Laluzi
Laluzi
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- Laluzi
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The fun part about the killer meta is that while there are clear meta perks, the different playstyles of each killer means that for the most part, each killer has a separate meta. For instance, Bamboozle is incredible on Billy and Bubba because it covers a key weakness of theirs, but it's pretty irrelevant on Huntress/Nemesis/Pyramid Head/etc and pants on head stupid on Nurse. Tinkerer is very helpful for most killers, but weak on Trickster and Huntress because they're too slow to act on its information reliably and they can't use the Undetectable very well. Infectious is god-tier on power-burst killers like Oni, Plague, and Myers, and high-mobility killers like Nurse and Blight, but running it on Hag or Huntress would be silly. Enduring is helpful on M1 killers because they have to play aggressively with pallets, but less so on semi-ranged and ranged ones. Pop is better on teleport/mobility killers while Surge/Jolt is better on M1 killers. I'm All Ears is generally decent, but becomes exceptional on killers that can attack through walls. So on.
Overall, the killer meta will always have more variety than survivor meta unless you examine individual killers and not just killers as a whole, and the only truly dominant perks are the ones that are all-purpose strong and don't really interact with the killer's power or playstyle. Corrupt always functions the same. Ruin and Undying always function the same (barring a few killers with above-average ability to defend them.) No Way Out always functions the same. NOED always functions the same. Pain Resonance and BBQ pretty much always function the same (with the one blind spot of Pyramid Head.) The only super popular one that surprises me even a little bit is Pop, because it's one that's a chore to use on many killers even if the effect is very good.
This is cool data. Thanks for recording it!
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/2754174#Comment_2754174
Eh, but then I could just run one every match and more or less delete map offerings from the game. Actually that's a good idea, let's just delete map offerings altogether. It's more fair for everyone and less clutter in the Bloodweb. Win-win.
Good point... didn't think that through well enough. Though I'd also be game for losing map offerings. They were a good idea in theory, but very abusive in practice.
(Though there's always the third option of just properly balancing the damn maps so that Midwich isn't killer heaven, Haddonfield and Badham aren't kryptonite, RCPD isn't the Mecca of troll squads, etc.)
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I find it ironic that you're complaining Clown is too boring and his chases are too formulaic, but your main complaint is about the one aspect of his power that's pretty variable and up to the individual survivor player to handle. Are they going to be disoriented and run into a wall, or are they good enough that they don't need clear sight to know how to run the loop or where they are in it?
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@Ghoste said:
It's a huge reason why Sacrificial Ward is terrible. Not only can you get the same map you cancelled, but there might not be a map offering at all so it's just wasted.
I seriously wish that Sacrificial Wards were returned to your inventory if no map offering was used. You can't predict when somebody's going to send you somewhere, and they're way too rare as it is.
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@furret534 said:
Survivors need to be off the hook for a certain period of time without going down for you to get a stack. Even with BT, if a survivor goes down before that timer is up, you won't get the credit of a safe unhook.
This. The 'safe unhook' score event zone fires 15 seconds past the hook. If the survivor gets hit twice within 15 seconds, or gets hit just once at the 12-15 second mark, you won't get your stack.
Moral of the story is to prioritize unhooking when the killer isn't nearby unless the killer or the team's current situation makes that impossible.
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Eyrie's not that bad. Just make sure to break the two ground level breakable walls so the main building isn't a hell zone (the breakable wall up top also is a god window, but it's a big detour and you won't often chase survivors there.) The gens are such that it's easy to get a tight 3-gen if you focus on one part of the map. I'd generally prioritize main building side over shack side, though focusing on the middle works too.
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B. Let's go say hi to Vommy Mommy. She's got a killer Halloween costume - maybe she has directions to the party. And, uh, knows anything about being kidnapped and dropped next to a campfire, because Meg's still not sure about what happened there.
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Oh boy, I love these sorts of CYOAs - and I'm really enjoying your description of a more realistic (or simply less desensitized) Dead By Daylight trial so far.
I vote for C. Our little Meg still has Sprint Burst and I want some spooky buildup before we go zigzagging all over the map clicky-clickying and dropping every pallet in sight.
