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Laluzi

Laluzi

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Laluzi
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  • @Jirobeko said:

    I got one of the issue in 5.7.1.

    The hook stage indicator seems to have a bug.

    The health state of the survivor and the sacrifice timer seem to be OK.

    https://youtu.be/LnphU_ubmw8

    Thank you; this is great documentation of what's going on here. I should edit the OP to clarify what the real issue is.

  • I'd really dig Scissorman from Clock Tower, or perhaps Daniella from Haunting Grounds.

  • Glad they responded to this fairly quickly. You can still get the map, but if it shows up randomly, it's way less likely the survivors know the glitch and intend to exploit it. Map offerings were far more likely to intend to abuse the bug.

  • The only issues I have with new Haddonfield are that the middle is a giant deadzone and the double god window house. Other than that, map seems fine. Its issues can be fixed quite easily (unlike a certain police department.)

  • I'm hoping Wraith or Plague. Huntress also needs a TR - I've got mixed feelings about how she got menu music in a recent pass, but no chase music. Like it's better than nothing, but it's leaving the job unfinished, and I think there's a lot of grounds for something with strains of her lullaby worked in (or in a different direction, something distinctly wilderness-y, like being pursued by a very large and angry bear.)

    Freddy just needs a rework period - different power, different addons. New music would be icing a cake he currently only has crumbs of.

    I'm hoping Mikey gets fully fledged menu music and not just a few notes of the Halloween theme before the default killer music some day.

  • @humanbeing1704 said:

    Not a direct character thing but it's unfun when teammates feed him his power 40 seconds into a match

    @RenRen said:

    Not specifically cause of oni. Just teammates being bad against oni.

    Now that I think about it, this is the case with every power burst killer. Plague, you have the teammates who cleanse the second they get sick, or god forbid you get the doofuses who touch a dirty gen, immediately run away and cleanse, and then go back and touch the gen again. Myers, you get someone on a gen who isn't paying attention and lets him 99 his T3 at the start of the game. Oni's the same - if he finds a fodder teammate who gets hit immediately and then the Oni follows them around lapping up blood orbs until he finally gets his power and puts them out of their misery, you're in for a rough game. There's even shades of this with Legion now, where if your teammates cluster up for the first three hits and someone runs towards you while the Legion's on them, there's virtually no way to escape the incoming down.

    Your teammates are always capable of screwing you over, but it's extra prevalent with the killers whose powers rely on survivor interactions.


  • @[Deleted User] said:

    I don't understand why play nice in the first place. You should feel pressure, stress and tension. Not collect bloodpoints. This is not Cookie Clicker.

    Big difference between stress/tension and frustration, imo. The killer is mirror Myers? I'm chasing a survivor running a full Q&Q/Deception mindgames type build? Everyone's on death hook and there's a hotly contested 3gen in a game that could tilt either way? That's tense and stressful, but it's fun. How well I play and what decisions I make will affect what happens next, and having those stakes riding on you is what makes the game exciting. I'm not stressed if I go up against a basement Bubba or a box blocker Pig, I'm just annoyed, because there's zero opportunity for determinate gameplay. There's nothing stressful about hanging for two minutes while a killer whacks you. Same if you get relentlessly tunneled off hook and you don't get an opportunity to make any plays or use your perks. Or if you're up against a 4-stack of sabo-oak No Mithers who are determined to make you bleed them out in a corner.

    Being nice isn't the same as farming. Everyone's got their own idea of being nice, and it doesn't have to conflict with actually playing the game like you're supposed to. I try to show mercy to survivors who'd get eliminated from the game too early (say I kept finding the same person for whatever reason, I'll leave them downed the third time instead of taking the death hook), I mercy teams who had early DCs, I avoid tunneling unless I'm losing, I'll aim to make sure everyone gets lots of bloodpoints if I see party streamers, and I try to reward/punish individual survivors for being team players or sandbaggers/corner crouchers. And if I do let everyone go after two hooks and a couple more downs for the hell of it - how often do you face a killer that does that? Seems rare enough to me that the DBD experience isn't losing any of its teeth. I enjoy the occasional breather when I'm playing survivor, that's for sure.

