Laluzi
Laluzi
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- Laluzi
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2759282#Comment_2759282
Amandas letter pig is miles ahead vanity mirror. No terror radius whenever you want and "wallhacks". With another add on and the recent buff you can keep 3 traps as well so you only lose one.
Myers on the other hand even with monitor and rabbit there is still terror radius going on in tier 2 and you are not that sneaky as pig is. You also sacrificed your tier 3 completely. It works on indoor maps sure but anywhere else it is just a handicap.
I don't agree. The upcoming buff is two traps, not three - and Pig wastes much more time crouching and uncrouching in chase than Myers does to tap stalk for a split second to get a survivor's position on the other side of a wall. Her no TR is also very clunky at 90% movement speed and even worse for map traversal/hunting than Myers' T1, much less T2. If I had to pick a wallhacks stealth killer, I would much rather play Vanity Mirror than Amanda's Letter. (And I'd pick All-Seeing Wraith above either of them, even with the nerf.)
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I think Vanity Mirror is fine as it is. Aura reading is an extremely powerful effect and the mirrors give it to Myers straight-up whenever he wants with minimal hindrance to his current activity - searching, mid-chase, you name it. Scratched Mirror gives you as much as it does because Myers is locked in Tier 1; no lunge and 105% speed. It's a big buff because it involves a big drawback.
A 16/12/8/6m TR M1 killer with 24m wallhacks is too much. Yeah, he gives up T3, but the low TR means he can do what Wraith does and pretty much always start off his chases right behind you, and he doesn't have the T1 drawback of being exceptionally bad in open chases.
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Is there any other option than C? We're a chad Meg and we're still trying to impress that David.
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The number of times I've checked a streamer's recording of my match and heard them complain about my perks while they ran full meta is a little astonishing.
I find people really don't have good perspective in competitive games. They get too caught up in what feels unfair to stop and think about things objectively. There's a few streamers I hang out with, all of whom are good and friendly people, and they will routinely ######### about the killer or the survivor doing things that they regularly do when playing killer or survivor.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2758998#Comment_2758998
I'll cop to not considering forced bleedout, that's genuinely toxic.
However, I thought it went without saying that like, refusing not to play the game and thus not end the match didn't count as a "gameplay thing". I also didn't mention endgame chat or hacking, which most would consider pretty toxic.
I phrased it that way for a reason- there are a lot of things that happen in the course of a regular game played normally that people call toxic, and I think that this (+ forced bleedout, thank you for the correction there) is the only one that actually counts.
Alright, I guess that just comes down to a difference of definitions then. You didn't specify normal at first, so my net for toxic things that happen in game is wider (and that is my definition of gameplay - a team that's not doing gens because they want to double locker flashlight troll for 15 minutes is still playing DBD, as is a basement Bubba or a triple oak RCPD sabo team that never touches a gen. If it happens in game and players are ostensibly doing things you can succeed or fail at, I'd call it gameplay - though that's splitting hairs. The only thing I care about is whether you agreed those things were toxic, and you do.)
...Though if we're talking about normal, the wait-at-the-gate tbagging is by far the most common thing to happen of the lot. Like every-other-game common. It's a little baffling. Killers bleeding the last player out are much, much rarer than survivors refusing to leave until they can click at me (or the killer, if they're my teammate.)
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2758914#Comment_2758914
...Yes? It is the only gameplay act that's toxic. Certainly not the only one that's annoying, but "annoying" and "toxic" are different things.
Waiting at the gates to tbag is toxic, but bleeding out the last player when you could easily hook them isn't? Dragging them to hatch and gate only to close it in their face and pluck them off at the last second isn't? Deliberately abusing exploits with perks or map terrain to create matches that take 30+ minutes to end isn't? Trapping a teammate in a corner so they die to endgame collapse isn't? Refusing to end the game for just as long because you realize the killer is a baby and your team can easily bully them for 20 minutes before you pop the last gen isn't toxic?