Also: "You turn it off and on a few times and have the urge to squat, but you push that thought aside." Incredible.
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I feel like Plague's power doesn't strictly come from solo queue, but rather bad decisionmaking in general - people cleansing when they're not fully sick, people cleansing when they're about to go touch a dirty gen or unhook a sick person. She's not like Pinhead where it's 100% a lack of information that enables her power; she's a little more like Hag, where people not knowing how to deal with the killer is the crux of the matter and comms just lets people self-correct and give instructions as long as one person knows what they're doing. I don't even think she's as bad as Hag in the solo queue department, because you have a bit more ability to protect yourself from your teammates' poor decisions (with Hag, you're just dead. Or they immediately get themselves killed and you're the only one up) and you can even roll with them (if your teammates are cleansing like mad, try and reset Plague's fountains to get something out of the fiasco.)
While I do love Plague, I'm pretty sure her popularity right now is a result of CoH and she'll fade a bit once it's less of a thorn in the sides of literally everybody else on the roster. Sincerely hope she's not in line for nerfs, especially not after those lovely QoL buffs that got rid of her laggy feel.
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Today I got a SWF who built me a shrine of flashbangs. We played fetch with a pebble. And last night I was part of a SWF that built a basement Christmas tree and performed The Ritual around it while a confused top hat Blight scoured the map and eventually found us and his stack of... 12? presents.
Yes, I also ran into two BMing basement Bubbas and a couple of teammate-ragequit games that ended up with sub-7k points across the board, but it's not all bad.
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Most recent new cosmetics?
I'm a cheapskate who tends to buy single pieces over full outfits - but hey, you can't tell me Frosty Eyes doesn't work here.
Doc got a fancy new coat. Might get the weapon from that set too when shards allow.
Not a purchase, but I'm in love with Plague's butterfly mask from the last rift and I just switched out the crown I was using. Ugh that matches so nicely.
Also shirtless David, but I forgot to take a picture. Still. I paid BHVR $4 to remove David's shirt and the world is a better place for it.
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Odd. I still have both masks and I'm on PC without owning Deathgarden.
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@Heartbound said:
Meg is going to do something dumb.
When you play Meg no matter how much experience you have you're going to do something dumb.
Meg consumes you for the duration of the trial.
Just Meg.
You're making Meg sound like a creepypasta.
...I dig it.
Also, yes. It's a rare Bubba that doesn't cart you to the basement and stare at you for the next two minutes. Sometimes he's feeling extra spicy and kebabs you, but tenderized or not, you aren't playing this match.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2745485#Comment_2745485
true about the tbag but lag switching isnt possible anymore, it works only if you are the "host" of a lobby which dbd doesnt use anymore. However there are other ways to do that, but its difficult.
Are you sure it's not possible? Because every once in a while, I'll still get a survivor whose ping suddenly shoots through the goddamn roof every time I try to pick them up and returns to normal at any other point in the match.
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I really like Hag and wish we had more killers like that; ones that play differently than just running around and hitting people, and are played against differently in turn. She's very much a strategy killer, and survivors beat her through strategy as well. I'm afraid of her getting nerfed in the future - if traps disappear around an occupied hook and can't be placed within x meters, that's fine and I don't really care, but anything else could seriously wreck her and her identity. I don't want to lose that.
She's absolute hell to face on solo queue, though. Too many people don't know that they need to play differently against certain killers and just herp derp right into her hands.
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Looks like a lag switcher. Her ping was fine after she teleported the second time, plus she seemed to know what she was doing with the tbag.
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I'm perpetually baffled at BHVR's indifference to this. Like, this can't be good for player retention, right? So often I hear of new players that played for like three hours and went "never again" due to an overwhelmingly unpleasant first experience and couldn't be convinced to give DBD another shot. All the hostility in the playerbase is very tiring, very unwelcoming, and I know that I'd rate it as the #1 thing that drives me away from this game. I could much more easily stomach bad balance decisions and unfun strategies if I couldn't consistently trust the other side to be a dick about it.
