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Laluzi

Laluzi

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Laluzi
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  • @meatisadelicacy said:

    I used to regularly see killers give hatch when I first started playing 3+ years ago. It's incredibly rare now, but I do see killers regularly take a survivor to the hatch, drop them too far to actually take it, and then close it. It happened to me two days ago, actually. Killer mains, are you okay?

    I see that less often than I see actual hatches, and I can usually tell when it's coming? It's close to how you can sense if a killer has NOED; if the killer camped and nodded and generally played rough but not efficient-rough, and they take me for a ride as the last survivor, I'm not expecting to get out alive. If they drop me a distance away from the hatch, or at the mouth of the exit gates, I just make like a pancake and stay flopped.

  • OP seems to have a bad case of "I think survivors are a hivemind and some players being dicks means that every player is a dick and should suffer" syndrome.

    Like, play however you want, man, but do you really want a thumbs up and a pat on the back for going "I hate everyone who plays one side and I want them all to get [BAD WORD]!"?

  • @Askin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712484#Comment_2712484

    I main killer. Flashlights are fun to use because they're pretty much the only skillful thing a survivor can use. They really only punish the killer for poor positioning and that's it. Looking at a wall completely counters them.

    The bully survivors suck, but the only real issues you'll have is if they get into pockets, which is a separate issue that needs to be fixed in a way that isn't tied to a perk.

    SWFs who center their strategies around flashlights are going to crawl away from walls whenever you down them, and they're going to flock to a player who calls that they're going down soon. Denying them the angle isn't always possible, which is where the 'I have to swat away three other players to be able to pick up the guy I downed' nonsense begins.

    I just don't see negating an optional item to be that big of a deal. Plague negates medkits and those are much more important than flashlights (or at least, they were before CoH.) Maps are pointless if the killer didn't bring a hex. Keys are useless if you don't make it to the end. Every item that isn't a toolbox typically gets ruined by Franklins, and the toolbox too if you don't use it ASAP. You can bring Head On and get a killer with Iron Maiden, or Kindred or Blood Amber against a killer with Third Seal and blindness addons. Sometimes you just bring things that end up not having value in your match. I generally don't use flashlights, but on the occasions I used them for challenges, they were useless due to the killer's playstyle way more than they were useless due to Lightborn. Already I am not guaranteed value for this item, so does it really matter if that's through a relatively rare perk or finesse?

  • @[Deleted User] said:

    I agree with OP. The Artist is quite annoying and the counterplay isn't interactive. Pre-drop and hold W or eat a bird/M1. I think the spammable swarms are really annoying as well. The noise, having to repel them constantly, etc.

    The main hesitation I have here is that when survivors focus on what they consider to be fun, fair, or interactive counterplay - by far the most common answer is looping. And if you ask me, looping a competent survivor without antiloop tools is some of the most tedious stuff in this game. There's just too many safe loops baked into map design and they can be run so precisely - whether that's a cause or an effect when it comes to antiloop killers is hard to tell, but considering the state of the game from the start, I think it's a cause.

    It can be very difficult to balance fun in an asymmetrical game, because both sides don't have the same direct opportunity for fun, and one side having fun usually means the other is having less.

    I do agree that the noise is annoying, though. Tone that down. There was one point I had Severed Hands and I ended up farming with a SWF, and they all contagious'd themselves with birds and were running around in front of me and it was unbelievably horrible. One person kept infecting people that tried to repel. I had to down them just to get the screeching to end.

  • Send yourself to The Game for maximum flexing. It's the only way.

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712782#Comment_2712782

    What is a "ggez"? Someone's said that to me before and it confused the hell out of me.

    "Good game, easy." It's the insulting way of saying GG, pretty much; it's saying you were easy to beat.

  • @cantelope said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712691#Comment_2712691

    The question was is it worth it though. I believe that doing good for goodness sake is always worth it. All the other reasons I listed may or may not be worth it, but kindness because you believe it to be right is always worth it. Just not always easy.

    Eh. If you want to get philosophical, I don't believe that acts become unassailable solely through the spirit that they were done in. Usually, yes, and kindness tends to propagate itself. But if I give somebody $50, and they use that money to... I don't know, buy rat poison and slip that in someone's coffee, then that wasn't worth it even if I had the best of intentions and I'm not at fault for what happened. On the less extreme end, if I give someone who turns out to be a toxic player a chill game in DBD, and they use that easy victory to fellate themselves about how brilliant and awesome they are and how hilarious it is to make killers eat #########, that's not a good outcome either, because I'm enabling something I don't approve of, which will then spread further. I'd rather take that than the rat poison, but either situation, I'd rather undo.

    Or maybe that's just a petty justification. Maybe I just don't like it when I give somebody $50 and they say "haha, sucker" and speed off with the money. I do think that both of these things are true, but are they really? I can only prove the one that hinges on what I feel. And is it worth it? I think that's the answer most people will give you about anything they still do, because they've already justified it one way or the other. I typically get what I want out of it and nobody suffers for it, so I think it's worth it.

    Still, we're talking about kills and escapes in a party game here, before we get too deep about this.

    I can say this much; in my subjective opinion of what's objectively right, I think that it's paradoxically better for me to win on my own means and then visibly spare the survivors than it is for the survivors to escape somewhat more organically in a match I play subdued in. It's a better and more meaningful victory for the other players in the latter scenario, but it also tends to leave people without much thought on the match, and it's other matches that will stick with you. If you have a fair game but lose, and then get put back on your feet and spend the next few minutes bartending or playing carnival games or table dancing or headbanging at a fire barrel, and everyone leaves with 25k+ points... some players are going to be toxic no matter what. And some players just want to play the game with no frills, and they won't appreciate that either. But I think for most players, it's refreshing to have some genuine friendliness in this game every once in a while, and that's something that I hope might stick with people who are getting more jaded and frustrated after strings of unenjoyable and perceivably mean-spirited matches in this game.

