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Laluzi

Laluzi

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Laluzi
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  • @Crowman said:

    Based on how bhvr has previously done things, it'll take a year before we any significant changes to improve killer.

    I'll take a growing pains period over the half-decade "we don't think this is an issue and we're not going to address it."

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727691#Comment_2727691

    I don't know, he is just most annoying killer for me. He is cheap version of Huntress. Bunny is gives you info when use hatchet. And you can try dodge. But good luck to trying dodge 1 million knives of Trickster.

    You don't dodge his knives individually, you run to high walls or even around a big rock if there's nothing else and deny him line of sight. If you're in a situation where the killer only has an opportunity to land one shot on you as you round a certain corner of a loop, a Huntress will down you way faster than a Trickster will.

    I find the important thing with Trickster is that if you're out in the open when you hear his lullaby, you have to move for cover and can't play chicken like you can other killers. Use the same tactics that you would on Plague with Corrupt Purge. If he catches you in the middle of a field, you're dead, but in every map that isn't Rotten Fields, you have the opportunity to avoid that.

  • @KolbyKolbyKolby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727693#Comment_2727693

    2 kills by camping is still 6 hook stages you got through. The end results is the same.

    It's not the ideal gameplay they should attempt to balance for, because it's profoundly uninteractive and bypasses the intended game design. I'm not saying it's not valid, but if BHVR wanted survivors to be dead as soon as they got downed, we wouldn't have hook states and we'd still have old moris.

  • I was following you until the Remove Trickster part. What have you got against psychotic K-pop bishie men? :(

    But in seriousness, yes. I've been yelling about this ever since I got here and I'm so, so happy that the call has finally been heeded. This can only be a step in the right direction.

  • I hope it's optional. I preferred the struggle change on hook, but I would rather do the same wiggling that I always have.

  • Survivors have way more perk slots to dedicate to managing totems than killers do. A survivor running an anti-totem perk dedicates 1/16 of the survivor team's resources to totem management. A killer running an anti-totem perk dedicates 1/4 of their resources to it. That's not a good equivalence when those perk slots were already highly needed for other things.

    Add in that every single anti-boon perk is a hex and can be removed, while boons can only be removed by killing the survivor who has them, and yeah.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727261#Comment_2727261

    I mean, it’s not like you can’t see the killer coming from a mile away. You only need to pay attention and even if you are not certain because of LoS or so, you can still play it safe and have a plan on where you intend on running if the killer comes to you.

    Survivors who have good map awareness know this.

    LoS is highly map variable and has a distance cap.

    If I'm on Yamaoka Estate by the house, and I see a survivor on shack gen with BBQ after hooking a survivor - the survivor on the hook telling their buddy that I'm heading in their direction is not information that the survivor in shack has any way of perceiving for the next ten seconds. In a solo queue situation, they would have to wait until they hear the TR, and then for it to get louder (implying I'm moving towards them and not passing by) before they could react. I will still see the scratch marks of the solo survivor if they attempt to run from the area, but the warned SWF survivor will be long gone if they left when their teammate told them. And if I'm a stealth killer... yeah, no, that's not happening.

    It's like Spine Chill, in a way. Most of what Spine Chill does is covered by rotating the camera, but it also works through walls and against killers who are very well camouflaged with their environment; it will cover you in situations where eyesight alone fails.

  • I can deal with one CoH in most games, though it still weakens hit and run gameplay and 3-genning. When there's 3 totems up - what even am I supposed to do, realistically? I end up in a situation where I can only commit because every hit gets healed up immediately, survivors with a medkit can heal mid-chase in most of the map, and I haven't got a snowball's chance in hell of keeping on top of their totems.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727203#Comment_2727203

    Voice chat is officially supported, though it requires third party software. It's not a grey area, the game should already be balanced around voice chat.

    They refuse to do it. Something about foreign languages on the same server and not wanting an opt-in feature to be a necessity.

    Personally, I think they don't want to have to deal with the moderation issues involved. Without match recordings, which this game does not take, they'd have no way to touch whatever was said each match.

    @Minecraft said:

    you do realize that if you buff killers to compensate then you're not compensating for anything, right?

    solo queue needs straight buffs with no repercussions, period

    No. The issue is that the current balance of this game is SWF > Killer > Solo. Survivors and killers can never really be properly balanced, so it results in a situation where solos tend to get shat on, existing perpetually at the bottom of the totem pole, while SWFs can turn killer's game into a living hell or get out the gates in five minutes before the killer could hook more than three people through extreme time optimization.

