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Laluzi

Laluzi

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Laluzi
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  • While I agree that the seemingly compulsory need to wait at the exit gates to taunt the killer is deeply obnoxious and the game would be better off if that behavior was discouraged in some way, there are legitimate reasons to crouch in the exit gates. You can hide behind the pillars to trick a killer into thinking you're not there in order for a flashlight save/to avoid being pushed out the gates when other teammates still need help. Crouching also ducks some projectiles.

    Besides, if crouching was disabled, people would just stand there and point instead, or spin in circles, or any new form of emergent victory dance. Heck, the whole thing is rude even if I don't show up and nobody gets to do anything other than stand there and leave at the last second, because they still wasted two minutes of my time and they know it. The issue here is how engrained it is that you should taunt your opponents at the end of a match, not any one specific means of doing that.

    I'd think this would better be dealt with by some form of sportsmanship rating. Kudos, maybe small rewards if other players outside your SWF like playing with you.

  • Yeah, I've got no attachment to the Trapper's and Wraith's moris. Both characters have a prop that would serve very well for a mori animation and having them just lean over and give a few halfhearted smacks is very underwhelming.

    There's other old characters whose moris are a bit on the bland side, but Trapper and Wraith are pure default and I'd love for them to get a tune-up.

    @GoshJosh said:

    Well, if we could ever get multiple moris for all killers, it could of course stay as an option and remembrance. It would be neat if he had a different mori option with a trap in his bag, like when Twins have Victor unbound or not.

    This would be a neat way of doing it. Current mori if he has no traps, a different mori that employs a trap if he's carrying one.

  • It's not as good as it used to be, but BHVR keeps missing the point about why it's such a big deal, and they keep taking the simple route with its nerfs instead of listening to community feedback and trying to work something out.

    Slowing down the heals doesn't change the dynamic that infinite self-care for the price of 1/16 perk slots creates, or that snuffing is almost never worth it and that survivors have bought time for their team if the killer dedicates more than 3.5 seconds to locate and snuff the boon. Having a healing station up that can never be permanently removed still hurts hit and run killers and still turns 3-gen scenarios into a lose-lose. The extra 8 seconds buys more time for the killer and slow down the game somewhat, but even now, CoH is an incredibly good perk that wins games and I see it everywhere. I don't hate it as much as I used to, sure, but I also might just be resigned to the death of hit and run at this point after months of CoH gameplay. The only thing that's genuinely changed with the healing speed nerf is that the 'drop pallets and heal in the killer's face' strategy doesn't work anymore, and that should never have been a thing to begin with.

  • @Uotsumi said:

    Why would anyone mock this opinion?

    Someone said, "I want an LGBTQ+ character I can relate to."

    Similarly, someone feels "deprived of a character I can relate to."

    It is exactly the same thing.

    There is no diversity in this community if you just assume that it is "troll" or "racist" and try to silence it.

    I see what you tried to do there, except nobody has ever said "I cannot use any of these characters because I don't relate to them, and I cannot play DBD until a LGBT+ character is added." Because it's generally not that difficult to play a video game character even you don't relate to them at all.

    So no. Not at all. And even if you did have a point, it's not like there isn't a smorgasbord of other characters who are presumably straight to glom onto if someone is genuinely that unable to deal with a gay character and needs a new main because the idea of David being gay freaks them out. You want another manly man? Jeff. A ladies' man? Ace. Dude off a cover magazine? Felix.

    Characters getting major reworks or nerfs are far, far better reasons to refund characters than lore additions, and that's never been on the table. This is a ridiculous ask. I'd be willing to bet that the wide majority of the players complaining about gay David did not care about DBD's lore before now.

  • The enormous smoothbrainery of this post aside... you're asking for refunds on a free character??

    But sure. While we're here, I guess I need to stop playing every male character because I can't relate to them as a woman and therefore attempting to temporarily use them as my avatar would make my fragile femininity explode. I'm too white to play Wraith and Hag. Plague and Artist aren't American so I need to drop them too. Pig is an ex drug addict and I just can't relate to her struggles. Come to think of it, I've never murdered anyone nor been sent into a hell dimension where I had to routinely flee supernaturally charged serial killers for my life, so I should just quit DBD at this point. Pity, but until I learn how to repair a generator IRL, I just don't see how this could work.

    You sound like a poorly wrought caricature of those asking for representation, as if people are not allowed to use their imagination, ignore things they don't care for, cannot possibly relate to anything that they don't 100% identify with even if 95% of it clicks, and also as if people are violently allergic to anything they haven't personally experienced. So for your own sake, I hope you're trolling.

  • Legion's is fantastic and I'd be sad if they changed the tune itself, though volume's free real estate. A toggleable volume setting seems like it'd solve any issues here, which is honestly a feature that should already exist.