  • It's an endless cycle. Survivors act cocky as they trounce a killer, the killer gets tilted and takes their frustrations out on the next batch of survivors, those survivors get a complex about killers being jerks and treat their next killers like crap, those killers get tilted... and so on. It's a chicken and egg thing; impossible to tell where it started, will continue on forever.

    Best you can do is recognize that players aren't a hivemind and try to keep a level head instead of throwing in the towel and going "screw it, all survivors get facecamped" or "screw killers, all killers get BM." Use whatever builds you want to and handle the players you meet on a case by case basis. Personally I just save my bitchiness for survivors that act provocative and play how I'd like to play against everyone else. There's always bad apples, and unfortunately there's a lot of them here, but I've had plenty of good games with survivors that were chill or friendly in postgame chat, and a lot of players thanked me for spreading hooks, giving hatch, allowing glyphs, etc. You lose out on those kinds of interactions if you meet toxicity with toxicity and assume your opponents deserve to have a bad time before they do anything to earn it.

  • I enjoy playing against Oni. I've always found that his Blood Fury is easily countered by turning corners, or in absence of a jungle gym, running around round objects; it's not as simple as 'Oni fast, you dead.' He's very threatening if you or your teammates screw up, but he's balanced and I don't think any of his mechanics are annoying to deal with (which isn't the same for, say, Hag, Legion, or Doctor.)

  • Megs. I love being hooked in a corner and watching my 'rescuer' slowly walk across the map to conserve Sprint Burst.

    @Ath4nat0s said:

    Jeryls

    Are you kidding? That's going to be an amazing match. The killer can't possibly stand against such sheer power.

  • @Warcrafter4 said:

    Its a perk that if fundamentally broken and can not and should not be made viable.

    As its either useless or if viable breaks the game as the original buff shows.

    Saving yourself/being saved from the killer carrying you is simply one of the single strongest effects in the game, and shouldn't be reliable unless its extremely conditional like how DS now is.

    Pretty much this. People talk about it going from OP to useless, and "oh look BHVR nerfed another perk into obscurity because players whined about it", but the thing is, a perk like this could never find a sweet spot of balance without being completely retooled. Being able to wiggle out on your own with any reliability is just way too powerful, particularly when the conditions are ones you control and are inexhaustible. If it has to be one or the other... I'd say Boil Over being useless is better than it being OP, because at least this way, the game carries on just fine.

    Besides, even in those two hellish, RPD-badge-filled weeks where it was a thing, Boil Over was still a garbage perk if you played normally. It was only powerful if you used oak and map offerings and cheesed the game by sitting in locations the killer wouldn't be able to hook you from.

  • @bm33 said:

    If it does it's not enough to nerf NOED or the killers that use it the most.

    In fairness, the killers that use NOED the most are the ones that tend to need it - Trapper and Wraith immediately come to mind. Part of it is because they're both newbie killers and newbies use a lot of NOED, but Trapper needs a fallback if gens go too fast/survivors call out traps, and Wraith doesn't have a lot going for him but the ability to get in the first hit.

  • I suspect it does, at least at low-mid MMR. Low especially, because you can have a genuine baby killer that doesn't know to pressure gens, or who stops to kick every generator mid-chase, or commits to a single chase all game, that will whack someone with a 4% speed boost and Exposed, camp the hook, and get at least one kill out of the deal because nobody can go for the save without dying unless some rare solo queue neurons start firing and someone looks for and finds NOED - which, if it's low MMR survivors matched with the low MMR killer, probably isn't going to happen. I've seen it happen plenty of times where the killer has 0-2 hooks all game and gets kills with NOED - 1k if people leave, 3-4k if people attempt to rescue.

    At mid-high MMR, NOED weakens somewhat outside of dedicated endgame builds because survivors know what to do and know where totem spots are. Virtually nobody prevents NOED from appearing, because there really isn't enough time to find all 5 totems without a map unless the killer is awful and boons are more important anyway, but survivors get better at handling it once it activates and it's less likely to get a 4k on its own. SWFs in particular can decimate it (unless they decide to be suicidally altruistic in the name of friendship.)