It's not something you can avoid by turning off chat, either, because the general mood in this game is terrible. Far too many players hate you for what side you're playing and will make a point of playing like an ass, and letting you know they're playing like an ass, because they have a complex about survivor/killer players the size of Indiana and have decided you all deserve to burn in hell for someone else's sins.
The sad conclusion I've come to is that BHVR either can't or doesn't want to put resources towards improved moderation, which is why we get the laissez-faire "do whatever you want in the ball pit" until the toxicity reaches the point where they could face repercussions for ignoring it (hate speech and death threats) and will then finally sleepily swat at the problem. Before that... it just genuinely seems to me like they don't want to be bothered, and the "we think this is normal for the online gaming experience" is an excuse for not doing anything. Because I can't imagine why they'd be interested in preserving players that are nothing but horrible to everyone they meet and actively drive off other paying customers, or convert them into players that will drive off other paying customers. The money game doesn't really check out when most of these routinely-toxic individuals could be convinced not to behave like turds if their ability to play the game was on the line, and they frequently drive off new players in addition to increasing everyone else's burnout and just generally convincing everyone they meet that it's a terrible and unrewarding idea to care about the other players' experiences, because they sure as hell don't care about yours.
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Negative MMR isn't a punishment when you're a killer. It's absolutely a punishment on the survivor side, though.
That said - I 100% agree that this game does not incentivize killers to play nice or interactive at all. The current meta reinforces that at double strength (split pressure doesn't work, so commit commit commit), but it's been true for a long time. Games go too fast against good survivors not to play hard, and if you don't get rid of someone immediately, you're going to lose unless they screw up, so killers get used to having to destroy someone ASAP (and then teams that don't play at top efficiency get completely destroyed.) Playing in a way that's fun for everyone is objectively less effective than playing ruthlessly, and frequently leads to getting mocked by the other players, and that's a real issue from a general fun standpoint.
And on the flipside, I rarely see survivors let up if the killer is obviously struggling, either. And that "rarely" is either "there's one gen left at one hook so let's open some chests and do bones, but bail if the killer picks up the pace", or it's "the killer is standing in the corner and I feel bad for them." So often do I see the killer get their first down at 2 gens left and all the others rush in for flashlight and sabo plays. I'm always like... c'mon, guys, just let them have the damn hook. (If it's me, sometimes I'll just stand there after the save and wait patiently to be downed again.) About the only good thing I can say about survivors playing mean and incentives is that aggressive flashlight teams tend to die due to poor gen focus and risky plays. It's riskier than tunneling somebody to death at 4 gens, anyway.
Add in that the chat often goes over like a sack of dicks regardless of how charitably you played, and yeah, the general mood in this place drains you.
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@ThiccMick said:
https://forum.deadbydaylight.com/en/discussion/comment/2744556#Comment_2744556
The DS point is a very good one that I overlooked.
Spine chill is 1 survivor perk, it should not trump a very strong aspect of many killers powers and perks.
How would you balance COH?
Thanks for the feedback.
Spine Chill is only a problem with Ghostface and Myers, in my opinion, because they require you to be looking at the survivor to use their power and the "just strafe" counter isn't an option. If a killer has Tinkerer, or a Wraith is coming at them, I've got no issue with Spine Chill working on that. It'd be a dead perk if it didn't work on Undetectable, because otherwise it's just a niche Oblivious counter that mostly tells you things you already knew. And I'd rather face the occasional Spine Chill than Dead Hard x4. So if Spine Chill is going to be looked at, I'd rather have some exceptions baked in for the killers that really get throttled by it rather than having all of its use torpedoed (and even then, I wouldn't want it perfect stealth - maybe a 16m activation rather than 36m.) I know T1 Myers used to be an exception to Spine Chill, so there is precedent.
With CoH - I'd either remove the self-heal aspect or the double speed healing others aspect. One or the other, but not an all-purpose healing station that invalidates every other healing perk. I'd also settle for leaving both in, nerfing the bonus healing speed to 50%, and giving the killer the option to destroy the booned totem instead of merely snuffing it.
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@ThanksForDaily said:
Nothing in this game is exclusive except legacy outfits.