    Ghostface, on the other hand - no. Hard no. Just scrap it and start from the ground up. The TR is great and fits the character, but once it hits chase, it's incredibly obnoxious. I don't find it quite as bad as Doctor's, but it's close, and it's the same kind of problem with loud and grating repetitive noises.

  • @kaneyboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2923827#Comment_2923827

    and then killers being really toxic in end game chat- just adds to the cherry on top :D

    Toxicity's a player problem, not a survivor/killer problem. I mean, yeah, a killer that camps and tunnels the first hook is more likely to be nasty in EGC than the average player, but so are the members of a SWF that bring all flashlights/sabo or all BNPs.

    Like, there's issues with dominant strategies in this game being distinctly unfun, but that isn't a community issue so much as it is a design issue.

    (By the way, StarLost, I did a double take when I saw you back! I thought you'd gotten banned and I was genuinely upset when it happened - you're always one of my favorite posters to see around.)

  • First off, while CoH's nerf is pretty impactful and it's nowhere near what it was on release, it still didn't address why CoH is bad for the hit and run strategy and why it hurts killers like Hag, Onryo, or Wraith who rely on split pressure. The issues with everyone getting infinite medkits, strong boon spots being infinitely reusable, etc, haven't gone away.

    Second, tunneling was always a meta strategy - both by bad players who aren't skilled enough to catch multiple people in chase, and by considerably more skilled and win-focused players who want to get a 3v1 as soon as possible.

    Basically, CoH was an excuse for something people were already doing. You might have had people who started tunneling because CoH killed their mains and kept doing it because they realized how strong it was, but tunneling didn't start with CoH and it sure as hell wasn't going to end with it.

  • I don't care to do it unless I have a challenge/achievement that demands the 4k. If someone gets hatch, so be it, I won that match anyway and everyone knows it.

    On the survivor side - it is what it is. Obviously I prefer matches where it doesn't happen, but when it does, whatever. I'll get annoyed if I get left on the ground for several minutes because the other person is hiding and the killer won't give it up, or if the game turns into an incorrigible slug-swap and an extra ten minutes gets added onto the match time via pickups and chases in a hopeless game, because at that point, I just want to move on to the next game and the killer is wasting my time by not allowing me to die.

  • Gotta love it when a headline cuts straight to the point.

    I will just assume that the blurred mini-text is actually "bing bong bing bong" ad nauseam, maybe with an "calling it right now, there's gonna be NOED" sprinkled in, and that newspaper will have accurately captured the genuine experience of a Wraith trial.

  • The music is so good that occasionally my survival instinct turns off and I run in the wrong direction. Does that count?

    Playing as them didn't really feel any different than before (the odds of chaining all 5 hits is basically nil unless you're playing against very derpy or overconfident survivors, as cool as it is), and they are not a killer I excel with by any means, except the addons are way better than before (barring the one iri that got nerfed) and they have more options in that department. Also, the chase music is ballin'. Did I mention the chase music? It's S-tier. Mmf.

  • Huh, interesting. I haven't really been able to find totems at all - I've located two across several games, but searching places adjacent to where totems were on old Haddonfield got me nowhere at all and I wasted a lot of time wandering around looking for them. I guess "the totems were in inaccessible locations" is an explanation, albeit not the one I was hoping to hear.

    I should probably take off my hexes when I go killer tonight, since every other game is a Strode key and I don't want to take advantage of this.

  • Saying David King doesn't represent the gay community implies that you only count as gay if you act a certain way. The idea that you're not truly gay or don't count unless you embrace flamboyancy is pretty toxic, and this is unfortunately not the first time I've seen it.

    It's not like we can't have both. But personally, from where I'm standing - at the point where we only have one confirmed LBGT+ character, I'm glad they're more of a fully fledged character that happens to be gay and not 'everything about my character design screams that I'm LGBT+', because there's plenty of gay people that would find that kind of representation (in the absence of anything else) offensive, so... all I'm getting here is that you really can't make everyone happy. Nor can you speak for the entirety of a community just because you're a part of it.

  • @dugman said:

    Wow, I know Claudette is supposedly in that bottom picture, but I literally can't see her even staring at it. That's bonkers.

    See the leaf that's the highest up, near the top right of the bush? You can see the silhouette of Claudette's head right below it.

    That said, in a match, the only way I'd ever catch that Blendie is if I ran into her. And even then, I don't know the hitboxes on new Haddonfield anyway, so I might just assume the bush has collision.

