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Laluzi

Laluzi

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Laluzi
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  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762147#Comment_3762147

    So instead of trying to play Knight in new ways, even if that learning process is unsuccessful or just switching to a different character, the answer is to hold games hostage? Again?

    If people try new things that don't work, it'll show in kill rate stats and BHVR will be more likely to 'fix' whatever people are unhappy with. Because it's clearly unsuccessful.

    If people switch killers, it'll show up in pick rate stats and BHVR will be more likely to notice.

    So by holding games hostage, knight players are both boosting pick rates and kill rates, and sending BHVR the message that everything is ok.

    This is the exact wrong way to go about asking for changes.

    I don't like it, everyone already said what needed to be said and BHVR didn't listen, but I'm not sure what new strategies you're hoping to learn from a killer who's had his kit slashed of everything except area denial in an area the killer can't be in, and whose power already has built-in safeguards to prevent hook camping.

    I strongly disagree that an uptick in 3-gen games will send the message that everything is fine. Look at how quickly BHVR reacted to Skull Merchant. That was a much faster address than anything they've done in order to balance high or low kill rates. Unanimous complaining that a killer is miserable to play against gets faster results than stats.

    And ultimately, if Knight can't do anything except 3gen, he's not going to have low kill rates, he's going to have low pick rates. Which isn't something BHVR seems to feel the need to address much - it took Twins years to get a rework (that was promptly scrapped), and other low-pick killers like Hag and Artist have remained largely untouched.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762147#Comment_3762147

    And wraith can find survivors better, burn resources faster, and can ultimately down survivors faster, they can also protect gens better with mobility too

    Seems much better than knight, especially with ambush capability he has

    Oh, I'm not denying that. I'd much rather play Wraith than Knight - Wraith is underrated and Knight just got stripped of any chase power. But Knight is better at holding a 3-gen than Wraith is. Wraith's map mobility comes baked in with the uncloak cooldown that survivors can greed and he's bad at pressuring multiple survivors at once with the Sloppy nerf, while Knight's power is literally just 'make a survivor waste ages running from a guard while Knight isn't nearby', which is terrible for damaging or catching survivors but excellent at slowing down gens.

    You're not hunting survivors or committing to chases when you're 3genning, you're just patrolling a small area and whacking people whenever the opportunity cost is less than ten seconds.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762028#Comment_3762028

    You've gotta explain to me how this is any different than wraith doing the same thing.

    Because Wraith can only pressure one survivor at once? Knight can do two.

    But I can't even blame Knights for doing this because BHVR just stripped his kit raw of anything except gen denial, so how else are they supposed to play? If nothing else, everyone complaining about horrible stall games with new Knight might get them to look at him again in another 6 months instead of leaving the killer broken in a corner.

  • I did notice the task difficulty has been turned way down (get two hooks in one trial?), but it is the first page, so we'll see how things look as we move forward. I'd rather have too easy than too hard or too time-consuming.

    …And I was worried about the chest task with Weave Attunement + Franklins being popular right now, so I'm glad they only wanted one.

  • Screaming and pounding the table for this. I dislike a lot of changes to the UI, but this is the worst part - even worse than the most recent character being on the top left and all the 'buy me' everywhere.

    It's hard to find the customization interface when previously it was readily visible with a quick-link on the sidebar, and the actual screen itself is so unintuitive. Previously it showed you all three of your outfit selections together, and the charms under it - all the information you cared about was shown attractively on a single screen. Now you can't see your selections together and can only search piecemeal for individual pieces. It's a mess.

  • They really should not have chosen Sable for a deep rift recolor. There's barely any change to the outfit; it was already black and blue. David or Vittorio could have gotten that slot.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761549#Comment_3761549

    why do you think people run PWYF and tombstone? those increase his m/s and allow him to stalk. ghostface slowing down m/s is also questionable.

    People don't run PWYF to make stalk speed competitive or catch up from stalking, they do it to counteract the -9% from Judith's in Tier 3. It works because you don't actually hit anyone with that playstyle and moris don't count as offensive actions for the purpose of removing stacks. Otherwise PWYF is pretty hard to run.

    Ghostface tends to be stationary when he stalks due to the lean mechanic and needing survivors not to have LoS on him, so it's less noticeable on him. Though in his case, speeding him up wouldn't be as difficult to deal with because he can't do much more than pop 99 on you in chase before he gets revealed.