Stuff from time-limited codes generally doesn't return - only exception I know of are the Christmas sweaters. Pretty sure the Boop the Snoot mask is never coming back, and I'm still distraught I was on break from the game when it dropped.
I also think base killer recolors from rifts, as well as single recolor pieces that didn't come with a full outfit (like Plague's Crown of Shame or the one Huntress Wono axe) tend not to come back.
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Wait... so you're going to nerf DS so that it doesn't work if the unhooker gets downed as they're unhooking you, the killer hooks them, and then goes after you again? Or if the killer downs you off hook, chases the rescuer, downs them, hooks them, and then comes back for you? But you're only going to nerf CoH's heal-in-chase-with-a-green-medkit aspect without touching how giving everyone 16-second self heals and We'll Make It destroys pressure and the entire-team perk can't be stopped without tunneling out the holder?
I like a lot of these (preventing survivors from stealing Victor, bloodweb rerolls, better MMR data-taking, and joint rift challenges), but some of these nerfs seem pointless (Bamboozle) and others won't fix the problem presented (Hag can trap before hooking someone, and 6m will still suit her just fine.) Also can't say I'm a fan of giving the basement another entrance or medkits only having 16 charges. And if Spine Chill doesn't work on Undetectable killers, it's pretty much pointless.
Self-Care seems legit, though.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2744501#Comment_2744501
I think the reasoning they've given in the past for it being 1.5x is because it's a week instead of weekend.
Ah, that makes more sense then. I can dig it.
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Huh. 1.5x is on the tame side, but still, that's nice. Glad we're seeing these more often.
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Jesus Christ. I've had a few survivors whine about being spared, which mystified me in its own right, but nothing on that level. I'm sorry.
I really can't understand those people. The only possible motive I can ascribe is that they're playing for salt and they're pissed when they can't get the killer to rage through their gameplay, so they throw every bit of shade they can reach in endgame chat to try and get the reaction they're hungering for. If there's another reason for this, it just does not compute.
It really does depress me that BHVR has repeatedly stated its disinterest in policing these kinds of interactions. I mean, I think these guys would actually count because they told you to die, but if they'd left that one nugget out of their vitriol, they'd be A-OK, and I really have an issue with that. If this is how these people react to an even 8-hook game against a Demo where they got spared at the end, how do you think they'd react to literally anything else? And what possible good comes from having players like that uncensored in your game?
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The Nemesis bug happens when he uses his tentacle. Pretty annoying - I haven't been playing Nemmy recently just to avoid the sound spam.
I once had a match against a Demo with no TR and twice had a Huntress without her lullaby, but those were all months ago.
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No, sadly. The offer just ended today.
It's possible someone still has an unused code (those don't expire for another month), but you can't get them from Amazon Prime anymore.
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@Raccoon said:
I think it's a good idea in theory, but I can't think of any universal buff that they could give killers to make up for the infinite amount of free information (ie - Survivor A is in a chase, I know the killer is Ghostface. I no longer have to worry about being stalked or releasing M1 unless the chase is brought near me) without completely redesigning the game.
Maybe the devs will prove me wrong.
I certainly hope so!
I'm thinking the obvious things to buff that'd apply across all killers would be slower gen speeds or weaker/sparser tiles.
Whether that'll happen is more questionable, but that's the kind of thing you can do across the board to counter increased efficiency.
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God, those Insidious moments are the best. I don't like using a perk slot on Insidious because it's useless if the game is too fast-paced for me to have any fun with it, but I like playing Wraith and waiting by a partially completed generator so that the noise masks my snarl, then uncloaking a few seconds after a survivor has approached and settled on it. And spooky Myers is just peak fun. I recently got absolutely thrashed by a Myers on Lery's - he wasn't doing Scratched Mirror, but rather Perma T3 with Plaything. Absolutely terrifying. The second time he downed me, he was hiding in one of those shower rooms and jumped out of his cubbyhole when I passed by. Great stuff.
Camping Insidious is boring because I expect it. It's the unexpected things that bring excitement back into this game. I enjoy playing against Ghostface for the same reason (though I would even more if his reveal mechanic was consistent.)