  • I play her fairly often. She's a lot of fun; it's like a cross between Huntress and Trapper, corralling survivors into inescapable positions. She also has a nice built-in information game and is one of the few killers who doesn't feel any pressure to use an info perk (or if you do use one, it compounds well for some long-distance harassment.)

  • Doctor's not that uncommon, but Hag's extremely rare. Which of course means nobody knows how to play against her when one does show up and everyone gets wrecked.

  • I don't see why not. Unless it's a white glyph, it's only going to take 5 seconds of my time tops, and I'll get a free hit for my troubles. Might as well be friendly about it. I've had many killers do the same for me, so I'll gladly pay it forward so long as that survivor wasn't a dick earlier in the match.

    Going for a white glyph mid-chase is either not knowing your glyph types or asking the killer to let you go, though, so unless you're the last survivor or the game's in the bag, that one's no bueno. If I catch someone on their way to the basement and I can tell they have the mirror, I'll be more merciful about it.

    It's much rarer that survivors will stop for the killer (I will if they've been spreading their hooks and I'm not almost dead - if they camped and tunneled early on or I'm on death hook, I'm out of there.) But I don't see killers stop for glyphs very often, either. Part of playing killer is knowing when to prioritize the chase over distractions - to me, spotting a glyph mid-chase is like a survivor predropping a pallet and then moving to the next loop. I could stop and get it out of the way, but I don't need it done to catch this survivor and I know I'd be giving them a few seconds' distance for it. It's usually better to get the down and then come back to it.

    I don't know. Maybe that's a double standard, but I generally feel that it's easier to hunt for glyphs as killer because you spend more time moving around the map, and win or lose, there's always a point in the match you can go back for the glyph (either once you've almost won and some free gen time doesn't matter anymore, or while the survivors are tbagging at the gates.) I usually end up finding my glyphs when I'm looking for survivors.

  • I bought Plague and Pyramid Head with the game - Plague because I liked her design and lore, Pyramid Head because he seemed really strong. Turns out I'm not a very good Pyramid Head, but I do make for a decent Plague. I've picked up a few more killers as frequent flyers (Wraith, Pig, Nemesis, Artist), but none contest my love for Vommy Mommy.

    For survivors, Jane's the character I have with the most stuff accumulated, but I don't really have a true main. They're all clones and I'm still working on P3-50ing everyone.

  • Yeah, this is one of the reasons that almost nobody enjoys playing against the Twins. Most of the chasing action doesn't register as a chase, and nobody gets points for it.

    @oxygen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929469#Comment_2929469

    If being chased by him actually starts counting as a chase, I think it would be a golden opportunity to give him and Charlotte different chase music. The Legion mixtapes sure imply it's totally possible to give "one killer" more than one tune.

    At the moment he doesn't chase of course, and that's the primary thing I want. He's chasing people, give the people he chases the bloodpoints and emblem scores they should be getting for being chased, and same for the Twins player.

    I think the issue is that Victor counts as a killer prop instead of a killer and the usual checklist of "what constitutes a chase" doesn't get its boxes ticked. I agree this is something that needs to be fixed and that chase music for Victor when he's actively chasing you would be great, but I don't think it's as simple as the Legion deal, which is just a question of "is a chase active" and an if/elseif/else running through the mixtapes to see if the Legion is running a relevant addon. Victor would need his own specific chase code written up.

  • I would be surprised if Artist was nerfed at this juncture. Granted, I have no idea what BHVR's stats say, so I might be surprised... but she doesn't see much play and she's not a hot topic for complaints, either. Her synergy with DMS is an issue when it's just used to camp and stall, but her basekit is perfectly fine.

  • I haven't quite gotten the hang of it, but you have to intuit a certain distance between you and the killer. Too late and you won't be able to spin out of the way, too early and they'll just stop to track you.

    For PC, I switch from W to AS or S to AW while jerking my mouse/camera to the side. (Not because that direction is superior, just because the way my keyboard is lined up, the D is farther from the W and it's easier to swipe a circle between those three keys.) Console, I dunno. But spinning seems more effective against console killers than PC killers because the capped controller sensitivity makes the pivot harder to keep up with. If you can tell the killer is on PC, there isn't much point in spinning unless they seem really easily confused.