  • @ChaosWam said:

    Scene Partner.

    It's always funny to hear a random scream I didn't create.

    I don't think anything will ever match the magic of the Nicolas Cage PTB. Survivors running up to you, screaming at you, and flopping over dead. Poetry.

  • Not hackers, unfortunately. It's a bug. I've seen it several times today from both survivor and killer end. Gens are super broken today.

    Caught a screenshot earlier of the game clearly having 4 gens left but saying only 1 gen was remaining.

    gens.png
  • I've been goofing around with it all day. It produces the most glorious slug races.

    Quoting myself from a bug report, but this is how it works.

    You get stuck in go-kart position if, the first time Wesker uses Virulent Bound on you, you are at full health (and the Bound takes you to injured), you are not fully infected (ie, no instadown), and you are slammed against an object. It won't happen if you're thrown into an object and it won't happen if you're 'brushed' with the tentacle as you're vaulting.

    If the survivor's first M2 hit meets these conditions, they'll be put into the contorted state every time Wesker M2s them in that match. They'll visually remain in this state until they start to heal or be healed (doesn't need to complete), but Wesker can reapply it consistently every time he hits them with Virulent Bound, no longer mattering what conditions he hits them in (down, throw, etc.) Otherwise, if the first M2 hit doesn't trigger the bug, they're immune and it will never happen in that match.

  • They were changed to different achievements when Netflix withdrew the license and haven't been reinstated when they negotiated to get Stranger Things again.

  • Oh, another thing I really dislike about the new UI. When creating your #1 - #3 outfit presets, it no longer shows you the three outfit pieces you have selected for those outfits. You can only view one piece of an outfit at a time. And because there isn't actually a screen for the outfits you've created, clicking on 'customisations' (which is already a nuisance to find compared to where it used to be) takes you to all the sets you own instead.

    The old interface had so much more functionality and relevance. Like, I'd grumble about change anyway, but there's so many steps backward here.

  • There would be absolutely no way to prevent him from getting stalk if he could chase you while he was doing it.

    That's not an insurmountable problem in normal gameplay, even if it means Myers is going to hug your butt and pop T3 on you in every chase (he does that already, but he can't reach T3 mid-chase without losing distance, so he typically stalks it off someone else and then finds someone healthy.) But you can't change that while he still has Tombstone Piece and his red addons, because in all of those playstyles survivors need to be able to deny stalk to have a hope of counterplay.

  • Bardic Inspiration is the uncontested king of all-purpose memeing, but I love a good Blast Mine opportunity for a slow headturn.

  • In addition to all of that magnificence, the ratio of brand new outfits to recolors is off the charts. We got so many new outfits this time. It's wild. I'm used to rifts having 5 or 6 new outfits and half of them being for the OG killers and survivors - this one is a fountain of creative goodness for characters across the board.

    in Rift Comment by Laluzi
  • Edit: I'm updating this post with new information I gathered today on 7/17, as it looks like BHVR's investigating this, and one of my previous assumptions was incorrect and I've discovered a new glitch since.

    After several matches screwing around, I can provide a little more consistency on this bug. The bug will happen if, the first time Wesker uses his power on a survivor, they are at full health (and taken to injured), they are not fully infected (ie, no instadown), and they are slammed against an object. It won't happen if they're thrown into an object and it won't happen if they're 'brushed' with the tentacle as they're vaulting. I'm still uncertain if throwing the survivor but no collision (and health state loss) has any effect on producing the bug.

    If the survivor's first M2 hit meets these conditions, they'll be put into the contorted state every time Wesker M2s them in that match. They'll visually remain in this state until they start to heal or be healed (doesn't need to complete) or enter/exit a locker, but Wesker can reapply it consistently, no matter what health state he puts them in, unless he throws the survivor into an object. Otherwise, if the first M2 hit doesn't trigger the bug, they're immune and it will never happen in that match.

    If he throws a survivor after they've been glitched, then their animation will return to normal and they become immune to the bug.

    Concerningly, in one case, I had both a survivor and myself as Wesker become frozen and unable to move after a slam. The survivor was healthy and uninfected, and adjacent to a wall; no animation played when I collided with him, but the survivor entered Deep Wounds somehow. There was no other survivor he could have collided with, which is the only reason I could think that he'd be in deep wounds. All my controls were immediately and permanently disabled, camera included, and while the survivor could tbag, he flopped on the ground shortly thereafter so I can only assume he couldn't mend.