I don't really understand your methodology. Seems to me like there's a lot of intentionally dickish things people can do in this game. While I hate gate tbagging, I'd consider it on the tamer side of the douche spectrum that exists in DBD.
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@Rizzo said:
Reporting in game is mandatory for any kind of offense, as it flags the match, however for hacking you need also video evidence and you need to open a ticket on the Support website: https://support.deadbydaylight.com/hc/en-us/requests/new
Does the team understand just how bad of a system that is? It's essentially placing the onus on players to have third-party programs running at the time of abuse in order to be able to be able to report misbehavior outside of endgame chat. I don't have recording software set up on my computer, as I'm not a content creator and have no use for it. As a result, I cannot make any meaningful reports about cheating or hostage-taking, no matter how diligent I am in-game or how well I understand the rules.
Better yet, it's not clear from the surface that your reports will be discarded without this third party evidence, so most players just end up making placebo reports and think they're helping to pin down problem players when in actuality they're shouting into the void. I've never even heard of any other game whose report system was this defunct.
Like, do you guys seriously discard all feedback that doesn't come with a video attached? If a person buys the game today and racks up 50 reports of cheating before the night is over, they won't even be looked at unless one of those reports has supplemental footage?
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@Peanits said:
To confirm what others are saying, there is no hard-set rule for base movement speeds, it's decided on a per-Killer basis. Sometimes it's part of the Killer's core design (e.g. This Killer should be fast and agile), and other times we ask questions like, "Does this Killer need to be slower to offset their power?" and "What kind of effects would that movement speed have on their power?"
Just out of curiosity, has that always been the case or is that a more recent (relatively speaking) development? It did feel like things were more standard earlier on, though that may have been because more of the killers coming out were M1s and there wasn't as much reason to take movement speed on a case-by-case basis.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2758509#Comment_2758509
Honestly I would never draw her, because her costumes are super time consuming to draw. Those 2 arts were commissions. So it was certainly a bless to you : D
I dunno, I've always thought the detail you put on your outfits is impressive. You didn't dodge any of the linework with these three, that's for sure!
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Historically, short-ranged killers (or anti-loops) are 115s, long-ranged killers are 110. Artist is an oddity in this regard and I don't really understand her placement - it feels like either she should be a 110 or Trickster should be a 115 (as they can both tag at long range but can't damage at that range unless survivors misplay badly.)
Spirit's a 110 for the same reason Hag is - she has a power that lets her traverse very quickly, and she's meant to rely on that in chase more than just running around. I think Nurse used to be a 110 a long time ago on the same design philosophy, but that was nerfed because she was (understandably) way too strong.
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I'd always be interested in seeing the data for the ratios, but I'm also expecting the same thing you are - the claims of "killers are quitting" are almost certainly overblown every time they crop up. The complaints are often legitimate, but people don't stop playing the game, they just get angrier while doing it.
I do believe the queue times are a fairly accurate reflection of how many people are playing each side without too much interference from SBMM, but queue times have been stupidly long for survivors at night ever since I started playing, and that's been nearly a year now. I've only seen it change in a meaningful way when a new chapter is released, or if there's an event that noticeably favors playing killer.
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@legrosporc69 said:
https://forum.deadbydaylight.com/en/discussion/305848/can-you-report-a-player-for-their-name
I dont think its reportable he is not offensive toward anybody and the name is not a obscenity.
The guy use 2 term in a game and put it in his name. I could name myself Tbagging tunneler and it would be the same
...?
"Pridecharm = facecamp" means "I'm going to make sure you can't play the game if you're wearing a pride charm." You wear a pride charm to show LBGTQ+ pride or support. The math does itself.
Tbagging tunneler is equal opportunity douchebaggery. "Claudette/Tapp/Elodie/Adam=tunnel" would be an issue because that name is expressing racist intent.
And yes, it is against the rules to go out of your way to target a player over the pride charm or race, if your intentions can be proven (because there's a lot of overlap with tunneling or camping that wasn't motivated by hate and proof is often tricky.) The mods have been very clear that this isn't acceptable behavior. Names like these clearly prove intentions.
