop caring.
It's the DCs on first down that drive me up a wall. Not even willing to see how the game plays out - just throws the computer across the room and ruins the game for the four other players because their first chase didn't pan out how they wanted it to.
-
Dwelves scare me the most. They're usually aggressive players and mean as hell; they know how to loop and they're smug about it. Their only weakness is their thirst for flashlight plays. Very much the kind of player to dangle their jingle bells in your face at the exit gates.
Neas are like poison dart frogs. The brighter their coloration, the more toxic they are. Doesn't necessarily mean they're competent, but a lot of them are and I treat all of them with caution.
Bunny Fengs are easily differentiated between colors. The green ones are fairly chill and often inexperienced. The pink ones have no chill and are also often inexperienced, despite thinking otherwise.
-
I automatically assumed there will be cakes, because there's always been cakes. If there aren't any this year, I'm going to be pretty heartbroken - everyone knows the cake is the best part of the anniversary event.
-
I had Quentin ####ed out yesterday. The censors work in mysterious ways.
-
Survivor: Dead Hard, CoH, Iron Will
Killer: NOED, maybe Dead Man's Switch. I'd also like to see Tinkerer get a cooldown on firing on the same gen - like, if it procs, it can't proc for that specific gen for another 30 seconds or something.
I could live happily if it was just Dead Hard and NOED, though.
-
It seems to depend on the license holder. Resident Evil and Silent Hill demand sets - Ghostface, Saw, and Stranger Things don't. Though part of this may also be because sets weren't a thing for some of the earlier license holders to negotiate, so who knows.
The Oni legendary is definitely going to be linked, though.
-
@Angelicus23 said:
so id I fail my “escape using only no mither, repair 6 gens, unhook 5 different survivors and stun the killer with a pallet 7 times all in a single match” tome challenge then I gotta do 3 more matches to play it again?
Jesus, I didn't even think of that. Perk challenges would immediately become absolute misery to attempt. Brr...
Besides, I'm pretty sure this would end in three different survivor meta loadouts instead of one. Same for killer. People would just cycle between the next best perks. You'd still get a meta, but now camping is easier because BT isn't guaranteed in every match.
-
@whampyri said:
https://forum.deadbydaylight.com/en/discussion/comment/2961538#Comment_2961538
Then they need to at least let the killer choose the placement on the map. Far to often its spawned out in the open and is found before the first gen.
But that's most of the risk factor with Devour Hope, that it's going to get found before everyone's revealed as Exposed. The reward is that everyone is perma-Exposed after 3 hooks and mori-able at 5. If you had the ability to stick it behind some corner tree in Swamp, or in some nook and box that'll never be spotted unless a survivor knows all the hex spawns on Lery's, DH will swing towards too powerful. Or rather, too reliable, which makes it too powerful, because DH's effect is too powerful to be reliable. If DH isn't plopped on some hyper-visible totem, survivors have the length of two Exposed chases in order to find it (assuming that Exposed wasn't revealed on the 4th or 5th token, because I've had that happen before) before heads start flying. Being able to put the hex in the most obscure possible spot skews that timing.
Like, DH is the one time where I feel there's actually merit to the roulette of hex placements. Run Undying and/or Haunted Grounds if you're concerned about hex longevity. The greatest buff I'd be comfortable giving it is having the totem not light up until the first person is hooked.
And I say this as someone who runs Devour regularly. Currently it's on my Nemesis build, my Ghostface build, my Wraith build, my Hag build, my Trickster build, my Doctor build, my Myers build... I love this perk, it's such a game-changer. But its balance is very careful and the suggestions here are coming across as a desire to make it overpowered.
-
Demo's main focus isn't his portals and Freddy was already dead. When's the last time you versed a Freddy? Or played as Freddy for any other reason than 'the daily told me to do it'?
It's mostly Freddy and Sadako that are crying in a corner right now. Demodoggo's fine - and the ability to put portals wherever he wants them, in addition to the killer instinct that serves as a warning system, does give him utility that Dredge doesn't have.
-
@Fuzzycube said:
I’d put all her TV’s next to generators and one at the top of the basement stairs.
Isn't that already the case? Not the basement stairs part, but every Sadako game I've played or versed, TVs were parked next to gens.
Not denying she needs love, though. You've never going to apply 7 stacks of Condemned unless the survivors are potatoes, and they can get rid of it so easily that they can literally un-Condemn themselves mid-chase. And everything else she has is just a worse version of something else another killer can do.
I like the idea of turned-on TVs slowly applying Condemned to survivors in their radius, which would force survivors to actually engage with the TVs and get videotapes in the average game. Currently you only need to bother with TVs if she's running the purple that makes you start out with a tape or if you get a particularly drawn-out match.
-
DH is perfect as it is. Removing its hex status automatically makes the perk overpowered. You'd have to nerf its actual effects if you wanted it to not be a hex, and at that point it wouldn't be worth running.
It's the ultimate risk/reward perk, and I don't think it should be changed at this juncture.
-
@GoshJosh said:
It’s explicitly against the rules, and very boring. I’d rather get creamed and move on, if given the choice.
That's not true. It's been stated that they disapprove of farming but don't consider it against the rules unless a player who does not want to farm is being held hostage by those who do (as in, if you don't want to farm so you do 5 gens by yourself and leave, that's fine, and if the killer only kills you and farms with the other survivors, that's also fine, but if the killer keeps slugging you and the other survivors keep healing you and they prevent you from ending the game in a timely manner, that's breaking the rules.)
-
@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2960984#Comment_2960984
I don't think I ever had a head pop pre afk pig. Apart from very early when I first started playing and was facing very new players.
First time I ever faced pig I let my own head pop just to see what would happen
What's the point of a killer if their power is basically useless?
That's probably because headpops don't happen on their own unless the survivors are stupid or they get very unlucky on a map like RPD, Suffo Pit, or Midwich. Used to be easier when you could stack Tampered Timer and Jigsaw's Sketch pre addon pass. There's still Crate of Gears and Tampered Timer, but her passive lethality's gone down, and the 5-box change actually weakened those maps against Pig because you won't have to do a full circuit of the map to get all your boxes.
But the point is that if you want headpops to happen, you have to interrupt survivors with active traps, particularly once you notice their traps have been active for a while. Not much point in pushing someone around if they're just going to get the trap off on their first box - but when someone only has one or two searches left, chasing them across the map and hooking them far away from the box they were on can pay off handily.
Besides, even if you don't kill someone, I wouldn't call rendering a survivor useless for a minute worthless. The issue with her traps is the RNG that can see them removed instantly, not that they aren't lethal enough.