    The survivor and killer roles cannot be balanced when survivors simultaneously occupy a role of being stronger and weaker than the killer role at the same time. If survivors are brought on the same level, or at least very close to one instead of this massive gap that currently exists, we can finally - in theory - have a balanced game. But that does involve buffing killers because we are going to make survivors stronger on average than they currently are. (Of course, that requires them to implement solo queue buffs that ultimately matter, so we'll see.)

  • @UMCorian said:

    I know I'm just jaded, probably watch a few too many Tru videos, but I just read this whole thing as basically: "We want games with Solo Survivors to be just as frustrating for Killer as going against a SWF."

    I know they said it'll allow them to balance killer better... but how many months will it take to get that data? How many months then to make unilateral changes across all killers? From start to finish, a full year maybe?

    The queue is already too long as a Survivor. We don't need more reasons for less killers to queue up.

    No, this absolutely needs to happen. If they allow SWFs to remain in this grey area where they have way more information than the game intends anyone to, they're going to keep balancing for solo queue all the time (see: Pig, Cenobite, Wraith, Undying) and SWFs will remain the kryptonite that they are.

    I'd take a growing pains period if we could finally get this game's 5-year juggernaut addressed. The gap has to be slimmed or killer will never be balanced.

    Besides, solos are never going to coordinate as well or aggressively as players who are on Discord together.

  • @CakeDuty said:

    It sounds amazing being able to tell what your teammates are doing. Really hope they add this.

    Though I'm wondering if there'll be an icon for people attempting to save another survivor. Like what would the requirements be? Running towards a hooked survivor? Be within 10m of range?

    Knowing if someone is going for the save is probably the strongest asset SWF have and solos lack (without Kindred). Knowing who's repairing a generator or healing isn't quite as important.

    This. If I was on a gen, another teammate was on a gen, and a third teammate had the default status, I would assume teammate #3 was handling the save, and not act unless that teammate became chased. This is great if teammate #3 is handling the save, and it's not great if they're just wandering around lost, urban evading in a corner, or crossing the map and ignoring the hooked player to find another gen.

    I think a ping system would complement this very nicely, because mechanically I can't think of a way to pick up that a player does or doesn't intend to rescue a hooked player.

  • I am absolutely desperate for this to be implemented. SWF drastically improves survivor gameplay by letting survivors know what everyone is doing at all times and therefore allowing the team to optimize their decisionmaking. While it's not a full fix for the disparity, an improved HUD that shows what teammates are doing would be extremely welcome.

    A way to convey intent would also be wonderful, even if it was through a premade ping system. "I'm going for the save", "help me", "commit", "come back here", "just leave me", etc.

    I also think solo survivors should be able to see each others' perk loadouts in order to able to make informed decisions about each others' plays; for instance, I can farm someone off hook in a dangerous situation if they have DS but should otherwise never do that, I don't need to cross the map for someone with Unbreakable or Deliverance, I can stop with an active Pig trap if the person flagging me down has For the People, and if my teammate has BT or We'll Make It and I don't, I should let them do the unhooking.

    I'm extremely happy to hear that this is finally being discussed - though I also do hope it will come with a round of killer buffs at the end of it to make up for the basic gameplay level being brought upwards.

  • @iThe1One said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726039#Comment_2726039

    I mean, I kinda agree with you there, not gonna lie...but playing more "chill" when the double flashlight + double toolbox tryhards all swarm me when I'm about to hook someone because I finally caught him after an entire minute chase around the jungle gym, constantly zapping to deny vaults and sloooooowly closing the gap, just to end up losing the game regardless, while they click their flashlights sure isn't chill. I can easily tell when there's only 2-3 premades and then I have a chance, so I don't tryhard like that in that case, but when all 4 have the same 3 perks and play in nasty ways, you can be sure that match will go on for an hour if that's how long it will take me to catch all 4 or the last 1 alive finds the hatch.

    You're entirely right; there's no such thing as a chill game when you're against bully squads. The problem is that since you keep beating teams through brute force strategies when it seems like otherwise you should be losing against them, you're going to keep facing these people, and at that point you're not allowed to have any fun. Take some losses and you should end up in a healthier area (even if I completely understand the desire to individually punish each group that's BMing you.) Or just punish the BMers but relax in the games where you don't hate all of the survivors personally. Your current issue is that the game thinks you're more capable of dealing with high level survivor gameplay than you are, and for as long as MMR is a thing, this is the metric we've got to work with.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/302549/delete-badham-for-2022-resolution-devs

    There are a few maps that need a rework.