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@TheycallmeLix said:
Me and my friend want to give the Killer a few hits at the exit gate when we saw that he had 2-3 hooks the entire game, but some Killers wait out the ‘point finger at the exit gate’ and they want to make you do backflip and get the hook. I seriously can’t stand this anymore and me and my friend promised each other that we are going to click/tbag everytime at the exit gate because of Killers that want to get kills for losing the game..
Many survivors doing the 'point out' thing want to run or dead hard out as soon as the killer gets close, so a lot of killers don't trust it or bother.
Instead of clicking and tbagging, why not just leave?
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Not how I expected this thread to go. Wholesome.
You really do have to love the players that go "I'm with you 'til the end of the line, buddy" and dive into a camp situation to get you out, even knowing there's no way out for them if they do it.
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@fblurbg said:
Spirit should be on the polar opposite side of the chart. Not a single post from a Spirit pfp is anything other than the most woke and obvious bait posts ever made.
Iiiiii do not think you've been here long enough to make that judgement. We've got some lovely Spirit PFPs in these parts.
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If that's not reportable, I'll riot.
But yeah, you probably have to report that to the platform. Which might be a bit tricky, because Sony or Steam is going to look at that and go "?" It only makes sense in the context of DBD... but if you do know DBD terminology, then it's Homophobia: The Username. Are you able to write up a bit of context for the report?
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@Travis_Bateman said:
https://forum.deadbydaylight.com/en/discussion/comment/2757478#Comment_2757478
Why everything you say is related to solos ? The killer's tier don't change based on SQ Vs SWF
Have you ever faced Pinhead in a solo team? Everyone either thinks someone else will get the box and ignores it until a Chain Hunt is 5 seconds from starting, or grabs the box 15 seconds into the game, does it on spot, and gives Pinhead a free easy chase for no reason. The team decisionmaking is god-awful.
Solo and SWF always make a difference, but not typically in a way that affects killer placement. But some killers' powers work in a way that coordination tends to unduly punish them and they're even stronger against solos or weaker against comms than just the solo-SWF gap in and of itself - take Hag, Trapper, or Ghostface. Pinhead is the ultimate expression of a killer whose power varies based on whether the survivors have comms. He's incredibly oppressive without them and barely has a power with them.
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While a shader probably won't look as good as the P3 pieces do on their own (because in those cases, the blood was placed knowledgeably and not 'randomly' on different meshes), this would be a really neat change. It'd also allow a little more customization for legendary characters.
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Those faces. I just wanna pinch Yui's smug cheeks. And Cheryl holding up her Desperate Measures looks sweet. (Nea can go on a hook, though. Cool pose, but she's giving me flashbacks.)
Man, I love your art so much. You even did my girl Plag recently... thank you for constantly putting out such great content! 😍
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Got a good chuckle out of me. Wide Laurie knows what she did.
Also, you're not wrong - the super long threads always have good content. Even during the recent Bubba face debacle, the farthest anything got was, like, 8.
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@CashelP14 said:
Your making the thread specifically aimed at survivors which I don't like. Both sides are toxic like this, not just 1 specific one. Creating posts like this aren't going to make a difference to the very few individuals on either side that are toxic.
Also don't like how the Lerys game you mentioned you called it a "gen rush". If you only got 7k points then you obviously didn't do well. If your not hooking survivors or creating any pressure then there's nothing for them to do but gens. You got unlucky getting such a bad map for Blight but you can't blame your loss on "gen rush".
Survivors can tell before the game ends if the killer brought a bps or event cake offering by just checking the pause screen.