  • I've got zero problems with this. This wasn't a race I had a horse in either way (I'm ace, character sexuality means extremely little to me), but I'm familiar enough with the concept. And to be honest, I think creating a new character to be the 'first LGBT+ character' has its own pitfalls that'd have people up in arms with how they were just introduced to be the token gay person, their whole character identity is too focused on their sexuality and not as just a person (even whether or not that's true - that tends to be pretty subjective, and I suspect it's what people would be focused on due to the circumstances of their release), the implication that none of the existing characters can be LGBT+, etc. There's no perfect way to do this. As long as they actually do something with it in his tome and it's not just a token tweet type deal that's never brought up again, I'll be satisfied.

    As for the whole "David King had a girlfriend!" deal I keep seeing around - as OP says, many LGBT+ people figure out their identities through life experiences where they follow what seems like the 'normal' thing to do with their life, it never clicks, and they plod along with varying levels of dysphoria until they realize (or accept) where the problem is. It's not remotely uncommon for gay individuals to spend years in lukewarm hetero relationships before they make the connection that what they feel isn't just what everyone else feels, or specifically an issue with their partner/their relationship/themselves. I think David's a pretty good choice for this - possibly just because I'm overexposed to AO3 where everyone makes David gay anyway, but also because he's already got a fully formed identity that rather coincidentally bucks most stereotypes of gay men, so he can't remotely be construed as an insensitive take. We'll see how integral it is to his lore, but if anything, the sheer backlash against what seemed like a stereotypical macho man also being a gay man just shows how fragile some people are about their identities and how... bizarrely threatened people feel by LGBT+ themes encroaching in their media.

    I'm looking forward to what they do with his upcoming tome. There is a pretty fine line to be walked here - if they lean way too hard into it, or it feels like his actual character has changed from his previous story in tome 3, or it feels disconnected from everything else David King was, then it could fall back into pandering. But I feel like there's a lot they could do with it, and I'm pretty optimistic about where this is going.

  • I really wish you had the option to turn it off. It censors random words and eats sentences far more often than it censors harmful speech. Things I've been unable to say off the top of my head: 'yun-jin', 'kate', 'myers', 'rancor', 'gg', 'my camera', 'prove a point'... and a dozen more terms I don't remember. And of course they decided to ban in-game terms like tbagging, which I find rather hilarious... is it a problem or not, BHVR?

    It's pretty defunct, and I didn't need a censor in the first place. I'm equally annoyed by regular insults as I am slurs; it doesn't block 99% of the stuff I didn't want to hear anyway, so I don't see the point.

  • @Lenox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2806565#Comment_2806565

    And the gold cog border would continue to fill up? Because from what I saw, it did not change. Whether in chase or solving it.

    It should? It moves slowly, but it does charge up over time. I can't think of a situation in which the timer would halt.

    Do you mean the frame itself? The cog will be static when the player is just carrying the box and rotate when they're solving the box.

  • Clock Tower, or maybe Haunting Ground.

    It's a combination of old and not quite critically prominent, so I doubt it's ever happening, but Clock Tower was a pioneer of the survival horror genre and Scissorman would fit DBD perfectly.

  • Consider that it's nearly time for rank reset. That means a lot of people are iridescent rank right now, moreso than usual. It just means they've played a lot this month. It has some bearing on their skill, but it doesn't necessarily mean someone's good, just that they're at least adequate.

  • The question isn't whether the game's being held hostage. It's not - you have the ability to die at any time. The question is whether BHVR considers it fair that survivors can load into the game omae wa mou shindeiru'd unless they're in a 4-stack and can coordinate without a rando mucking it up, and fair that a killer has a 68.3% chance of getting at least one kill by walking to a location and then tabbing out for fifteen minutes.

    This doesn't really answer my question.

  • RPD already had some areas where you can pretty effectively bodyblock hooks by moving back and forth - there'd be two entrances to the hook, but going the long way around from one entrance to another would take 10+ seconds while the killer only has to move one second to block the other side instead. The only difference with library is that a team-up of two or more survivors can't get around the blockage. And that you can AFK it, I guess. It's a new low, but the problem already existed on this map.

    I think we'd all be better off if they just got rid of the library catwalk and made the third floor inaccessible.

  • @KateMain86 said:

    To correct the OP, tunneling and camping are in fact toxic and should be recognized as unsportsmanlike.

    Eh. Personally, I feel like both camping and tunneling can be used in toxic ways, but more often than not, they're just mercenary. Tunneling especially. There are many situations where camping and/or tunneling are the smartest thing the killer can do and not doing them is giving up pressure, often at critical moments. Do I enjoy being subject to them, no, but I don't see any point in getting steamed over it, especially when it makes sense from the conditions of the match. If you get tunneled at 2 gens left, or camped in the endgame - a killer not doing those things is on a path to lose the match. You'll still get killers that camp for salt, or tunnel a specific player maliciously (I play with a TTV sometimes and jeez, the number of times killers have thrown the entire game just to make a statement), but it's far from the majority.