    Badham is one of them.

    Stop thinking that breakable walls solves everything and just remove some of the silly windows, and increase hook density while you are at it.

    Badham honestly needs to be torn down and rebuilt from the ground up. It just has too many good tiles. There's 4 strong buildings - most maps only have 2 - and everywhere you turn there's a small or medium low pallet loop, the kind that would be mindgameable if the survivor didn't have full visibility of the killer. Which they do, on every single one. Add in all the fences and the fact that each gen is in its own solar system, and it's just Ugh. I'd take RCPD over Badmap any day.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/302771/ping-warning

    The only thing I can think of is not showing all pings to avoid dodging, but to me that's not good enough a reason.

    Especially when that's the most valid reason to dodge that there is. If I see my opponent has 400 ping, that's just not fair. We're not going to be seeing each others' positions accurately and I'm probably going to be rubberbanding all over the place on top of that.

    This should 100% be a feature.

  • I remember this one old tier list that thought Clown was A tier and Huntress was, like, C tier, because Huntress had to go to lockers to reload and Clown could reload wherever he was.

    This was back when Clown slowed himself down throwing bottles, too.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726320#Comment_2726320

    Oh are you kidding me?!

    So Killers can't even use Penti unless Survivors Cleanse a totem? Which Survivors can avoid cleansing & just plop their Circle of OP over an already-in-use Hex totem?!

    And when Killers Snuff it, it does not even becomes Cleansed, just Dull?!

    Which means Penti is literally useless if Survivors never cleanse. And there's 0 point to Cleansing Dull Totems except the BP.

    I swear, the devs really are trying every way possible to make playing Killer absolutely unbearable.

    Yeah, now you see the problem with this perk. It was always going to be survivor-controlled by design, but boons altered the playing field significantly.

    Pentimento would have been a really solid perk before the era of Mikaela, because Inner Strength hadn't been completely outclassed by CoH and was a fairly common perk to see. Survivors would also cleanse totems for challenges, to prevent NOED, or just for the BP. The only reason not to cleanse was the 14 seconds spent on it, pretty much; there was nothing lost by cleansing a totem. And for hexes, you either cleansed them or suffered the effect of the hex. There was no middle ground and Pentimento would have made a fine complement to every multi-hex build. I'm sure that it would have made survivors more cautious about cleansing, but Inner Strength was still the best self-healing perk.

    With the advent of boons, Inner Strength is dead and buried and even in solo queue, people are discouraged from cleansing random totems because their teammates may have boons they wish to play. You don't even have to cleanse hexes anymore, so Pentimento on a hex build isn't fully reliable. It needs Plaything to spawn several hexes or Thrill to make blessing insanely time-consuming and encourage breaking dull totems to reduce its stacks to guarantee some form of value out of it.

    Pentimento can be good, and I find the double Plaything-Penti slowdown is amazing when it works, but it's not reliable and the things you can do to coax value out of it aren't guaranteed. If I bring Plaything, one survivor boons, and three cleanse, I'm in a good spot. If only one of them cleanses and the rest boon, it wasn't worth the perk slot.

  • @MrDardon said:

    I mean, if they bless a Hex Totem then that's a lot of wasted time on their side.

    24 seconds to replace one of the killer's perks with their own is a pretty sweet deal, especially when the killer can't get their perk back, but the survivor can keep setting theirs indefinitely.

    It's less time than cleansing the hex totem and then booning a dull totem would be individually, which is what it accomplishes. It definitely takes time, but I'd hardly call it wasted time.

    The threat of blessing a hex instead of cleansing it is that if the killer isn't occupied, they may swing by and you lose all your time investment for nothing. If they are occupied, it's well worth doing (unless it's NOED or DH, which should be removed ASAP.)

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726295#Comment_2726295

    But what about when a Survivor Boons and you Snuff? Is it not in the Cleansed state? Please tell me they did not make a SECOND, not-needed state for a Snuffed totem, which does nothing but render Penti useless against Boons. Please?