Ehh... I find that on average, survivors are more toxic than killers, even accounting for the 4:1 spread. I'm defining toxic as taking action specifically meant to spite or mock the other team without that action being provoked first, or being nasty/gloating in the endgame chat. I've definitely encountered plenty of bad apple killers (basement Bubbas, bleed outs, the smooth brains who BM you all game and then want to take you to the hatch so they can close it, the gate so they can close it, and then bleed you out when you don't fall for it), but with survivors, it's goddamn routine. Somebody always has an issue with how you played and calls you every name in the book, or waits out the endgame collapse to give you a butt dance click show for no goddamn reason. I expect survivors to be bad sports at this point, that's how prevalent it is. Killers I mostly expect to be mercenary, and then there's a few who go beyond that into using DBD as their sad power fantasy simulator.
Like, when I play survivor, my teammates are far likelier to be ######### than the killer. I have to apologize for my teammates so often. Or they sandbag me all game for daring to drop a pallet in a chase, or not unhooking them because the killer followed me to the hook and I didn't have BT, or because I "stole" their unhook. I've seen more survivors try to bodyblock a teammate into dying to the EGC (usually for the hell of it, or 3-man SWFs trolling their solo teammate) than I've seen killers trap anyone.
You can't tell the killer brought an offering unless there were 5 offerings used, but frankly it doesn't matter. Some people will chill out a bit if there's double bloodpoints in play, but most won't (and this goes for killers too - the number of times I've seen 2-3 streamers used and the killer mass slugs and kills all the survivors with 6k points tops is very high.)
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@Fnatic47 said:
https://forum.deadbydaylight.com/en/discussion/comment/2757241#Comment_2757241
@MandyTalk If i report someone in my PS4 for farming is that punishful ?! And if is punishful do you guys really do something about it ? Because i lost count how many times i reported players for bodyblocking, farming and taking game hostage... And seems nothing happens... Its like the report system is there just for view nothing more...
Farming is not a valid reason to report someone unless they hold you hostage and prevent you from exiting the match (such as slugging you and having the other survivors heal you ad infinitum, or the other survivors sandbagging you whenever you try to run away.) If the killer kills you because you don't want to farm, or you do gens and leave, those are acceptable outcomes.
Bodyblocking isn't a reason to report someone either unless they've trapped you into a corner and won't let you leave in a situation where the game cannot end naturally. Bodyblocking to get an easy M2 hit, bodyblocking the killer at a hook, the killer bodyblocking someone until the end of endgame collapse (though if a survivor is doing this to another survivor, it's sandbagging and can be reported that way), or bodyblocking someone for a funny moment that lasts 10 seconds aren't report-worthy circumstances.
Though I do agree the report system isn't very effective.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2757783#Comment_2757783
So, basically, her power sucks unless you have add-ons. Seems to be a trend for Killers; make them weak, and use add-ons to make them 'okay'.
Don't have the add-ons? Either because you just bought them, or the bloodweb did not pay out? Have fun having a weak power.
Is Artist actually weak? She has better anti-loop than Doctor and about equal detection/interruption (worse at short range, but better at long range.) Her ability to check gens and totems and push people off them at a distance is really nice, even if she lacks mobility. She's like Wraith in that she wastes very little time locating people. She can just fall into the trap of thinking she's making progress in a chase when she isn't by using her power incorrectly. (Seriously, one bird into three is the magic formula. Use more birds for the first hit, or try to go for shots in spots where survivors can dodge in any direction, and you're going to fail.)
I also think she's got quite a few decent green and purple addons in addition to Festering Carrion. Exhaustion's always nice, Mangled is always nice, and the one that causes Oblivious on swarmed is absolutely fantastic. So is the one that spreads birds to nearby players. Her spread isn't the best, but it isn't the worst either.
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Sniping with her is a little different than Huntress or Deathslinger. There's a big delay between setup and fire, so you need to aim for where the survivor's going to be in about a second and a half - and because there's that much reaction time, you need to set up your shots when either the survivor isn't expecting them, or when they don't really have an option to be anywhere else (either they're stuck in a narrow channel, animation locked, or all of their other options will also lead to death.)