  • I don't see how you could call it anything but a nerf, trying to chase people with that wash cycle ringing in your ears.

    But in all seriousness, yes. His addons are better, but I can't call the changes to his mechanics anything other than a nerf. Increasing the marked duration doesn't mean much because you typically shouldn't be marking people at points where they can have a prolonged chase; sneaking up or 99ing and then popping right behind someone is much more effective. Marked survivors being unable to reveal him - I mean, yeah, you can't turn around and stare at him during the chase (assuming he didn't just instagank you and dismiss his own cloak, which is the ideal Ghostface scenario), but Ghostface isn't going to be stalking other players while he's chasing your marked butt, so it doesn't really matter that much other than giving other players a better idea of where he is. But again, because you're marked, you're a more appealing target than most other survivors you might stumble across. Meanwhile, it's considerably easier to bust him out of cloak while he's stalking you, and that's massive considering just how powerless Ghostface is against aware survivors, especially comms. Now he doesn't even have the ability to pop in and out of cover to finish a stalk. He definitely needs more love, because the changes didn't address his problems (except the 'only one line of my addons is remotely useful' one.)

  • I'll let them get it unless they were a jerk earlier in the match. It's no skin off my nose, and survivors that stop to do glyphs mid-chase or commit to their glyph as I'm closing in on them are really just making my job easier for me. Might as well return the favor. Besides, if you let a survivor do the glyph, they'll usually let you get a free hit in return.

    On the flip side, most killers I've encountered have stopped to let me or other survivors do glyphs. Sometimes I've even been KO'd, then picked up and set on my feet so I could do the glyph, then downed again.

    (I'm not going to let anyone do a white glyph mid-chase, though. If I encounter someone carrying the mirror to the basement and I actually notice they have it, I'll follow them and wait, but overall white glyphs are just too much of a detour unless you're the last survivor or I can win whenever I want.)

  • They're there all match, and a big green diamond briefly appears to indicate where they are when the collapse starts. No idea why that one didn't appear earlier - the appearance radius on those things is small, but not that small.

    I think this challenge is easier to do as killer than survivor, because you'll traverse more of the map. On the Wraith game I played, 6 spawned, though I don't know if anyone else had the challenge active.

  • I got that too! I was wondering if Haddonfield had a day/night cycle or something, because I couldn't make sense of it. Started dark, went bright for about 2 minutes halfway through the match, then went dark again.

  • As survivor; if I play without BT, I'm inevitably going to end up in situations where I get my teammates killed or let them die. There's too much camping/tunneling not to have a shield against it.

    As killer, I do switch up my builds somewhat, but I need either Ruin, Pop, or Pain Resonance to keep gens in check, and I'm addicted to BBQ for both the bloodpoints and the convenient timing that it gives you info. The other two slots are more up for grabs, but I like Corrupt and Plaything.

  • Instructions unclear, predropped shack pallet.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2928662#Comment_2928662

    Where do you get 30 seconds? That is not fact to every match. Unless you have proof that it is.

    Of course you’re not gonna complain when it doesn’t mean anything. That goes with anything about this game. Doesn’t mean it is broken though.

    Also not every survivor who greeds a pallet are doing it because they know they can make it, in many situations they expect you to whiff and many fall for that. I don’t.

    You can loop a survivor in a way they don’t expect it to out-position them because that is a thing too.

    Didn't I just say that when people complain about Dead Hard, it's because it was actually good and meaningfully extended the chase? You just acknowledged that. So no, of course it's not every match. If Dead Hard got that much value every time, then the killer role would actually be as hyperbolically vacant as people like to threaten every time something survivor-sided goes through.

    Same with 'good survivors' implying running with a plan versus Dead Harding as a panic button, but sure, next time I'll be more specific when I'm discussing what people mean when they complain.

  • I find Lisas tend to be really competent but also really smug about it, but I don't have any impression of the other Cheryl variants, including base. Cheryls are sort of all over the place. You never know what you're going to get.