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@DeadByStreetlight said:
It's nice that it's not final. I hope that this not going live.
There are already survivor trashtalking on stream about other survivors while themselves are just walking around or watching the killer.
In a horror movie the survivors have barely information what the other are doing. We already have a lot information perks which are abused to "hook" other teammates.
There are always people using this information in a wrong way and think if a survivor is not on a gen or being chased they need to find this one and look what they are doing.
Sure, that sense of scary-movie blindness was the original intention, and they clung to that for a long time, but in practice it's led to this huge gameplay gap. You can't stop players from having this information without nuking one of the most popular features in the game. DBD has no way to regulate whether players are using Discord, or their phones, or currently exist in the same building. So solos will have anywhere from 0 to 3 players running for each unhook while SWFs always delegate one. SWFs know where partially completed gens or hex totems are when solos need to burn perk slots for that. SWFs can tell their teammates not to bother with a play or call out the killer's perks and location when they see them; solos can't.
More information is the way it has to be if we want a prayer of balancing this game, or else a chunk of survivors are going to be straight-up better than the rest of them.
Solos using perks like Bond to sandbag isn't an issue with too much information, it's an issue with bad players (or tome challenges), and that will persist regardless of how much or little info they have. In any case, the floated suggestions aren't giving aura perks, they're just telling you what your teammates are doing (so if 2 people are on a gen, one is hooked, and one is chased, you should probably get off your gen.) If you're afraid people will be mad at you for running around the map looking for chests or totems or stealthing instead of doing gens... do gens.
As for comms themselves, while staff have repeatedly told us they're not going to happen - I suspect the main reason behind that decision is moderation pressure. DBD has a hard enough time moderating postgame chat. Comms can't be automatically censored.
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The Lunar New Year event is next month (and it runs through Valentines, so that isn't happening.) In the past, it had its own event-specific gameplay and earnable rewards, though more recent ones have just been generator reskins and bonus BP.
On the whole, though - yes. They're way too afraid of Bloodhunts.
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That just sounds super annoying. I'd rather have the current Deafness, which accomplishes the same thing without hurting my ears.
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This is necessary. You can't get rid of comms or SWF, and the game will never be balanced when half of survivors are blind and half of them know everything their teammates are doing.
This had to give. If we improve survivor efficiency across the board, we can improve killers to keep up with that higher efficiency instead of this current situation where you'll stomp or be stomped depending on if the same 4 survivors are solo or on comms. If we leave things as they are, killers will always be balanced for solo and all but a few will get wrecked by SWF.
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I love reading @StarLost's posts. They're always very well-thought out and reasonable, and I find I agree with at least ninety percent of what they say.
And I absolutely adore @C3Tooth's Spirit and Yui art. Always a delight to see.
@Pulsar's a pillar of this forum. I've never seen them angrypost; they're super level-headed and a stalwart crusader for all the serious technical issues that need to be fixed.
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@Rizzo said:
The same reason why people spam A-D while running, the answer is "Why not?", it looks funny, it's a way to kill time while slugged and some people start wiggling the moment they get downed out of habit and muscle memory.
When I spam AD while running, it's because I have my camera trained on a certain point and need to adjust my vector because where I want to run doesn't fall on one of the 90* angles. It does look silly, but that's not the reason.
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@User19238 said:
No, Prime users should have exclusive skins. If you too want the skins, just signup for the prime membership. Hopefully, this remains
But like... why, though? Why should people be required to have an Amazon Prime subscription to get DBD content? There is no reason for such a connection to exist, and these outfits were very ostensibly pulled from the Artist's initial release, where there was a noted lack of the two Rare outfits that always come in a new character's store. And I'll bet dollars to donuts the one we'll be getting this month (tomorrow?) is the outfit that's missing from the Glacial Frost collection. It's just BHVR walling content that was originally slated for internal release behind an external service. I don't see what good that brings to DBD at all, and I say that as someone who already had Amazon Prime and is now getting a bunch of skins for free.