    Toxic, in my eyes, means behaving for the purpose of upsetting someone. If you're doing something because you want to win the game, that's not toxic. It may be lacking in empathy, but there's an important difference between that and outright trying to ruin the game for other people.

    If we're going to call things toxic just because they're unpleasant, then everything that boils down to 'making me lose' is potentially toxic.

  • There goes my OTP. *sniffle*

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2799797#Comment_2799797

    I actually wouldn't. Take flashlight clicking - using it to get the killers attention, to chase you - because you know you're good at looping for example, that can be seen as gameplay. The killer has a choice to ignore it of course (which I usually do cos you tend to find these players don't often go sit on gens, so it's one less person to worry about completing the objective). Yes some players will find this frustrating - but in essence these things are pretty much part of the game.

    I'm not saying there's no nuance to it (for example, tbagging has tons of different meanings, and it's the context that turns it into a taunt), but the reason flashlight clicking works as an attention grabber at all is because it's considered provocative and annoying. Even if you have a plan, you are relying on the other player to be irritated by it - if they aren't, and they know what you're doing, then it doesn't work. Other examples include vault spamming, or if you're unlucky enough to be Pinhead, box spamming - the point is to create enough unpleasant and distracting audio feedback that the killer aggroes you just to make it stop.

    Meanwhile, stuff like clicking at the gate, or after a pallet, or nonstop in a 4-man sabo squad against a struggling killer, is just a taunt. It serves no purpose other than to rub in a loss. So is taking the survivor to the hatch and then closing it in their face, or bleeding people out when you can hook them, or drawing out the endgame collapse to butt dance, or ragequitting in hopes of denying the killer a challenge, or standing over a slug spamming your powr, or sitting around smacking someone on hook.

    Whether or not you want to call it toxic almost isn't the point. The point is that it's stuff that's done to be rude to the other players, usually without provocation. Focusing on the cases where there is an actual use for provocative behavior - sure, I've tbagged killers to try to draw them off the player they were tunneling. That doesn't change that there's a lot of stuff people do in this game for the express purpose of aggravating other players, and many people don't enjoy being subjected to that. I'm fairly objective; I can usually tell when a player is trying to do something with a purpose. I can also usually tell when a player is trying to mock me. There might be some occasional muddy ground between the two, but that doesn't make every case potentially purposeful, and generally speaking I encounter far more people who click/tbag to annoy than to draw aggro, or I get the sense they're doing both (and other facets of their behavior back it up - being obnoxious in chat, ragequitting when things don't go their way, et cetera.) If you removed gates from the equation, it'd be a lot hazier, but just pointing out that clicking has a use doesn't excuse clicking on the whole. To me, that's similar to how you can tunnel because you need someone out of the game, or you can tunnel someone because you don't want that player to have any fun.

  • @Mandy said:

    I think this just proves what I've been saying for the past few months, that the word toxic has lost meaning.

    Left hand side, the only two things that are an issue there are 1. DC'ing and 2. Body Blocking (hostage taking) - both of those are against our game rules.

    If you won't call the things on the left hand side toxic, would you at least call them being a jerk for no reason?

    Because overall, I think this is a pretty good list for splitting up what's a valid reason to be upset with another player versus what's just gameplay - or what's done to upset people versus what's done to win a match.

  • @JonahsTablet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2799723#Comment_2799723

    Then why do you care about this? You want to play him right?

    You realize being a main of x killer doesn't mean that you want to be locked into playing a long string of matches for a daily, right? I'd be unhappy if Plague's challenge was to get 10 downs with Corrupt Purge. Because I'd get that on a day where I was playing a lot of Plague, but many days I don't even play her. There's 26 killers on the roster. Being able to switch around is fun.

    Dailies should take roughly the same amount of time and difficulty across killers. It was an issue when Pig's daily was getting a headpop, it was an issue when Nemesis's daily took at least 4 games, and Pyramid Head's was also an issue due to how survivor-controlled Torment is (and also as GoodBoyKaru points out, you don't necessarily want to cage survivors even when you can. I remember a game where a Pyramid Head turned a 2k into a 0k by caging at the wrong time.) Easing it up is a good thing.

  • Oh, thank god. Whenever I did do that daily, it'd take a lot of games just because of how reliant on survivor behavior getting torment actually is - or I had to draw circles around myself and then force drop survivors into it. I usually just skipped it. This will help a lot.

    (Also, laughed out loud at 'horse stonks down in today's update'... beautiful.)

  • @Yatol said:

    End Task

    oops i "crashed"

    unplug console

    oops i "crashed"

    Yeah, this. This is why we can't have nice things. The game can tell the difference between a Leave Match and a crash, but it can't tell the difference between you hitting the 'disconnect' button on your internet options and a crash.