    Except Jeryl. Jeryl chases the killer until the killer cowers in a corner and waggles 'no' for mercy.

  • @Johnny_XMan said:

    We all know this, but it’s apparent that many (like some in this very thread) seem to think that the only time it is ever used it WhEN YoU DeAd HaRd fOR DiSTaNCE.

    I mean, no, but nobody complains about Dead Hard because the survivor Dead Harded a basic attack and got hit with another basic attack five seconds later. Complaining about that is like complaining about a baby Nurse - awesome tool, derpy handler. When people complain about Dead Hard, it's because it was used to extend a chase 30+s by reaching a resource that the survivor wouldn't have made otherwise.

    Now, the thing people do forget is that good survivors greed pallets because they have Dead Hard and they would have thrown the pallet a loop earlier without the safety net, so it's not quite as binary as "I would have gotten them here if they didn't have Dead Hard."


  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2928566#Comment_2928566

    With the MMR the way it is, they are more than good. Your typical solo Q potato's get bodied by Wraith, let alone being permanently exposed by legion.

    I would not touch survivor with a 10 foot pole right now. I will deal with the 4 stacks as killer instead of solo Q vs. legion.

    Just another ill fated decision by BHVR on the way back to like 20k players on steamcharts.

    My survivor MMR is on the low side (solo queue, I get obvious babies as teammates fairly often, and the killers, while not rock bottom, make regular mistakes) and I generally find teams do better against Legion than Wraith. New players are so bad at swiveling their camera around and it's just an endless string of the Wraith getting free hits when they're inevitably caught off guard. Legion games are just sort of whatever, excepting the 5-8 minutes you tack on for mending simulator. They don't have any especial power in chase. As long as you have any idea how to loop, you understand that vaulting and predropping don't matter until after they're out of Frenzy, and you know that running away is a good idea when the killer starts running towards you, you won't do too badly.

    When it comes to getting screwed over by your teammates, Bubba, Plague, and Myers are far worse things to face in solo queue. Legion knowing where you are isn't gonna doom you unless they stabbed all three of your teammates and you were anywhere near the teammate pile. The only case this isn't at least partially your fault is if the third teammate starts running towards/after you while the Legion is on them, in which case yeah, screw the team. But that's not really any different from Myers ganking you because Meg fed him within the first 30 seconds of the game. It's DBD. We all know our teammates are the real killers.

    Also, we really shouldn't be balancing killers based on how people who don't know how to play the game yet play against them... that's how you get "Pig OP, Nurse weak" logic.

  • Does anyone actually think Legion is strong now? Yeah, they've got a great information game, but the killer knowing where you are is only half the battle. Or a quarter of the battle. Legion's power won't help them get downs unless the survivors are horribly positioned. "Don't group up against" Legion is nothing new, it's just a little more strictly enforced nowadays.

    The rework essentially consisted of a really good addon pass, a few QoL buffs, and one powerful gimmick that will generally not see the light of day against smart survivors. And really awesome music. Beneath that, they're still the Legion. Annoying to play against, but not good.

  • RPD's just really weirdly designed in a way that exacerbates certain aspects of the game and renders some parts of normal gameplay either useless or overpowered. It's not made for DBD and it shows. Boons are nuts there because one boon will cover a huge amount of the map, and affected areas can be 30s travel time from where the boon is placed (assuming you know exactly where it is), making snuffing even more deleterious than usual despite the boon absolutely wrecking your game. Shadow Step is a nightmare on this map; with Exponential, the only killer who genuinely can't do anything about it is Twins.

    Meanwhile, killers like Huntress and Billy are stuck without a power for the most part. And Trapper is a god... assuming he can survive the process of gathering all his traps, which is ten times worse than usual.

  • It's kind of hard for Twins not to camp, tunnel, or slug. Because Victor is the main damage dealer and map scouter, people want to switch to him as soon as they're done hooking, which conveniently leaves Charlotte near the hook - and then why wouldn't you come back and pressure the unhook if Victor's not on top of an imminent down? As for slugging, Twins aren't designed to pick people up right after they down them, and pulling a Victor snowball is the natural move; you're going to take a trip to pick up your downs anyway, so you might as well see if you can get more bang for your buck before you do it.