    Stopped playing Wesker after that, because the animation bug is silly but harmless but this one's gamebreaking for everyone involved.

  • Terrible. It loses functionality (I can't customise mid-lobby), it puts characters in the wrong order (I do not want the newest character in my top left, thank you very much), it's harder to actually find the functions I want because they're not listed neatly on the sidebar but instead I have to dig around the character to find out how to change their outfit. You can't see nearly as many charms at once. Not greying out and grouping together characters you don't own at the back is much less attractive than the previous system, and of course putting a price tag on them is a bit like waggling a shiny key in front of an infant. And the in-match UI now has the survivor icons off-center and that's driving me a little bit insane.

  • As someone who really likes the rift and the outfits, I do have to agree that it marks a departure from both 'the outfits are something the character would construably wear' and diving straight into aesthetic bait. We've not had this kind of glowy floaty aesthetic before and it is pretty Fortnite-y.

    Like, Trickster would wear a peacock/fairy outfit because his whole thing is elaborate k-pop stage costumes, and you can finagle Spirit's monstrous serpent look as a horrific manifestation of her wrath - she is an onryo, after all. But kitsune Yui and magic cat Elodie are pretty far from any kind of character consistency. And it'd be one thing to give Yui a kitsune mask, but wholly another to manifest magic glowing tails. Yeah, technically anything's possible in the Fog, but that isn't really the sort of magic or aesthetic we see in the Entity's Realm.

  • Farming is tedious when it keeps happening, but it's so rare to encounter that I welcome it as a breath of fresh air when it happens. It's a nice opportunity to get some difficult archive challenges done or meme and I'd certainly rather have a farm match than get tunneled at 5 gens.

    Also, survivors don't control farming, at all. It's the killer player's choice. If they don't want to farm, they'll just stab you when you ask.

  • Got a screencap of the 1 gen left, 4 gens on map situation while I was testing Wesker's animation bug.

    gens.png
  • I got 2 BPS taking Lara from Prestige 1 to 2. They're absurdly rare because green rarity is too choked out with map offerings, but I am seeing them.

  • Hate the UI, love the rift. Gens seem super buggy right now and are sometimes counting for two when they pop, or not counting at all.

  • @MarbleThrone said:

    https://us.v-cdn.net/6030815/uploads/45WQO4OTHEJY/20240716204110-1.jpg

    Like, what even is this.

    If I click on any of my equipped charms now it doesn't even jump to the charm in the overview, unlike before.

    And here's a fun fact, the Loadout screen is still exactly the same as it was before.

    The charm screen is such a downgrade. You used to be able to see twice as many charms at once. And why on earth are the sizes of the searched charms bigger than the size of your selected charms?

  • I'm seeing this happen mostly on the final gen, but I've also observed it happening on earlier gens (jumping from 4 → 2), and in that case it corresponded with an earlier gen being finished but not being added to the counter.

    Something is definitely wrong with gens right now.

  • I'm also observing this in most of my matches, but in my games (playing survivor right now), the ones I directly observed weren't one generator counting for two - rather, the count sometimes isn't updating when a gen gets done, and 'notices' that gen was done the next time a generator is complete. Had a game on RPD where I know we popped 2 gens, as I popped the second one, but the counter did not change and said 4 remaining for several minutes until the next gen got done, whereupon it skipped 3 and went to 2.

    But looking back, some of the times this has happened (on the final gen), I don't think a gen had been missed.

    I'll have to pay close attention and see if I can confirm the last gen 2x in my games, where there are clearly more gens left on the map than there should be. Because that's way worse than just a miscount, that's a gamebreaking bug.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761038#Comment_3761038

    This actually incentivizes me to buy less of their stuff. I have the Rift, I get the ACs back. I will buy the original Characters, because I have them.

    But I will never ever again buy any Cosmetics with Auric Cells. Before that, I sometimes bought licensed Content with Auric Cells and whenever a new Nea-Cosmetic came out (since I main her). But with them trying so hard to guide people to the store and to more paid content, I will just do the opposite.

    You're right. The only way to do anything about this is vote with your wallet and prove that no, actually, shoving marketing down the userbase's throats doesn't produce results, it's just demeaning.