  • Banning for BM itself is too far. Way too harsh for a comparatively minor offense, not to mention there's usually room for misinterpretation when it comes to in-game actions. I know I've accidentally tbagged people as the Pig because I forgot which button placed a trap and which one crouched - and I've tbagged in front of a killer running back to a hook because I was trying to thank my teammate for a heal. But on a related vein, I'd be down for escalating warnings and eventual banning for a long history of clearly defined trolling and griefing - like, if a player has a history of doing 30-minute games where they won't let the other players die/get hooks, they won't end the game until they get bored, and they act like a dick the whole time, that kind of thing should eventually lead to the banhammer. Of course, 'clearly defined' is the hard part when trolling is so subjective (and DBD's bonkers report system and lack of match replays doesn't help either.) Some people would consider going against a sabo squad to be trolling while others would say that's normal gameplay, some only consider anything trolling when survivors aren't doing gens/killers aren't getting kills, some people think stuff like Basement Bubba or afk NOED/BW Wraith/Nurse is trolling while others think it's an objective strategy for kills. And so on. It's very difficult to come up with a definition that people would agree upon and I'm not expecting it to ever happen.

    Chat bans for excessive low level BM should definitely be a thing, though. If all you do is insult people, the game should eventually mute you.

  • Hell yeah. I mean, not hell yeah on getting facecamped on first hook (though it's endgame, so no hard feelings, just gotta hope the gods of solo queue smiled upon thee), but hail to the king, baby.

    I expect to see some Freddies out there in the Fog. We kinda need your help - they're a dying breed.

  • Hooks on indoor maps tend to be bad in general, especially the two-story ones. The change in hook density does not even remotely make up for the lack of variable routing and the forced adherence to hallways/stairs. A hook might be generated a 'fair' distance from a zone, but you've gotta walk in a left-right-right-left pattern to reach it, so it's not actually reachable in sixteen fifteen seconds. I find Midwich is also really prone to expansive dead zones.

    For RPD, I think a hook should always spawn on the right side of the exit gate area that's attached to the main hall. Would help with some issues with where hooks spawn in the main hall and the reception room, though it wouldn't fix the issue with RPD having very scarce and hard to reach hooks compared to an outdoor map.

  • @Trickstaaaaa said:

    Sometimes it's best to let reasonable fun things stay. It's a very rare add-on, it has a requisite for judith's tombstone to activate. So it can be countered by playing smart. But people should allow fun since the gameplay gets monotonous at times, so it's reasonable since it changes up the gameplay. While judith's tombstone admittedly is not "balanced", it's a very rare add-on. It's not like NOED since that is a perk.

    Is Tombstone Piece reasonably fun, though? Getting deleted at 5 gens because Myers stalked a Meg on a generator and found you next isn't particularly fun. There's virtually no interactivity, just hi, bye, and queue up again, better luck next match.

    At least with Judith's, he typically has to get stalk off you. It doesn't create particularly enjoyable games, but it's balanced. Piece can be activated very early and ends up being a 'too bad' for whoever gets caught first. There isn't even a chance of counterplay unless you treat all Myers like they have instakills and jump in lockers (which will make you much easier to kill if he doesn't have them), because Piece is activated too quickly to really give off the telltale warning signs that you're facing a tombstone Myers.

  • Kindred and BBQ. I'm very vanilla.

    That said, if BBQ didn't give bloodpoints, it'd be a tossup on that or Discordance. I do like knowing where to go next after a hook, but Distortion gives incredible information, especially at the start of the match.

  • Judith's Tombstone is fair. It's difficult to use because it only really works with the other iri (which jacks up the stalk requirements even higher), has a speed penalty that requires a perk slot and even more extraneous chases to fix, and can be countered by playing smart and hiding if Myers hasn't seen you yet. It's also fairly easy to tell he has it because he'll spend a long time in T2 without trying to hit people - so even in solo, you can figure out when you need to pull out the tombstone counterplay. Unless 3 survivors feed him without making him work for it, there will be enough time to do gens to the point where you'll nearly be done with the game by the time he gets T3 off and most players can make it out the gate.

    Tombstone Piece is busted. It's much quicker to activate and reliably lets Myers delete one survivor very early without a proportionate drawback. Two, if he's smart about it, and then he's an M1 killer with a 16m TR for the rest of a game that only has two other survivors in it. Though smart players will get in lockers once they realize he has it, the first kill is... basically guaranteed unless you're dumb about when you activate T3.

    Judith's more or less requires him to stalk the whole team; Piece lets him instakill you the first time he sees you. Difference of needing 17.5 stalk points versus 30, IIRC.

  • @Steel_Eyed said:

    I’m still waiting for the Huntress (single) cosmetics from the first rift. The yellow weapon and red headpiece.

    Those may never come out. We can hope, but they haven't released any of the single pieces yet. There's a Wraith and a Plague one I really want, but I'm not holding out hope that they're happening.