    Killers like Trapper or Bubba have a strong camping playstyle but are quite capable of playing other ways should they choose. Same with all the power burst killers and slugging. Twins, you have to intentionally go out of your way and sacrifice pressure to avoid doing either of these things.

  • Wait, they changed the Shadow Dance locker speed? That was definitely a thing, because I remember all the memes about hyper-caffeinated Wraith having zero chill when you combined Shadow Dance and Iron Maiden. Sad to see that go, it was hilarious.


  • @Aurelle said:

    Artist has the best (and most underrated) menu music, imo.

    Fellow Artist appreciator! I remember hearing some complaints about it when she came out, but hers is one of my favorites. Love how subtly the DBD theme is woven in there, and it's just such a sad and twisted tune. I was happy with how long the game stayed on 5.4, because I could listen to that one for ages. (Other favorites of mine are Trickster, Legion, Nemesis, and Pinhead.)

    Good takes abound in this thread. Obviously some tracks are bangers, but it makes me happy that there's so many fans across the board and different killers aren't going unappreciated. DBD's music team really knows what they're doing.

  • I feel like you'd have more of a point if they hadn't nerfed both DS and CoH within the past year.

    As for BT, Unbreakable, Iron Will - they're awesome perks, sure, but do they need to be nerfed? Iron Will needs that bug where it mutes breathing to be fixed, yeah, but the only one that needs actual mechanical changes is Dead Hard, imo.

    (For the record, I regularly run Lucky Break, We'll Make It, Sprint Burst, Shadow Step, Detective's Hunch, and Power Struggle. There's tons of great survivor perks out there and the only perk I truly feel like I need to have at all times and can't remove from the build is Borrowed Time.)

  • For me, it's either Myers or Oni. Both nailed the character design in opposite ways - Oni is this massive, hulking figure that's all barely restrained fury, where Myers is the motionless shape in the distance that you don't see until it's too late. It's odd, but it's their walk cycles that really do it for me. They don't run - they just walk towards you, with very different types of menace in their gait.

  • @cburton311 said:

    I was working on this challenge as a survivor for an hour. Switched to billy and just ran around the whole match looking for 1 green glyph. Talk about destructive to fun matches, i'm queueing now to ignore everything but green glyphs. No rescues, no healing, no generators....damn i hate this challenge

    Just check totem spots. Use a map offering like Autohaven or Ormond to make it double easy. I did it with Wraith on Shelter Woods and I found five of them in one game.

  • I wish they'd replace the Puttee with something that decreased the size of her lullaby. Or removed it outright. Now that'd be scary. Puttee isn't an awful effect, but it's not iri-tier.

    Iri Head is incredible if you know what you're doing, though. It's not as godly as it was before, but that was because iribelt let you spray and pray and now you have to actually land the first one.

  • I've had a bit more stuttering than usual, but nothing severe, just enough to notice a pattern. PC, USA Northeast.

  • I generally don't pay much attention and go for the closest hook. If I can reach a scourge hook, that one. If there's a gen I want to defend, I'll try and get a hook in that direction to shorten the travel time. If I'm running Devour Hope, I try and hook them away from the center of the map. If teammates are nearby and acting like they want to sabo or swarm, I pick a hook in the opposite direction so they can't get in my way in time. That's about it as far as the hook decisionmaking goes.

  • Why would they ever let you pick the difficulty of survivors you want to go against? Most players would pick fodder survivors and virtually no one would want to play against top teams.

    (I'm glad they updated the difficulty ratings - the old ones were so off the mark it was actually pretty funny.)

  • I personally think you're undervaluing Silver Bell. It plus Severed Hands is hands down my favorite addon combo with her. Even without the hands, bell is amazing for firing at gens. Survivors have no idea if you're approaching the gen or not, so they'll pretty much always run off in a panic - which is nice if you're not pressuring the gen, but if you are headed towards them, they don't know what direction you're coming from and they'll often run straight into you for a free hit.

    And while I agree it's tricky to get value out of Garden of Rot without doing a cheese strategy that's easily recognized, it does have value in making survivors less eager to repel once they discover the addon is in play, which makes it easier to land birds. It's definitely better than her other iri, which is a much worse Silver Bell.