    Also, is it just me not knowing how to navigate this mess yet or is it no longer possible to change cosmetics in the lobby? Because sometimes I liked changing to match another character (or changing to look different from them, depending.)

  • @Smoe said:

    Ngl, with the exception of Lara's, i'm genuinely not a fan of these cosmetics, it feels like we're moving too far over into DBD Mobile cosmetic territory with these.

    As much as I enjoy them, I do know what you mean - they're all moving pretty far away from the feel of 'actually something this character would own, wear, or be' (with the exceptions of Trickster and Spirit, perhaps), and the emphasis on glowy floaty bits is very DBD Mobile.

  • Very annoyed at the new character on top and all the exclamation marks for everyone that has a new cosmetic. I cannot express enough how much I dislike the increasing 'GO TO THE SHOP. CHECK OUT THE SHOP. BUY OUR STUFF' that's been going into DBD's interfacing lately. Look, I buy your new stuff on the regular, but this is not incentivizing me to do anything but pull my hair out. We wanted the Owned stickers off for a reason - this is just visual clutter.

  • I want to know who thought this was a good idea, because the only possible motive I could imagine for this is stats when everyone and their mother knows that Nurse's kill rates are bogged down by having the highest skill floor in the game.

  • Incredibly rude that BHVR doesn't offer donut delivery in my region, smh

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760398#Comment_3760398

    Tomb Raider has horror elements,

    Horror elements can be found in basically any franchise ever though. I feel like there needs to be a higher threshold to justify inclusion in DbD than containing "horror elements".

    This. 'Horror elements' doesn't really mean anything. Like, you can say that zombies are a horror element. But there's a difference if your characters are struggling for their lives against a zombie outbreak or if they're blasting away at zombies a la Doomguy. Resident Evil is a horror game despite giving the characters all kinds of guns and explosives because those weapons aren't enough, because they have to ration those weapons carefully, because the gameplay is laden with scares and ambient horror and chase sequences. [Prototype] is another game with zombies and bio-engineered diseases and government conspiracies, but it's not a horror game, it's a power fantasy. Imo, to be considered a horror franchise, the player needs to actually feel vulnerable in gameplay - to not have enough resources to deal with their enemies, to have to run or hide instead of fight back. There's plenty of different ways to do horror, but the game design should make you feel trepidation when entering a new area or situation for the first time.

    The Tomb Raider reboot has a lot more actual horror sequences in its gameplay than the originals, though, so I will give it that. It's not a license I would have picked, but it's not the weirdest choice they could have made (or have already made… looking at you, Cageman.) I am a bit concerned with the shift in expectations it's created, though - suddenly I'm seeing people ask for survivors from all kinds of action properties. Metal Gear, Fallout, etc.

  • @SpitefulHateful said:

    Artist, hands down. Aside from having a generally great design that brings out every important part of her lore, she generally rocks all of her skins and they are so fun to mix and combine together. Also, she designed and made all of these outfits herself, which is a big plus in my books.

    Oh my god, this. Artist's outfits are incredible. She gets the best drip. She's had maybe one okay one and the rest are all home runs. She's one of my favorites to play dress-up with… I desperately need more outfit slots. Trickster and Plague also have really good banger outfit to meh outfit ratio, but Artist is undisputed queen and I'm ready to throw fists over my bird mom.

    (What mixes and matches do you do? I love putting her Greek Legends head with her fallen angel body, and her fallen angel head with her plain recolor black dress. Her masquerade mask goes super well with her Amazon Prime outfit too. Desperately saving up for her poisoned flora outfit, because hot damn.)

    Survivor-side, I love Yun-Jin's style, though she's got a few weird ones that I seriously question. Kate and Zarina have some great fits too, though at this point just about everyone (except Gabriel) has something really good. I begrudgingly have to nominate Mikaela for getting loads of good drip, but she's clearly an artist's (or rather, consumer's) favorite.

  • Oh, I feel that. What a waste of cobblers. (Nice P100 by the way.)

    I remember one day during the event, I had a daily challenge to open a gate with Rebecca. Had a string of unfortunate games, like 8 deaths and 2 games where I lived but wasn't in position to do the gate. Finally I was up against a pretty bad Trapper and had an easy unpressured endgame. I reached for freedom, gate switch closing in at 95%… and dedicated servers gave up the ghost. The Entity was not pleased that day.