  • @dragobv said:

    its a weaker pop so i doubt it

    Nah, it's a better pop. 10 less regression in exchange for not having to travel to apply it plus getting info on which gen is being done and how many survivors are on it. If BBQ didn't give bloodpoints, Pain Resonance would have eaten 75% of its use right there.

    Pain Resonance's main weakness is the RNG of scourge hooks combined with map design - elongated or indoor maps make it unlikely you'll be able to reach the right hooks. When it actually triggers, it's better than PGTW.

  • @BubbaIsJustVibin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794927#Comment_2794927

    Nice, thanks for the info! I guess I just gotta wait and be patient - have you noticed any normal time between how long it takes for the skins to get released? I've heard everything from 6 months to 1.5 years

    That estimate sounds about right. They don't necessarily do everything in order, and they tend to rerelease them in batches - sometimes pairs, sometimes fours. Like we just had some tome 4 recolors and then we got a tome 2 recolor afterwards.

    With the pace they're moving at, I think it might be another year before they hit tome 7, but you never know.

  • It should come out eventually. Currently they're releasing rift 4 skins, so it may be a while before it happens, but it won't be exclusive forever.

    Sometimes rift cosmetics don't get rereleased (as far as I can tell, single pieces and green rarity recolors of the base outfit.) But this one's a yellow recolor of the base outfit, so it should end up in the store - we just saw the same happen to a Hag and a Wraith outfit recently.

  • @dictep said:

    I only see survs dc when the Killer camp/tunnel. If I see a killer tunnel or camp at the beginning when he kills the first surv I run to him and point to the hook, and I kill myself. I don’t want to play with this kind of people. If he wants an easy game, I give it to him

    I don't do those things except for when people BM me and people still DC on me all the time. It's really common for the first person to go down quit because they don't like who I'm playing/they're mad about how quickly they went down/they tried to tech me and got clowned/they're running Deliverance and they DC every match they don't get to use it/I don't even know. People also like to quit when they go down on death hook. But first down DCs trump all others, and at that point, you have no idea what the killer will play like.

    Killers DCing is rarer, but usually happens when they're losing badly or my teammates are being aggressive with flashlights and such. Also seen a couple of quits when a hex gets popped early.

    @Thusly_Boned said:

    In my experience, the survivor DC to killer DC ratio has to be like 100:1. Survs DCing is MUCH more common, and it makes less sense.

    If the timeout isn't a deterrent, make the punishment (beyond a certain point, like the 3rd or 4th DC in a short period) be giving up a percentage of their iri shards or BP, and divide them up among those left in the match.

    I have no interest in hearing "you can't make people play the game"; if you're not willing to play a game through, don't queue up.

    It's too bad you can't differentiate a internet drop vs. a hard DC, or I would love to see the penalties be merciless, like starting at 30 min and quickly escalating to days.

    You can't DC if you're not allowed to play to begin with, and that is a fate I think chronic disconnectors deserve.

    They can differentiate between an internet drop and a 'leave match', but the problem is that if you didn't punish the former, or punish the latter more harshly, people would just manually disconnect from the internet whenever they wanted to DC, so this doesn't really work in the long term. People would just learn how to dodge the penalty, same way as hook suicides do.

    The other issue with going hard on 'leave match' is that there are legitimate reasons to DC. The option wouldn't exist if there wasn't. It'd be brutal if you got a 30 minute penalty for bailing on a hacker or a killer trapping you in a corner.

  • Pips can be weird. Sometimes you're just above or just below the threshold of a category.

    You get a crapton of Evader points for existing near the killer - you'll usually have high scores in this emblem if you're on a two-story map, or if you just sit and hide/do a gen while someone loops nearby. This doesn't correspond to points, or doing anything useful in a match period, and I find it's the main category of discrepancy.

    You also get more Lightbringer emblems if someone else is doing gens while you're looping the killer versus if no one is doing gens while you're looping the killer. Also, you lose some Benevolent if teammates are left to progress hook stages. This does include teammates suiciding on second hook, but not first (there's a grace period of 10-15 seconds.)

    As for no pips... dumb question, but neither of you is maxed out, right?

    I wouldn't be surprised if it was bugged. It's been bugged before. Just checking.

  • This occurred to me back when Pentimento came out, except I was thinking Frosty Eyes. Funny experiment I never got around to, probably because I'd have to wear Frosty Eyes.

  • @kate_best_girl said:

    Theres WAY too many spots in RPD where its literally impossible to hook a survivor. A good example is the lobby exit area. If someone is downed here its IMPOSSIBLE to hook them even without a sabo squad or even perks

    Can't you reach the hook in the reception room? I'm pretty sure that one's always there.

    The main hall hook sometimes spawns towards the middle of the room, which is accessible, but that's not reliable.