If you're in an open field and the survivor is watching you, that's going to be impossible, but you can use the birds' trajectories to box them into a dead zone. You should also always swarm with one bird and then fan out with three (unless you can guarantee the shot with less), covering potential angles they'll go, to have the greatest chance of getting the follow-up hit. And sniping someone from far away actually isn't hard if they run in a straight line and you see which way they're running with the birds, which sounds dumb but a surprising number of people do. It's not reliable, but it's not impossible either.
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I'd rather nerf boons than justify them with a meta of absurdly powerful or obnoxious things. That just makes running the absurdly powerful things mandatory.
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B.) The time has come. Our calling has arrived. Meg must Go Fast.
As tempted as I am to select A... David going into the locker denies us the pleasure of gazing upon his meaty manliness. Opening the locker door to peek inside is only rational. But I'll resist.
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That sounds like an issue with the input of whatever button sprinting is mapped to - the button still works, but the connection isn't stable and it'll flicker in and out. Do you experience the same issue with another remote?
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@RayneC said:
Literally, all half of you are doing is just assuming I want the killer nerfed for no apparent reason, but that's cool cause no one ever really listens, looking through this you can tell who actually gets the genuine concern and gives valuable input (like adults) and who doesn't so thanks to those who actually have something to input <3
The problem is that you're proposing taking away the one part of Pinhead's power that actually does anything. People are going to be upset about that because removing the interruption essentially makes Chain Hunts worthless. You can hear where survivors are a little better and they might be occasionally hindered in chase. That's it, that's the power. Nobody would even really have to do the box anymore. And his manual chains are also much less useful because they can no longer be used to stall from a distance (chiefly, stopping the box holder and preventing a gen from popping.)
Can its synergies be extreme? Yes. It's a unique power. But "make it not function" is not the solution. Perhaps specific interactions should be looked at - for instance, the chains targeting the box holder are a problem because it can make the box too difficult to solve, especially in time before Pinhead manually walks over to your location and makes it impossible. Or perhaps there could be a timer where the chain hunt automatically ends, or the interrupts stop working, after too long a period of time in Chain Hunt. But preventing it from interrupting at all... no. There's a reason you're supposed to keep on top of the box. You also can, as a team, bodyblock a survivor that's trying to do an objective and soak up most chains that are coming to them if you end up in a dire situation.
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I don't? I'd put him at high C tier. He slays solo teams, but against any form of coordination, his only power is a fiddly M2 that's hard to hit and whose gains are inconsistent.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/305762/how-does-dcing-count-into-sbmm
https://forum.deadbydaylight.com/en/discussion/comment/2757384#Comment_2757384
https://forum.deadbydaylight.com/en/discussion/comment/2757417#Comment_2757417
From what the devs said a bit back:
- An early DC is like a hatch escape. MMR doesn't change for anyone based on it.
- A DC later is like a kill (for survivors) or an escape (if the killer DCs).
The actual numbers that constitute 'later' are unknown.
That's surprisingly reasonable and well-thought out, especially the part where survivors don't lose as much MMR when they die if their teammates ragequit. Color me impressed.
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I'm wondering the answer to this question too. Are they kills, are they escapes, or are they neutrals like hatch?
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/2757241#Comment_2757241
Then maybe fix the hacking issue? Or the grind? Or the SoloQ/Killer problems? Or SBMM?
Besides, hasn't it been stated that this is supposed to be a 'casual' game? What is 'play the game properly' when anything goes?
That's actually a good point. I don't think farming is any less 'playing the game properly' than Bubba sitting at a hook facecamping a survivor to death, or mass slugging before hooking anyone, or being AFK all game and then springing to life with NOED. All of these things deny multiple aspects of 'normal' gameplay to the survivors for some kind of benefit. Farming just happens to benefit all parties evenly.
The game is whatever the five players that load in make of it. If I load into the game and I find all four survivors dancing around a ring of items in the basement, I'm going to make my own fun. Another person would down them all and hook them, and that's equally valid.
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I like the occasional friendly game to break up the ruthless ones and give me a chance to earn some BP as survivor. They're more fun on maps with fun props like Chapel, Saloon, or Gas Heaven, though.