    (Feel free :) )

    God, I wish. Snuff just returns the boon totem to a dull totem and it inevitably gets re-booned as soon as you leave the area. I've been petitioning for snuffing to break the totem since day one of boons.

    Basically you can think of the totem states like this:

    Dull: Default totem. Also the state of a boon totem that's been snuffed by a killer, and the twin of a Haunted Grounds totem that was triggered.

    Hex: Killer brought a hex perk that corresponds to that totem; cleansing it either removes the hex or triggers the hex effect.

    Boon: Hex or dull totem that's been blessed by a survivor perk, which applies to all survivors within its radius.

    Broken: Hex or dull totem cleansed by a survivor.

    Rekindled: Broken totem relit by a killer with Pentimento.

    Erased from the match: Rekindled totem that's been cleansed.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726274#Comment_2726274

    I thought you said Survivors can't Bless a Rekindled totem?

    That means they can't overwrite Penti totems with Circle Of OP, right? Because that would dodge Penti's side-effect of cleansing = no more totem.

    As you can tell; I don't have Penti to try it, myself.

    They can't, but a rekindled totem is its own state of totem. It's not a dull totem; it's like a hex but with a red warpy effect around it. But you can only place a rekindled totem if the survivor cleanses the totem in the first place, so it doesn't really have an effect on booning because if you didn't have Pentimento, the cleansed totem would just be a broken totem and can't be booned anyway. Likewise, if survivors are booning everything instead of cleansing, you can't place Pentimento totems.

    Part of me wants to try pairing Pentimento with a default outfit and Frosty Eyes to see if that'll finally get those rabid boon teams to do bones.

    (Circle of OP... I like that. Pocketing that one, if you don't mind.)

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726255#Comment_2726255

    Oh, cool. So a Killer can Penti any totems they Snuff and eventually prevent Boons all together.

    Granted; Killers don't have the time to do this in your average match, but it's at least a possibility.

    Unfortunately, no. Pentimento still requires survivors to cleanse totems, and snuffing is still... basically useless. If you get a boon squad, Pentimento probably won't do anything (unless you pair it with ToTH), which is the core weakness of the perk.

    If Pentimento let you curse a booned totem, I would never take it off any of my non-Plague killers ever again. If only...

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726242#Comment_2726242

    They can bless it, but the totem is still destroyed afterwards. All it does is taking extra time.

    So they can bless it, but not boon it

    Nah, that's outdated information. That was a thing in the PTB, but in the live release, there's no option to bless a rekindled totem anymore.

  • @anarchy753 said:

    It's terrible, and it's funny to me watching people use 2-3 perks JUST to get a temporary 30% slow on gens. Honestly just use a decent stalling perk and it'll net you more stalling with less stress.

    The point isn't the 30% slow on generators, it's repeatedly making survivors get off generators and waste time doing something else. The 30% slow on generators exists to make survivors go and actually do Pentimento rather than ignoring it like they can for many other hexes, but each individual Pentimento doesn't last too long - your value is in making survivors run across the map and cleanse a hex again.

    It's really not a bad stalling perk if you pair it with something that survivors will basically always cleanse. Plaything's the easiest because it doesn't require a full hex build and you can put two steady perks with them, but Thrill makes a good addition because it magnifies the slowdown, encourages random dull totem cleansing, and makes booning entirely impractical.

  • I don't see a reason for depipping to exist when ranks only measure how much you've played this month.

  • I don't really see what the point would be. What would be the difference between this and a P3-50 that I've dumped 20 million bloodpoints into? Are there new rewards?

    Because the levels just tell you what kind of bloodwebs you'll be getting. 50's the cap because the bloodweb doesn't change after that point.

    And yeah, I'd be staunchly against anything that added more distinct prestige levels at this point, because I've been grinding on characters under the assumption there was no further prestiging to be had and I do not want to be pressured to reset them. If there's no new prestiges, I don't really care one way or the other, but I also don't see a necessity for this change.

  • @Colton147147 said:

    Queues are long for survivors due to a lack of them, while killer queues are quick due to a abundance of 'em.

    That's the opposite of how it works. Queues take a long time if there's people waiting in front of you that haven't found a matched player/team on the other side, because now you have to wait in line for enough of the other side to show up. Your queues are instant if there's a lack of players on your side, because you'll get matched with the excess on the other side without having to wait for anyone in front of you. Consider how survivor queues are always instant right after a new killer is released because everyone wants to try the new killer, and there's not enough survivors to pair up with everyone playing killer.