    I do agree RPD's tricky about hooks. It's very common that you'll only be able to reach one hook (or at least, once you commit to a direction, you have no room to switch) from your current location, since you have to follow hallways and stairs and diagonal movement is just Not A Thing on this map. Sabotage is very powerful there as a result.

  • Everything? I can gain enough pips to hit rank 1 on each side, because I played enough and played competently, but only end up rank 3-4 because I kept losing pips from bad matches. Hits me more as survivor, since getting killed early is based on a lot of factors that are outside of my control.

    There's no reason for depipping to exist. I can understand black pipping still being a thing, so you won't rank up by being afk or something, but why can you still go downwards in a system that only measures how much you play?

  • Flashlights are powerful, but in most situations they're easily countered by being cautious before picking someone up. If someone has a flashlight and they're not accounted for, do a quick circuit of the area to make sure you're in the clear. Listen for footsteps. Maybe fake the pickup and see if anyone comes running out. Sometimes you'll still get surprised, but you can prevent a lot of blinds this way.

    And Lightborn's always a fix for the 4-beamer squads who swarm downs like their lives depend on it.

    @BenihimeWrath said:

    Honestly in the average players hands, Flashbang type items are probably way more OP. Yes they are single use, however because of their different rules of flashlight saving they are generally easier to pick up/use effectively.

    Really? I always considered flashbangs to be way harder to use against anyone who is a.) competent and b.) not Wraith; easier to see coming and avoid, harder to get the timing right, can't correct if you mess something up, have to get much closer to the killer in order to use them in an animation lock than you would for a flashlight blind.

  • If you're the only person on your gen, and you leave the gen to go unhook someone, it won't really matter that the gen is blocked - nobody is doing it and it'll probably be unblocked or nearly unblocked by the time you get back. This is especially true if you don't immediately go for the unhook (in which case you could have gotten off the gen before the hook happens and DMS procs.)

  • Except I do consider that as being nasty, the same as I do a killer that camps/tunnels at 5 gens.

    I mean, I don't hate it when a team tries to save the first guy I catch, that's fair play, but I'll be peeved if I get my first down at 2/3 gens left and the whole team comes running over to stop me, or if they insist on trying to block every damn down I get. Then I take the nice guy gloves off and the situation generally resolves itself (or it doesn't and I suffer screaming for the next 15 minutes.)


  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2793342#Comment_2793342

    While I agree overall, the solution to that is not to completely abandon boons as a concept and turn them into some temporary annoyance that neither side sees any value in. The solution to that is what they should've done to begin with, which is overhaul totem spawns so that they're balanced around both hexes and boons.

    Also, there is one part you're missing, though it doesn't change the above- the best times to snuff a totem are if you encounter it out of a chase, and to snuff it after you've won the chase, since that buys you a little leeway. Even in scenarios like with Shadow Step and Iron Will, that is not impossible- and in situations where they aren't stacking all those benefits (no scratch marks, no sound, indoor map w/ LoS blockers, bad spot in general) it's very, very achievable. Otherwise, yes, there are very bad totem spots that really need to be adjusted so there are fewer of them, or maybe boons as a mechanic could be tweaked to have less verticality. Something like that.

    I don't mean to imply that the mechanic is working as intended, I'm specifically talking about how breaking boon totems is a self-evidently bad idea that people should stop bringing up.

    That's fair. I'm not as convinced as you are that breakable totems would be a death knell for the mechanic itself - the way I look at it, if you got value out of it (fast/accessible self-heals, the killer getting confused and losing a chase, a self-pickup, whatever else effects will exist in the future), it was worth bringing even if that totem spot becomes inaccessible afterwards, and there's still four other totems on the map you can try again with to get even more use out of the perk. There's multiple uses, but they're capped - think Inner Strength. All of that said, I do understand that some effects are more range-linked than others, and that for some boons, there's only a couple of spots on the map where placing them is worth it. Shadow Step is amazing in a main building, chain jungle gyms, or a two-floor map, but there is zero point in me placing it on one of those corner totems on Swamp, or next to a tree on MacMillan. That's not really a part of their design that can be 'fixed' other than keeping infinite uses in place - but that returns to the problem that where survivors want their totems to be, the killer doesn't, so someone's always losing in this interaction.

    I feel like fixing totem placements is an extremely complex issue because hexes are already fragile (many of the totems that are problematic for boons are some of the best spawns for hexes, for the same low-traffic reason - meanwhile, the boons that are easy to find and snuff are the ones killers despise because they sit right next to gens.) But if there's a way to do it - that might be ideal? It still doesn't fix the specific problem of CoH and perhaps future boons being good everywhere. Mostly I'm stuck on destroying totems because it's one of the only fixes I've heard that would deal with every problem case boons present, and of them, it's the most comprehensive. The others are to put lengthy cooldowns on placing a boon when the last one is destroyed, like a minute and a half, or to continually increase the time taken to bless a totem the more it's done. Neither of these will effectively deal with a whole team loaded up with boons, though.