Too much farming is boring, though, and I understand why people don't like it. My modus operandi is to 8-hook everyone and then farm if I managed to beat the survivors with time to spare. That way everyone gets to play the game and can't complain that I wasn't engaging (though I have still had a few complaints about this, it's much less than when I would try to farm outright.)
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There was one time I was playing against a Nemesis. I got slugged towards the end of the game, and while teammates were trying to heal me, both of the zombies wandered close. The teammates had to keep running in circles mid-heal, but none of them thought to actually lure the zombies away... so 4 consecutive times I got picked up and downed immediately by one of the zombos.
By the end of it, the Nemesis was just standing still watching the clown show unfold.
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@[Deleted User] said:
That's why he originally had the sound cue for when he got to like 80%. They removed it though because they considered it too much information
😕
Man, you just know that if Myers had been introduced nowadays, that feature would have stayed. "More information on what the killer is doing" has definitely become a dominant design philosophy.
That said, I can't fault anyone for having an issue with Tombstone Piece. Judith's is fair, the effective combo requires 3 survivors to be stalked fully and if the other three survivors were derpy enough to feed him, you weren't winning that game anyway, but Tombstone Piece lets Myers delete the second player he finds (or the third instantly if the first two fed him), and that isn't remotely interactive gameplay. I've got no issue with 99ing in and of itself, though - Myers struggles terribly without that feature, because he's an M1 killer and can easily be looped out of the entire duration of his power if there's enough map resources. And it's no different from Oni getting Blood Fury off another teammate and running over to bonk you, or Plague getting Corrupt Purge in the middle of your chase because some doofus touched a sick gen and immediately cleansed.
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What do you mean, you don't want a stampeding horde of scantily-dressed giantess Babylonian women?
But yeah, this is here to stay until CoH stops wrecking the pressure of everyone else on the roster. When it comes to countering CoH, It's Vommy Mommy, Tombstone Myers, camping Bubber, or getting tunneled out of the game.
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I'd rather see WGLF remain focused on healing or protective actions rather than objectives. But it should definitely give a token for healing from the dying state - that's what the perk buffs, after all.
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Oh, yes, let's make BMing more prominent than it already is. We should absolutely award people bloodpoints for stopping to taunt each other, that'll definitely improve the community mood and for sure won't jack up the hostility to 11 as non-toxic players are incentivized to BM each other for pure mercenary BPs. I'm sure that more than 1% of players will leave the exit gates and not sit there for the entirety of the endgame collapse spamming bloodpoints in a safe environment.
Up next, awarding an additive bloodpoint modifier each time you hit somebody on the hook. Flat 10k BP reward for every player that dies on first hook.
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The problem with "it was justified" tbagging is that it so often come from the killer daring to play the game at all. The killer stopped because they saw scratch marks around the hook? Camping. The killer downed me twice within 2 minutes because I went straight back to the same gen? Tunneling. The killer ran Ruin/Pop/Pain Resonance/Corrupt/Tinkerer/Devour/NOED/Nurse/Blight? Boosted meta slave, doesn't deserve any kills. The killer's hanging around the hook at endgame because there's literally nothing else for them to do other than let everyone leave uncontested? Trash killer, uninstall and #########.
If someone tbags me after I tried to camp them out or I hard tunneled their teammate to death at 4 gens, sure, I deserved that because the tone of the game has been very unfriendly. But so much of what survivors think is deserved feels like a mixture of blissful ignorance and bullshit on the killer side. And considering I go out of my way to make sure the game is fair to the survivors I play against, the routine BMing just feels like a slap in the face.
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You can easily force-lower your MMR by letting survivors go or letting killers kill you. That's a way easier and more efficient strategy to employ than putting down DBD for a long time so that you can have a few easy games when you pick it back up months later.