  • Huh. I'm not complaining if there's no rift downtime - usually that's when I take a break from the game, but I'm not burnt out right now so it suits me just fine. They do seem to be moving away from having rest periods with all the double EXP events and bloodhunts; seems like there's always an event going on.

  • Stopping cheaters is an impossible arms race. It's like keeping squirrels out of a bird feeder - you create new measures to keep them out, that holds them off for a few weeks while they crack your protections, and then they're right back in it.

    What we need is a better (or, y'know, functioning) report system and faster action on BHVR's part to deal with those cheaters, so that they can't hang around for days or weeks ruining games until they finally get banned. Though working through the supply of free Epic Games Store burner accounts will take a long, long while. Still one of the worst decisions BHVR ever made.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760250#Comment_3760250

    It's a very nice all-around perk with a strong tradeoff - incentivizing staying injured while slamming gens is balanced for the risk that introduces

    There is not really any risk if survivor has a medkit. I can just stay 1% away from getting healed and heal when killers get nearby. Against most killers at least.

    Applying permanent hemorrhage could be a potential tradeoff to combat the 99ing

    Well, that's not a thing anymore.

    I don't see why they couldn't bake it into the perk a la No Mither and permanent Broken. It's not like they're mechanically incapable of adding the effect that way, and the survivor is choosing to accept the debuff in selecting the perk so there's no argument to be made about oppressive tactics or whatever their reasoning was for ruining Mangled/Hemorrhage in the first place.

  • Several of those ones would be on my list - Ghostface's are fantastic, as are all the Leatherface quotes - but adding a few more?

    "I lost it. Just lamped him one. They went and banned me didn't they. Went t'pub afterwards, had a few pints and moved on to the next chapter. I couldn't be mithered with it all anyway, you know what I mean? Can't be arsed." - David

    Though, honestly, all of David's perks. What a lad.

    "After careful analysis, we're getting the hell out of here!" - Jonah

    "Something I learned in the industry - when the axe is swinging, you keep your head down." - Yun-Jin

    "Sometimes a man's best work is what puts him in the grave." - Deathslinger

    "Oh, that gun's no good. The old way… with a sledge! You see, that way's better. They die better that way." - Nubbins Sawyer

    "No excuses, no equivocations… no crying." - Pig

    "I can't lie to you about your chances, but… you have my sympathies." - Ash (but not that Ash, the one from Alien)

  • I would hate to see it nerfed. It's a very nice all-around perk with a strong tradeoff - incentivizing staying injured while slamming gens is balanced for the risk that introduces (against everyone but instadown killers, anyway) and even the gen speed boost isn't as scary as it looks unless it's against a coordinated team, in which case gen speeds were already going to be scary just from survivor behavior. Gen speed perks are rarely the problem; stacked SWF is. There's a problem when you get four players stacking Resilience with Hyperfocus and Stake Out and maybe a few Prove Thyselves, but individually those perks are not strong and nerfing them just creates more weak perks that can only be used when stacked, which is the opposite of what anyone should want. Maybe nerf toolboxes, maybe cap maximum gen speed, maybe make gen speed perks come with the side effect of generating fewer skill checks, but in and of itself, Resilience is balanced. Gens get done slightly faster, but that survivor takes half as long to down when pressured - maybe 3/4 if they're good enough to use the vault speed bonus and they're in a good spot.

    Applying permanent hemorrhage could be a potential tradeoff to combat the 99ing strat that negates Resilience's actual drawback, though the return of Iron Will presents another problem of making staying injured all game significantly less dangerous than it's supposed to be.

  • @Gmoore23 said:

    Honestly I just wish there were some way for the game to tell if you left yourself or if you got kicked off somehow. Depending on the day, my internet can be kinda meh, and I've been kicked out of games just because of that. And then I have to deal with a penalty for DCing when I didn't do it. As a matter of fact, I don't think I've ever DCed of my own volition since I swapped to PC.

    The problem with this, unfortunately, is that people can manually disconnect their internet, so adding forgiveness for dropped connection gives savvy players a way to DC for free. The game can certainly track who left from Leave Match versus who lost connection, but there's no way to tell if that lost connection was an outage or a bad connection or just someone turning their router off and back on.