    I will go back and snuff a totem after a chase, but you're not always going to down the survivor next to the boon. If the walk from the hook to the boon is 10 seconds, and the boon isn't in the direction I wanted to go next so I have an extra 6 seconds added onto reaching the gen I was headed towards, I'm still burning time. Otherwise, yes, that's one of the best times to deal with a boon.

  • Cheaters are a huge problem and DBD's definitely losing the war with this current wave, but turning off the DC penalty ruins far more matches than cheaters do. Every single time they've disabled the penalty for longer than a day, it's been a massive shitshow where everyone quits as soon as they don't like something. Solo queue becomes completely unplayable, and it gets worse over time as more people realize what they can get away with and adapt their habits.

    I understand the desire for action, but I'm convinced this is a case where the cure is worse than the sickness.

  • @[Deleted User] said:

    Hi, i missed you, i didn't realise you left.

    Honestly forums have felt pretty bad. StarLost and TheGannMan have been banned which i never expected. And recently someone came on here posting extremely gory images which has lead to them disabling images temporarily. Boil Over and Dead Man's switch are hot topics as well as Pig AFK Video tape.

    Wait, we lost Gann? I saw StarLost (and was anguished), but I didn't see TheGannMan go... I'm heartbroken. Lately we've lost a bunch of posters I really respected and enjoyed hearing from. The forums are lesser for it.

    But it's good to have you back, Bennett - I did notice you were missing! I took the same kind of break a couple of months ago, and I'm probably on my way to take another one soon. Everyone else has mostly covered the current hot topics, I think. Boil Over was a huge mess that just got cleaned up (though it's still abusable in game, the update that'll fix it hasn't gone live yet), now everyone's talking about bodyblocking Pig. CoH complaints have kind of died down with its recent nerf, but it's still pretty powerful. Other than that - every killer is OP, survivors are OP, BHVR coddles [side I don't play] for money/incompetency/spite, buff Nurse, nerf Pig. You know how it is.

    I've been seeing surprisingly little Ringu hype, considering we'll be getting a huge license next month. Kind of wonder why that is.

    Definitely play the Lunar event while it's still around - tons of bloodpoints from it and some pretty neat cosmetics. Also bouncy envelopes, if you get lucky on Swamp. Those are hilarious.

  • @jesterkind said:

    I can explain that one! It's because boon totems are supposed to be continual slowdown forcing survivors off gens repeatedly because they want to keep their buffs up.

    Which is why having killers break boon totems is a bad idea- it doesn't fix anything and it prevents them from ever reaching their full potential as a mechanic.

    I understand this, but at the same time, infinitely reblessable totems carry their own problems, because on several maps - really, this is true on any map if you place them smartly, but some are just ubiquitously powerful regardless of the state of the match - there are totem spots that are extremely cumbersome for the killer to reach, and putting a boon there guarantees either value from the boon or time loss for the killer (or both.) Think RPD library, Ironworks catwalks, Thompson House upstairs, Badham basement, etc - but also corners of the map, or areas where all the generators have been completed and there's no reason to patrol there. Basically, if (survivor time to reach totem)+14 < ((killer time to reach totem)+1)*(number of survivors remaining in the match), the survivors win that interaction, because while one survivor and the killer were wasting time with totems, the rest of the survivors were progressing the match.

    That's how we ended up in the situation where snuffing is rarely worth it - because if you go out of your way to snuff a totem, you're losing more time than the survivors spent placing it. Searching for totems is completely unrealistic on the killer end and snuffing is only a good idea if you run across the totem while not in a chase (because stopping to snuff then typically means the survivor can reach another loop, and that costs even more time.) Breaking totems would change the math because you get something more out of the deal than just a flat delay.

    This is especially a problem with Shadowstep on indoor maps - add in Iron Will and you get situations where you can't really chase survivors unless you snuff the totem, which loses the chase, but then someone puts the totem back up as soon as you leave, and rinse-repeat. It doesn't matter that you know where the problem totem is, because you can't snuff it without going back to square one. Your only hope at that point relies on luck or one of the survivors screwing up.

    I find it hard to believe that boons are functioning properly. Right now, the only way it seems balanced is when a boon's effect is so weak or inherently counterable that the killer can afford to just not care about snuffing it (Exponential) - and that's obviously flawed in its own way. Otherwise, you just sort of have to put up with the effect being there for most of the game, because the counterplay is a losing battle and survivors will waste less time than you will if they're smart about it. And let's not start with matches where 3-4 survivors are running CoH and you have zero ability to stop boons from existing all around the map at all times.

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