I'm more worried that taking a long break from DBD will put me in with potato rank survivors. Everything else about this looks nice, and it's not any different from how the game used to decay your rank by a tier each month and you'd be brown rank after a several month hiatus. No, this doesn't really fix any of the issues with MMR, but it's not marketed as a fix for that; it's just an allowance for players to shake off the rust if they haven't played in ages.
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C.) I need more of this prime David dialogue (and beefcake), so we're going to go peak baby Meg and sandbag the team.
Also, Meg just vomited all over the inside of her mask. Gross. It strikes me now that that's not a good cosmetic to have in a Plague match...
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It's definitely much weaker than other hexes, but I'm not sure if that can be fixed without overhauling the perk. The problem is that its effect targets something skill-based rather than just being a flat effect like "gens regress when not being repaired" or "you are exposed now." If it weren't a hex, it'd be absolute havoc against newer players that struggle with skill checks as it is. When it is a hex, it's that much more of a joke to players who can power through it with minimal struggle.
And if it was a hex that started at max power... honestly, I have way more trouble with Lullaby at 3 or 4 stacks than 5. 5 stacks is easy. 4 stacks messes me up bad.
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I mean, last night I got a lobby that had two TTVs whose names I recognized from another stream I frequent, so I went and hung out with them all game (after asking if they'd rather play for real or have a friendly game.) And there was one time I got a survivor twice in three games and I was friendly to them the second time because I thought that was cool and we'd had some shenanigans the first game. And there was one time I was having a hell of a bad time with a challenge and finally gave in and changed my name to "I need 4 stuns pls," and after some games, I got a killer that let me do it.
Mostly names tell me if I'm facing a SWF or a streamer. I don't think that's a bad thing, though I'll admit there isn't much reason to have them displayed, either. There was more of a point back when you could switch killers in the lobby and respond to all of those names like "mori me myers"/"ghostface's wife"/"boopthepig"/"spirit=dc." Running into the same person twice is very rare unless you have crossplay off; this game is just too big.
I'd be down for letting the survivors see the killer's name in the pre-game lobby as well.
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I'm looking forward to the answer to "why can't MMR focus on hook counts rather than kills." Other than that, I don't have too much hope for the questions that got voted high.
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Enjoy :P
I just bought Spirit about two weeks ago. Her intro cams were... certainly an unexpected surprise.
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More pools means that on average, a fountain will be closer to your current location and is less of a detour to pick up, and it also means you can have more fountains stockpiled before you reach the point where you've got to be careful of survivors resetting your fountains.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2754240#Comment_2754240
Judging by the updates that came out within the last year, devs themselves don't want players to have fun. Why should I, as the killer, care about fun of other players, when I myself have to deal with DH, DS, hit validation, SWFs, fairly earned cosmetics getting removed, DC penalty for leaving games with cheaters and so on? Reducing the number of concurrent players is the best way to get their attention to the problems they do their best to ignore.
There's a difference between not caring about the other side's fun and actively trying to make sure everyone has an awful time playing the game. One is ambivalence and not-my-problem, the other is just trolling.
And I've always thought "I'm mad that there's crap in the pool, so I'm going to crap in the pool in protest" was a poor argument, personally.
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Do you have crossplay off? I virtually never see the same players. Occasionally I'll see someone twice, but four times in a day is excessive.
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B. "Ask killer to farm" has failed; it is time for Meg to go fast.
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@jesterkind said:
I think the only thing here that surprises me is seeing Ruin show up so much more often than Undying. You'd think people would pair those two up more often...
Ruin/Undying is pretty much just doubling up on Ruin. Having two totems instead of one is still very susceptible to getting blown up a minute into the match, so it doesn't patch Ruin's main weakness that effectively. I see many people run Ruin/Pop to have a before-and-after gen regression perk, and just use their other two slots for other types of perks.
And personally, I'd pick Haunted Grounds over Undying every single time when it comes to totem defense. Has a useful effect and doesn't announce to the team that I'm packing a dangerous hex the first time somebody walks by a dull totem. That's worth the 33% failure rate to me.