  • @Minecraft said:

    you don't have fun and you don't want others to have fun. this pretty much sums up how messed up killers are.

    the fun thing is they all agree with this as long as they're not called out for it.

    ...What? You see one person post that they don't let anyone have fun because they're not having fun, and suddenly all killers are messed up and take this as a creed? I feel like I missed something.

    Take a step back and think about what you're saying. Yeah, there's some killers out there that hate survivors and don't want them to be allowed to have fun. There's also survivors who make it their mission to prevent the killer from having any fun, and that doesn't make the killers who think there's some kind of evil survivor overmind that dictates BM for all any less crazy. The vast majority of players would not agree this is a good mindset, and most complaints on this forum are, whether fair or ill-advised, seeking to address the issues that prevent the game from being fun and necessitating obnoxious strategies.

    Stay away from the 'all people who main a side are awful' takes; they are always gross mischaracterizations and this community really doesn't need more of them.

  • It really did come two months too late to be a good perk.

    That said, I think it does pair quite well with Plaything. Survivors will typically deal with their own hex, and it's unlikely all four players have a boon, so you'll see some cleanses in nearly all games, even if it probably won't be all of them. Booning a hex also has a huge time investment that doesn't save progress, so players aren't necessarily eager to boon hexes outside the start of the game (where they typically feel safe) and they can get punished badly for trying to.

  • This has always been a thorn in my side. I got Adept Spirit today, and on my first attempt, it failed because I got too much Haunted Grounds value and survivors didn't heal enough afterwards, so I didn't get enough 'chases' despite 11 hooks - but it still would have counted had I not been Iridescent rank, which currently measures nothing other than playtime. And as you say, some killers are not allowed to use their powers more than a few times and must play like a regular M1 killer to get the adept, and some perks cannot be used or they'll destroy your Chaser/Devout emblems. It's all very misbegotten and badly thought out.

    However... they can't change it. One of the hosting platforms, I think one of the consoles, doesn't allow achievement requirements to be changed as long as the achievement is technically possible. This is why we're stuck with Left For Dead, Evil Incarnate, and consoles requiring 100 Skilled Huntress hits rather than 20. Killer adepts were on par with survivor adepts a long time ago because displeased/brutal/ruthless/merciless corresponded to kills, but the introduction of emblem score changed that while leaving the survivor version the same as originally intended.

  • What do you mean by twice in one life? Dead Hard isn't tied to health states, it's tied to Exhaustion. Exhaustion (at tier 3) recharges every 40 seconds a survivor isn't running - a little less if someone's running Vigil, but that's fairly rare. It also recharges immediately if a survivor is hooked. If Laurie Dead Harded, escaped a chase, you found her again later, and she Dead Harded again, that's normal and her DH probably regenerated while she was working on a gen. If she Dead Harded twice in one chase, something is wrong.

    If you manage to get a Dead Hard out of a survivor, it's often a good idea to commit to the chase and down them, or otherwise they'll have that extra 'health state' the next time you find them even if they don't bother to heal up.

  • Ehh... while this is a stance I rarely take, I think your issue is that you're so focused on the 4k that you've propelled yourself into an MMR area that's beyond your skill level, and now you've entered a zone where you can only play excruciating, teeth-pulling strategies in order to keep winning. Yes, your games are extremely long, but you're making them that way.

    What you need to do is deflate your MMR. Play more chill games and you'll end up in a region where you're able to enjoy your games again, and you will gradually increase your skill as you play the game so that when you end up in this MMR area again, you'll be better prepared for it and will not have to resort to stalemate Doc. (I find that playing against players slightly better than you is a good learning experience, but playing against players who are vastly better than you is not.) Winning isn't the end-all-be-all, and if you're not having any fun with what you're doing, why even play at that point?

    Don't misunderstand me - you have very legitimate complaints, especially where SWFs and map resources are concerned, and it's 100% valid to play to 4k every game. But this strikes me as an issue with the current MMR - killers who 4k consistently using one tactic get pushed beyond their means very quickly, and their skill repertoire isn't fleshed out enough to deal with the opponents they meet at this level (especially not the 4-stacks), forcing them into even further reliance on their one stale trick because they have no room to successfully try anything else.