It's also creating permaretired content that won't ever be available in the future, and that's not really a great design philosophy, both in user satisfaction and potential sales. I'm still heartbroken I was taking a break from DBD when they dropped Meg's Boop the Snoot mask, and that was just a one-piece freebie recolor. If a player down the line sees the Artist's green outfits and goes "Wow, I need that", they're screwed. Doesn't matter if they would have been willing to throw money at DBD or even Amazon, for what good that's worth.
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@tippy2k2 said:
I have. It's incredibly rare but it's almost exclusively from other survivors, not the killer. Maybe it's because I don't BM ever (even when a killer deserves it) but I'd say that when it comes to hate mail, I might get 1 message from a killer for every 100 from survivors.
Out of these messages, it's almost always a survivor who is baffled why I left them on the hook when they were on the other side of the map against a killer running NOED that sees me and is actively chasing me so I decided to leave or baffled that I didn't try to save them against Basement Bubba.
All you can do is LOL
This. I'm on PC, and I never accept friend requests in the postgame unless I talked with someone in postgame chat and actually made a connection more than a typical friendly back and forth, so I can only really speak to ingame communication. But when I have players raging at me in endgame chat, it's almost always the teammates. The killer doesn't care unless they're a salt farmer (and in that case, they don't care about you in particular, they just want your tears) or unless you played like an absolute asshat and it somehow stood out above the usual asshattery killers get bombarded with.
If you play in a bully SWF, you might see hate mail from killers more often. I wouldn't know. But other than that? Probably not.
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If you have an item, open a chest, and the item inside is worse than the one you're holding, you're probably going to leave it there. It's also possible someone has a chest-opening challenge or a Plunderer build and is just leaving stuff around for teammates like you to find.
Brown toolboxes are on the trash side. Brown medkits are great, but if CoH is in play, they aren't necessary. Still, the worst items to find in chests are regular maps and broken keys. I'd take a brown toolbox over either of those.
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Sometimes they're saying "noooo, don't pick me up", or protesting the down ala "that hit was bullshit" or "you tunneled me." Sometimes just they're mashing A and D early in preparation for wiggling.
I don't think it's BM. I've always thought it was cute.
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...Huh. It's hard not to notice Deep Wound. Your screen is greyed out, and blood drips down as a motion visual as it progresses to remind you that something's wrong even if you got used to the desaturated screen during a long chase.
People won't expect Deep Wound on Pinhead, sure, and that may take people off guard in a way it wouldn't with Legion or Deathslinger. But it's plenty noticeable. If you go down to Deep Wound, you either forgot it was active (I typically see this happen during flashlight plays or gates), or you didn't know what Deep Wound meant.
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You think you can take me on with these kinds of threats, punk? Last time I went to Ormond, I forced a Kate to do dishes in exchange for her life.
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I really respect Billies who really use his chainsaw and get skillful hits, not just backrevs. Though in general I'm pretty easily whoaed at cool power plays, big brain trap spots, good mindgames, etc.
Any solid ranged or precision-shot-type killer who turns out to be on console gets a big round of applause from me. I don't know how they do it when the turn rate is so clunky.
I think the biggest immediate lack of respect I ever felt for a killer player was back at the start of my DBD career, when pre-nerf Freddy was a thing. They were always excruciating and boring games that took forever to either live or die out of, and he's not a killer that takes much cranial activity to play well. I got really sick of them when it was Ruin/Undying/Tinkerer/Pop Swing Chains Freddy every third game.
I do feel that with Bubbas, but I need to see if he hard camps first or if he's just playing normally. Pre-nerf Freddy I just hated to face on principle; Bubba is more of a Schrodinger's Douchebag kind of situation.
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@Feegs said:
https://forum.deadbydaylight.com/en/discussion/comment/2739679#Comment_2739679
I'm saying the time between when the last blade hits and when the laceration meter starts going down should be shortened, but for there to be like a rare bloodweb buff or something for trickster that makes it so survivors hold the meter for longer so people can still have the experience as it is now. Just feel it would work better as a buff and not an all the time thing.
They already doubled his laceration decay from its original rate.