    I think the current system, while imperfect, is probably the fairest thing we can get. People who reach penalties that are debilitating instead of mildly annoying are either manually disconnecting regularly enough to be a problem, or have such bad internet they can't finish most of their matches.

  • For the record, aura is stronger than comms because the information it gives is more precise than what people can usually call out - it requires four people with thorough knowledge of every map to be able to accurately communicate their locations and where they're heading to be able to equal Bond or Kindred.

    But at the same time, general location of teammates is definitely one of those solo-SWF gaps, and it's one that hasn't already been addressed like Kindred has (others that need address, imo, are chat wheel/being able to call out your intentions, shared map knowledge re: traps and totems, and knowledge of each other's perks.)

    I think my main fear regarding basekit Bond is that there's another difference between solo and SWF players that no amount of basekit buffs will ever change. SWF players are a team that like each other, and when they do sandbag, it's usually playful. Solos are a mixed bag. Most players want to help their team and play well, but you also get players who are selfish or just stupid and will use Bond's information to do the exact same thing that it's meant to avoid - dump the killer on their teammates on gens so that they can get away, at the expense of their teammates' lives and the survivor objective being able to progress. And I think this would be especially bad in low MMR, in the area before survivors have developed any game sense, but selfish players will always be an issue. Which isn't a reason not to do it, but I don't think it would solve the underlying problem as much as people think it would. Part of the issue with solo is always going to be that the players simply don't have the same goals.

  • Item of Obsession is only viable because AFK killers exist. Otherwise the only way to get it would be to sandbag your team by hiding all game, and that's just awful to encourage.

    But a lot of the bad achievements are from early on (Item of Obsession, Left Behind, Evil Incarnate, the one that wants 20 24m+ hatchet downs from Huntress), and they'd since moved away from them and started making more reasonable achievements… until Outbreak Breakout and this mess, anyway.

  • @Jamaya_Y said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759791#Comment_3759791

    Lets see you talk about 4 gen stalling perks after you managed to convince the devs to nerf this combo, or, worse, hag. Cant wait for your posts my guy

    That's rich coming from someone whom damn near every post they've made has demonstrated a consistent lack of understanding how things work in this game. Like. You were the one talking about how Babysitter was so unfair it was going to make killers stop playing, and then backtracked hard into "well that's just what other players think but not me" when everyone went "uh, no?" Or how Iron Will wasn't a problem because they changed Stridor. And now this with trying to grandstand to cover up that you didn't know how Hag's addons work. Personally I think you could stand to do a little more research before making claims. Or be less invective when you're making those claims. One or the other.

    And if you actually read my posts in this thread, you'd notice I already said I don't want them to do that. Or that I don't think Franklins + Weave is a problem.

  • @Jamaya_Y said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759762#Comment_3759762

    Then don't bring items then? I don't know why people are complaining when this combo has such an easy counter. It's skill issue at this point.

    Ah, yes, I will just travel back in time to the match loading screen and unselect my item, and maybe un-open my teammate's chest while I'm at it, when I discover I'm going up against the rarest killer in the game running a very busted troll build, who can choose that build when she sees 4 items in a lobby and choose something else if she doesn't see items.

    This is as feasible as when people tell you to bring different perks to counter some bizarre and rare-to-encounter strat. It's not counterplay if you can't enact it in the match itself.

    I'm perfectly fine with Franklins + Weave because it has counterplay. This strategy does not have counterplay beyond 'don't ever get hit.' And the Hag doesn't need Hoarder or Corrupt to do this - those are more lols than anything. Franklins + Weave + Mint Rag + Shackles is plenty nasty on its own with two proper match support perks (probably gen regression, though she may run Corrupt anyway because Hag.)

  • Okay, Hoarder + Corrupt with Weave is pretty hilarious. I'm going to try that now just for the funsies.

    Mint Rag, on the other hand, is pretty damn nasty here. I think the only way you'd be able to even pick up your items and move them (so, Weave counterplay) is when she's carrying people, and it's not like you can hide nearby and prep to move in the meantime. The silent teleports are just the icing on the meanness cake.

    Though I'd hate to see actually interesting perks and addons nerfed because they synergize like this. I've always enjoyed the array of unique addons Hag has. So I hope there's a way to break the synergy without ruining Weave Attunement or Mint Rag.