  • I'm torn. I like the idea of SBMM, and there are some improvements over the way things used to be (specifically, that a survivor won't end up in the very highest tier of matchmaking just by dint of knowing that they have to do gens and unhook people), but other problems weren't fixed or even noticeably worsened (lack of matchmaking protections throws new survivors/killers to highly experienced survivors/killers), and the criteria they use is worthless.

    If I had the choice between old MM and current MM, I'd take old MM. But SBMM itself isn't the problem in my eyes, it's how they implemented it.

  • I don't think the air's been clear around F13 long enough for Jason to make it in by 6th anniversary. New character pipeline is about a year, IIRC?

    I have absolutely no idea, though. Content to just lie back and enjoy the speculation.

  • Just to be sure, you know that the game automatically hits ready at 5 seconds left? That doesn't mean the player is there and waiting. They might still be afk, taking a bathroom break, on another tab, petting the cat, etc.

  • I was waffling on whether this was bait or not, but the "I can only 4k 90% of the time" was what really sold it for me. I'll spare you the 4-paragraph lecture and just say bait.

  • You can use any of Demo, Steve, or Nancy's perks for those achievements, regardless if you see the old versions or the new versions.

    I do think that's a pretty annoying achievement. We didn't need Power Moves v2.0, Killer Edition. Your best bets to choose from are probably Surge, Mindbreaker, Sloppy, or NOED - though Sloppy has degraded in value with CoH and NOED won't be good for your Chaser emblem if you get too much value out of it. Bitter Murmur isn't bad either.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724758#Comment_2724758

    https://forum.deadbydaylight.com/en/discussion/comment/2724788#Comment_2724788

    No one needs to give you a valid reason for walking away from a situation they don't want to partake.

    It is sad that you're passing judgement on the emotional and/or intellectual maturity of strangers in a video game.

    How often do you encounter this? Less than 1% of your games, I'd imagine. I sure never see it.

    Lets do a quick google search...

    Oh look, a news release from the U.S. Department of Health & Human services reports that Intermitten Explosive Disorder (IED) affects as many as 7.3% of adults.

    wow.

    So statistically speaking, it's possible that all these "childish" people you're mocking are dealing with a disorder.

    Real mature, guys.

    Mental health issues aren't a free pass to behave however you like.

    A disproportionate number of the people you'll encounter online are ND. I'm one of them. That doesn't suddenly make whatever I do untouchable because oh no you're attacking an autistic person, and by the way, you can't argue with me because I have anxiety and denigrating my motives like this could be damaging to my health. You should have thought of every possible reason the person behind the screen may be doing what they're doing before saying anything to me, much less judging me like this.

    ...Or maybe that's a really unfair take? Maybe it's better to judge me for the actions and opinions I present without having to consider every indecipherable thing that goes on in my head? Maybe labels shouldn't be a shield to act with impunity when I'm the one choosing to engage in group activities on the same footing as everyone else?

    There are rules. I expect people to play by them and not screw over the people around them, and people who have trouble doing that should work on moderation in whatever ways they can (whether that's practice, treatment, or removing themselves from scenarios that tend to cause flare-ups), or not be surprised when they get ostracized for antisocial behavior or even kicked out for failing to comply with said rules. They should not get a free pass to do things that are not allowed and unpleasant for the people around them because it's something they struggle with.

    This concept is basically universal in society. "I have a disorder" can be an explanation, but it's not an excuse if someone intends to continue their misbehavior or doesn't see it as misbehavior at all.

    Like, I recognize we're talking about disconnecting when the game's over. And realistically, when somebody's pulling the plug for the sake of removing themselves from a situation they're not dealing with, right before the game is over - if I don't have an achievement on the line, I genuinely do not care. However, I have encountered way too many people who do it with deliberate malice to assume better motives or self-care when I encounter it - especially not when I've had people hang around to abuse me in endgame chat. It's also been a recurring problem when I went for adept killer achievements, and something that robbed me several times in games I otherwise would have pulled it off. Additionally... there's a really thin line between DCing right before death and DCing whenever anything happens that you don't like, and I find that most people who do one tend to do the other - the latter of which very definitively ruins the game for other people and I refuse to take excuses short of 'a real life situation came up' or 'the other players were griefing/cheating/sandbagging' for.

    And yeah, you actually do need to have a valid reason from walking away from a situation you don't want to partake in when walking away from that situation is against the rules of the game and potentially screws over other players. If ordinary gameplay is commonly unendurable to you, you shouldn't be partaking in the first place. That in and of itself is the proper thing to do for the sake of caring for your mental health.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724661#Comment_2724661

    In the least aggressive way possible, I want you to know that their behavior is less childish than you calling them babies for handling emotions in a way in which you are unfamiliar or distant to.