I think what you're suggesting would harm him because it weakens him in the situation he's bad at handling while doing nothing for the things he excels at. Essentially, new players are still going to despise him because he'll mow them down effortlessly when they run in straight lines and don't utilize cover, but this just means that playing Trickster at high levels switches from pain to extra pain when running laps around shack or turning corners in a tight indoor map goes from an extremely slow crawl in Trickster's favor to a total stalemate.
It's already really easy to utilize terrain to stall Trickster and this could tip the balance to the point where he straight-up cannot use his ranged power in some structures.
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I tend not to think any of the perks boosting bloodpoint categories matter because unlike playing survivor, you're likely to max or near max every category in a killer game that you didn't flop horribly in and didn't kill all survivors on their first hook. You're the only player on your team - every action done by your side in the game is undertaken by you. The only real gap is Deviousness points on a select few killers that are hard-up on them. Otherwise, 25k+ points per match is the norm. BBQ's the only important one of the bunch because it boosts total BP gain and doesn't only work up to a cap.
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@MikaelaWantsYourBoon said:
Freddy has same issue. I tried same build on him. And i used Class Photo add-on. It was interesting match.
The thing is with Freddy, you don't have to get off the gen. You can tough it out and see if he's teleporting to your gen or someone else's, and take the hit if you guess wrong. That's usually a bad idea, but after a few hooks with Dead Man's Switch, it's the only play to make.
Artist, you have to get off the gen or she can down you from across the map. Also, being injured will forcibly push you off the gen and activate DMS anyway.
I could see Doc also making this happen if he used Distressing + TR addons; some maps would allow him to Static Blast everyone off every gen.
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2741228#Comment_2741228
If there are lockers nearby you can with 2 players just have one jump in a locker to get rid of the crows after getting hit while the other keeps working on the gen to prevent dms from blocking the gen.
Problem is that it's quite a lot or coordination for solos
Does that actually work? I thought Dead Man's Switch activated as soon as a survivor lets go of a generator, not if all survivors let go of the generator.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2741085#Comment_2741085
Took a break, might be off count but DMS OP post # 7
I mean, it's the same deal as Boil Over, isn't it? In general it's pretty meh, but in the right circumstances, you can get some really busted results that don't win the game on their own, but stall the everloving hell out of it.
Artist's power is tricky to balance because she can act on information from anywhere on the map without having to leave her spot. This kind of looks like the same issue she would have had with old Thrill of the Hunt.
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@PlayTwink said:
It's weird that he's a survivor since he killed his own wife with pillow
David was (iirc) an enforcer for a debt collection agency. Bill was a Vietnam vet. Jonah inadvertently caused hundreds of civilian casualties. Having a body count doesn't preclude you from being a survivor.
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I was always under the impression her puke was already validated, and that's why these fake hits happen. But that's just a guess.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/304141/grabs-validation
I think it is. That's why you can get denied grab. Best thing is that you can get denied grab and miss that automatic attack...
Oh my god, that. A failed grab should convert directly to a lost health state. None of this 'get frozen in a grab validation for a whole second, then have it convert to a swing when the survivor's already left' BS.
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If I see bloody party streamers, I won't deliberately kill anyone, but I'm not going to farm with you either until I've gotten my 8 hooks. Too many times I've offered to farm and either the survivors didn't bite and I wasted half the game trying to make friends, or I did farm, spent the whole time getting bonked with pallets and blinded, and everyone left without giving me any hooks.
That's the best you're getting; take it or leave it.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2740874#Comment_2740874
https://forum.deadbydaylight.com/en/discussion/comment/2740879#Comment_2740879
Not according to some threads I've seen about this. It used to be like this. But the power seems to have shifted. Or maybe it's a mmr thing.
If a new killer goes against new survivors, they'll probably win; new survivors are scared and confused and don't know how to utilize map resources, so they take forever to go gens and still go down reliably when in chase, even when the killer doesn't know how to use their power or time their swings yet.
If a new killer goes against average or experienced survivors, yeah, they'll get screwed. And this happens all the time with new MMR. Last night I played 3 SWF games with 3 experienced players, and two of them were against a one-perk baby killer. I think they said they were addressing this in the next midchapter and lowering the initial MMR, but we'll have to see if that actually works.