    Agree with all your other placements, though - this is a very good list. It is sad that Artist is in that category of killers where her browns and yellows are stronger than her iris, but at least she has some very good purples to make up for it.

  • @RequiemLestat said:

    Thanks for the reply. It mentions in David's lore him previously being in a straight relationship. That was the LGBTQIA2+ issue.

    People don't automatically know their identities. Many gay people will get into hetero relationships because it's just what people are supposed to do, and then stay there in lukewarm dissatisfaction for ages until they figure out why it isn't working for them (and have the courage to be open with it.)

    I agree with you about DS, though. Now that it's a pure anti-tunneling perk and not an invincibility shield, it could stand to be a little stronger at what it does. I think ideally, they could make it work for both hook stages, remove the skill check, and add touching the exit gate switch as one of the triggers that deactivates it. Likewise that they keep missing the point of what makes CoH strong with its nerfs and the report system is a joke - putting the onus on players to have recording software is pure bogus.

  • If someone else is doing green glyphs, it means they also have the challenge active, and they probably don't know that you do too.

  • It's one of the only achievements I don't have - the only one that doesn't rely on a character I don't own yet. It's... essentially dependent on the killer deciding to let the last survivor do whatever they want. It definitely does not fit the current model of DBD gameplay.

    That said, it's slightly less impossible to get than it sounds? Still pretty impossible, but I recently learned that it doesn't have to be the final gen to trigger the activation conditions - if everyone else is dead, you complete a generator, and then you escape through the gates, you'll get it, no matter how many generators are remaining. When this achievement came out, it'd have to have been the final gen, but now shutting the hatch automatically powers the gates, so that part can be sidestepped. What this means is if a killer decides to camp the hatch, you can do a gen and then hope you get gate once they stomp it shut (which they will if gens start popping), and it doesn't matter if that gen was 1/5 or 5/5. Still insanely niche, and I've only had like 5 situations where I could have gotten it in 2500 hours of playing, but unfortunately I don't think they can change the conditions as long as it's technically possible.

  • I cannot express how overjoyed I am to live in a timeline where people can unironically call Haddonfield killer-sided.

    I'm not sure how to judge the map yet, but mostly it seems to be split between dead zones and very powerful loops. Old Haddonfield had more of the powerful loops and way less of the dead zones (and considerably more survivor-favored gen placement, new Haddon has very exposed gens), but there's still some extremely good inexhaustible resources in there.

    Even if it does end up being killer-sided, though... I mean, congrats, it could join the ranks of Shelter Woods, Wreckers' Yard, and Dead Dawg. There are many more survivor-sided maps than killer-sided maps, so would that really be a bad thing? The Game switched from being killer-sided to survivor-sided as all hell. Maybe this is just an equal and opposite reaction.

  • This always happens whenever there's a new killer or a major power rework. People are more interested in trying out the new killer content than they are the survivor content, who generally all play the same even if there are new/reworked survivor perks as well. Give it a few days and it'll go back to normal.

  • Zombies are attracted to players and that affects their movement patterns - vision cone aside, they respond to loud noise notifications or generators that are being worked on. If there's a zombie nearby and you're looping Nemesis, it's often best to move away from the tile, or the zombie will eventually get in the way if you stay there too long.

    They'll wander randomly if nobody is nearby, though.

    (During the Nemesis PTB, zombies used to be attracted to players on hooks and they would relentlessly facecamp. They don't actually do that anymore, and they default to their random behavior if it's just them and a hooked player, but they'll be attracted if players are moving around the hook, which can lead to camping. If one of them gets drawn to the basement during a team extraction, GG.)

  • Pretty sure it's because repeated lunging is slightly faster than just running with Frenzy, and they don't have a better (or simpler) way of preventing that. It was a common cheese strategy when Legion was released, or so I hear.

    I do think it's on the punishing side, though. Maybe I don't play enough Legion, but it seems bizarrely easy to get spun while I'm in Frenzy compared to the usual. Possibly I'm just not used to the increased speed.

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