    You're chosing to be short-sighted and accept the reality of "they're childish," instead of acknowledging that there is a complex process of thoughts & emotions happening on the other side of your monitor.

    No one is beholden to you or the game they are playing. We all volunteer our own time to play DBD, and a person can decide at any moment that it is not worth their time to keep playing.

    You're on the forums mocking strangers for deciding they have better things to do with their time.

    I don't know mate, maybe you should take a page out of their book.

    "I have better things to do with my time" doesn't apply when your game would be over in ten seconds max.

    Similarly, if you're going to stop playing the game because you've had too much DBD or your last few matches have been frustrating as hell, you don't need a DC penalty to lock you out - you can just get off the game.

    The only valid reason you listed was not wanting pity a hatch, which, fair, and that's your prerogative. I can understand that and it's not a childish mindset. But a lot of the rest of this... either speaks to a lack of emotional control that the person should make an attempt to correct instead of constantly indulging, or doesn't really feel accurate to the situations in which I see DCs and I'm going to have to press X to doubt on it not usually being an act of spite to the killer and a response to the way they played the game (or the way they were perceived.) Denying a hook-based perk - sure, if you consider abusing an unintentional mechanic to weaken the killer's game fair play, then I can't stop you. But that's not as far as it goes. I've played in-stream games with people who would deliberately ragequit if they thought the killer was going after a certain achievement, specifically tombstone Myers or all four killed in the basement. I've also spoken with players on the forums who expressed the same opinion, saying that killers didn't deserve to get their achievements if the game wasn't fun and that they would DC to make things harder for them. I find it hard to believe that none of the randoms who have DCed on death hook for me weren't trying to do the same thing, whether they succeeded or not.

    I judge here because there's an important distinction to be made. You generally can't stop yourself from getting upset about something that bothers you, regardless of what people on the internet like to say about toughening up. But you can stop yourself from overreacting to the things that make you upset - getting into a fight, disconnecting, harassing someone on their profile, etc. Impulse control is something that people are expected to learn and practice as social animals and I don't have that much sympathy for those who don't think they have to.

  • As much fun as stuff like Thick David, Shrek, and changing the pointing animation into a backflip was, modding allowed for people to make the game easier by making traps and killers eye-searingly easy to spot, or by making walls and lockers see-through. We can't have nice things if people use them to cheat in the game.

  • Favorite thing: Plague's tome. My favorite killer got a ton of love this year, and I really liked her lore and didn't think it ruined the previous interpretation of her character the way Legion and Nurse did.

    Least favorite: Boon totems. Such an unbalanced headache of a mechanic.

  • People who DC right before they're about to die are ridiculous. What do you even accomplish? You give yourself a DC penalty and forfeit all of your bloodpoints for... what, the hope your opponent was going for a challenge or achievement that required 4 kills?

    Losing out on hatch just makes it funnier, in a misanthropic kind of way. Could have had an escape if they didn't assume the killer was as mean and awful as they did.

  • Judith's Tombstone, Fragrant Tuft of Hair, bring Play With Your Food and maybe Corrupt Intervention, Deadlock, or Ruin for passive gen delay. From there, you're forced to rely on survivors not ragequitting or jumping in a locker to spite you.

    When I went for this achievement, I tried to play normal at first to give survivors a more fun game. I recommend not doing this, because the number of survivors that will kill themselves on hook when they realize you have Tombstone is nutty. (Also because you really don't have the room to get some hooks and then get infinite T3 in time to get 4 kills. It's a tight time game against all but the most potato of survivors.)

  • I mean, I wholly agree with what you're saying, and believe it shouldn't be a thing anyone has to put up with, but the DBD devs don't do anything about it. The trash talk in your OP is something they consider a normal part of the online gaming experience and make no action to discourage. They'll only step in if it involves slurs or being told you should die. Creative ways to tell you you suck are fair play in their eyes.

    People are nasty to me in endgame chat fairly often - I compulsively play fair, and I'm merciful when I win, so I often have friendly chats in those games. But when I lose, it's common for survivors to mock me for how I played, tell me to uninstall, I'm pathetic, git gud, can't believe you have 2000 hours and you play like #########, the works.