  • I used to think Kindred basekit was absolutely necessary, but I've found the addition of survivor icons has fixed most problems that used to come with blind unhooking, and that it generally handles itself nowadays. It's only baby players who don't understand that two people on a gen and one person being chased means that someone needs to get off the gen and go for the unhook. Or gen rushers, or partial SWF who don't care about anyone outside their SWF, or hatch hunters who are waiting for everyone else to die. And those are all players whom giving more information doesn't change anything. They wouldn't help you anyway. The only time I see the current model fail when Kindred would have helped, is when you have a player that's wasting time hiding or AFK, and the other two think the person with the blank icon must be going for the unhook until it's too late. Which is very annoying, but it isn't that common.

    To be clear, I'm not opposed to it as long as the killer aura is removed from the perk, but I don't think it's needed either.

  • It's an interesting idea, but I don't think I want it in the game. The likelihood that the survivor will have left the lobby and you're bringing back a bot aside, a dead player should remain dead - you shouldn't be able to undo the other side's completed objectives in this way, no matter what you're trading to do it.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759326#Comment_3759326

    A plausible idea, but I worry it'd look kind of goofy and out of place. BHVR have generally pretty good UI in this game (barring… notable exceptions, very recently) so I'm sure they could make it work, but I'd be wary.

    Ultimately, I think a big thing to remember in conversations like this is that even obvious information won't be used by players that aren't actively interested in using it, and most of the players who are would be inclined to check their teammate's perks if that option were available.

    Though, it being more readily apparent would be better, which is why I think the loading screen would be another good venue for it. Lots of real estate to use with a tweak to the presentation, it's passively shown to the player with no input on their part, and it's not like they have anything else to pay attention to at that point. Only downside would be that players with good machines would have less time to see it, lol.

    Loading screen makes me wary because it's still free DC territory. It'd be a great time to show it because everyone's watching and nobody can do anything else, but I expect players are still going to pull the plug on a match seeing No Mither teammates or stuff like Left Behind + Distortion or chest builds the same way they DC on bad map offerings. And that's even more obnoxious than when they lobby dodge.

    While I agree re: you can lead a Dwight to heals but you can't make him crouch, I do observe a significant difference in readiness when I have We'll Make It versus when I'm running Botany + Desperate Measures. Both give me speed heals, but when "I have speed heals" is on my teammate's screen, suddenly players start crouching under hook and always let me heal them first, where when they're not, people want to take me across the map into a corner before I can touch them, will run away to use their medkits or self-care, and it's way more common they want to commit to a half-done gen instead of being healed (if it's 75+%, yeah, let's commit.)

    And some people don't care either way, but I think there's a difference between 'not curious about information but will act if they know it' and 'completely indifferent to teammate perks, they're doing their own thing.' Though I feel that sudden no-confidence vote in the UI…

  • @jesterkind said:

    Rather than showing an icon for everything, legitimately it'd be better if you could see your teammate's perks.

    Not in the lobby, that'd just cause dodging, but in the 'pause' screen mid-match, and possibly in the loading screen too.

    What if you could see them when you're next to the survivor? I agree lobby is a bad idea, but pause screen, while a good venue for sharing this info and I'd like to add that too, has the problem of not communicating information unless the other players are actively looking for it. The icon approach is nice because it shoves the perk in your teammate's face. Take We'll Make It. If teammates had to pause the game to see it, the effect it has on their behavior would be lessened.

    Seeing perks when next to the survivor isn't perfect, but it conveys information that needs to be conveyed when two survivors are interacting with each other - healing, whether they want to be, and who goes first, repairing a gen together (you're already more likely to do this if you see Prove) and who should leave to go for the hook, etc.

    And perks like Deliverance or Camaraderie could be broadcast globally whenever relevant, similar to Empathic Connection or Kindred.

  • The report system in this game is really, really bad. I have never seen a game require the player to be running third party programs in order to be able to record the evidence necessary to report someone, nor require them to go somewhere outside of the game to do it. As it is, the in-game report button is more placebo than function.

  • Please. Also for Autodidact, Desperate Measures, Solidarity, Resilience, Plot Twist, or anything that would affect order and priority of heals. I usually run a heal build and there are so many times the other survivor insists on healing me first or rejects the heal when I want to scream at them. STOP RESISTING TREATMENT. Unless you have Resilience, then I get it.

    Though honestly, I don't see why we can't see all of our teammates' perks in-game.

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