    I've also had other survivors attack me for perceived failures when I play survivor - one standout memory was a Dwight that tried to get me killed all game and reamed me out in endgame chat for using two pallets in a 70-second chase, one of which was shack pallet. Apparently that's a cardinal sin and shack pallet must never be used, even when you, you know, loop shack for a while.

  • @Kurri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724436#Comment_2724436

    It's not only about you though. If a person isn't having fun they shouldn't be forced to stay. If a person is being taken hostage by a hacker they shouldn't be given a penalty for leaving. If someone is facing cheaters they shouldn't be given a penalty for leaving. If matchmaking put an average killer against a team of the top survivors they shouldn't be penalized for leaving.

    You are encouraging bullying and toxicity as the platform for this games fun.

    I don't disagree at all that bullying and intentionally nasty behavior is a major problem in this community. It's far too common to run into players that are playing to make you miserable, not to have fun in good faith.

    The issue is that open DCing lets players set their own metric for what defines being bullied. And for far too many players, bullying equals losing, or any style of play they don't find fun to go against - camping, tunneling, slugging, flashlights, sabotage, bodyblocking, looping, insert any killer here.

    You can't let players make their own rules or you get self-justified quitters every other game you end up winning.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724151#Comment_2724151

    For real! Whats actually the difference between the maps?

    It's a different layout - all of the tiles and buildings are the same, but they're in different positions relative to each other. For example, sometimes the Preschool is in the back corner of the map, while on other variations, it's more in the middle.

    They're all still completely terrible, of course.

  • For me?


    1.) Whiffing. Not even getting spun or getting ambitious at a window, just whiffing M1s that are right out in the open.

    2.) Running things badly - not making any attempt to mindgame, not breaking god pallets, stopping to break useless pallets.

    3.) Overcommitting.

    4.) Frosty eyes.


    All of these set my "do bones" sense to tingling.

  • @RYANGUNSLINGER said:

    https://forum.deadbydaylight.com/en/discussion/302342/why-cant-you-use-the-blight-serum

    I think at least that is because if the killer offering that prevents add-loss so you can never lose it and before someone says but survivors have a offering like that too if a survivor uses the serum, it and the medkit are gone

    I'm pretty sure that's the reason that was given, but it's an exceptionally bad one. Who even cares if some Blight Serums get Black Warded and I get 3 extra uses out of my stack of 40 unusable addons? They're a meme - they're not especially good, certainly not as useful as the survivor variant, and most killers can't properly use them anyway due to having a power that has utility outside of chase becoming blocked by the stack of serum. Mostly they exist for the fun of Myers suddenly powerwalking at you, or Trapper ASMR-ing through a line of his own traps.

  • Have a stellar 2022, you absolute monster. I did not need that pre-bed heart attack.

  • Happy 2022, everyone! Here's hoping it's a step up from the last few we've gotten, and that it brings good tidings both IRL and in the Fog.

    Some cats like water! I used to have a cat that would hang out in the sink waiting for us to turn on the faucet, and who would splash around in her water bowl. Her breed was noted for having pretty water-repellant fur and was known for swimming - she looked quite similar to the cat in that image, so it might be the same type.

  • @Altarf said:

    Honestly, they should reduce his TR to 24m and then just change Monitor to be a 25% terror radius decrease/increase rather than an 8 metre one. That way, using Monitor on a Slinger with a 24m TR would only create an 18m TR, which is the maximum range of his shot and prevents you from being shot outside of the TR.

    I was going to say give him a 24m lullaby, but I like this more - it's a more universal fix and it doesn't prevent him from utilizing Undetectable. He does still have those stealth-while-aiming-down-ironsights addons, though, and arguably getting hit right on the edge of the TR still doesn't give you time to react (though situations where you'll be hit exactly at 18m are very rare - ones where the Slinger can reel you in, even rarer.)

    Deathslinger relies on stealth more than other ranged killers because his every shot needs to count. He has very low miss forgiveness, a small hitbox, and relatively low range, so a survivor that hears him early and takes off immediately is pretty disastrous for him. He lacks both the speed to catch up and the ability to keep trying for shots if his first one misses - Trickster is obviously the king of spray-n-pay, but Huntress still has four more up her sleeve before she needs to reload. A large lullaby would hurt him as much as his 32m TR does (unless the lullaby was so large that it was no longer an accurate read of where he was.)

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