    Kill them with kindness! ...Oh, wait.

  • @Shirtless_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712557#Comment_2712557

    Yes, cherrypick Wraith specifically. I have him P3 Level 50 and could regularly beat SWF while stacking multiple slowdowns like every other killer. Wraith is one of the easiest killers to play within the game. No, he shouldn't be given free Coup De Grâce for spamming his bell cloak, which is a stealth tool.

    I addressed the other three too and you're free to challenge them as you wish (really, I would like to hear how Deathslinger's current incarnation is remotely valid when Huntress exists); Wraith's just the one I think is the dumbest, for aforementioned reasons. And "I can beat good players with x killer so they aren't weak" isn't a good argument. I could also 3k/4k SWFs with Wraith. Anyone who knows how to play the game can do that, because few matches are perfectly optimized and humans make mistakes (and Wraith, as you say, is one of the easiest killers to play as.) Until we create perfectly consistent yet still dynamic survivor AI, it's not about whether it's possible, it's about how often it happens relative to other killers. Wraith is on the low end of high gameplay because he's an M1 killer with no chase power and therefore very vulnerable to the predominant playstyle at those ranks.

    Coup De Grace? Wraith going cloaked in chase means he's helpless at most windows and straight-up hands double stuns to you at pallets if you need a little extra time to move on to the next loop. Which was typically the solution if he was cloaking for a lunge around a short loop - don't bother, just bail, and you get his uncloak time as a cushion to work with wherever you reach. You were only hopeless if you ended up on a deadzone map like Shelter Woods, and let's face it, you're screwed against most killers in Shelter Woods.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712404#Comment_2712404

    I remember some of the stuff you mentioned. Played the game like 16 years ago, damn.

    I didn't finish it, but it was kinda nice. I should watch it on yt or something, you made me nostalgic.

    Has it been that long? Jesus. I just youtubed it and wow, the graphics did Not Age Well. Everything looks so blurry. Music still slaps, though.

    But the game stuck with me because I thought some of the mechanics were pretty cool. Like the dog-centric gameplay. And there was this one extra bastardly thing it would do; it'd tell you the coast was clear after you hid in a room for a certain amount of time, but the game was totally lying and the stalker had not actually been despawned yet, so you'd have to wait in the spot a while longer before you were actually safe. If you got out when the game told you to, the stalker could come back into the room and restart the chase. If you left the room and went onto the next one, they'd definitely be there.

    ...That sounds like it could make for a perk mechanic in DBD, actually. Undetectable if you lose chase and then travel more than (24m) from that survivor, and you gain aura read on that survivor for a few seconds?

  • @cantelope said:

    True kindness is done because you felt it was the right thing to do regardless of the reaction.

    So the real question is why are you choosing to do what your doing. Are you doing it because you believe it's the right thing to do? Are you doing it for external validation? Are you doing it in hopes of exerting influence? Are you doing it out of fear of repercussions?

    I'm being serious and none of those are meant insulting or condescendinly. Whether your decision matters depends on the genuine reason.

    If you're reason is that you believe it's the right thing to do then yes it does and always will. If it's for the others that's more complicated. And will genuinely be on a group by group basis.

    If you do something out of genuine kindness and get spited for it - at some point, whether the fuse is short or very long, bitterness will win out and something will give.

    Whether it was ever a Mother Theresa sort of thing... nah. I don't think much in the world genuinely is. Most people are charitable because it makes them feel good. The bottom line is that I have more fun playing DBD for 8 hooks and letting people go, because I like winning as much as anyone, but I've always been the kind of person that wants to play games with people, not against them, and I feel more rewarded goofing off with survivors at the end than I do from a 4k. Outplaying someone at a loop is fun, but negotiating with a survivor through gestures or standing cloaked in front of a generator while someone confusedly probes at the unreachable surface is hilarious. I want to react to weird stuff as it happens and I want other people to feel like they are having fun with me; I do not want to be a bad teammate and I do not want to be a pincushion or an immovable spiked wall of doom when I'm the opponent. (This applies when I'm playing survivor, too - if I ever have a game where there's one gen left and the killer still has 0 or 1 hooks, I drop everything to run at the killer and let them hook me. If things are still going badly or my teammates are being asshats at the gates, I offer myself as a free kill.) So I define my win condition as the point where I could have killed everyone (8 hooks + 1 more down on everyone, or 5 stacks of Devour) and typically wing it from there, but it's a self-rewarding mindset in the end and always has been. It's just that my way of being self-serving isn't one of the types that detracts from my environment, so nobody really cares if I do it. MMR unfortunately put a wrench in that and I routinely have to kill everyone to keep myself out of the kiddie pool, which does negatively affect players, but that means I can definitively say that I enjoy doing that way less than being nice.

    That said, it's hard to feel like it was worth it when people sneer at me and mistake empathy for stupidity. And that has happened to me a lot. Past the fuse. Again, I want people to have fun with me, not at me or at my expense. In those cases, I just want to go back and rescind the slack I gave them, because they clearly didn't deserve it and I don't want to enable their attitudes - but I can't do that. What I can do is proactively prevent that from happening by making it crystal clear what my intentions are. If they want to BM me, they have to beat me through their own merits, not by me giving them enough rope to hang me with.

    I still play very nicely - survivor rulebook, no camping and tunneling, let people go if I catch them off hook, let teams reset if they fall apart too early, ask to farm after early DCs. (I recently found my cumulative stats and I've got 34 deep wound downs across 2k hours - and that's including my Legion games. Virtually all of my basement parties came from attempting to do the tome 1 challenge.) I play solo and I know how it feels to have an AFK teammate, or a farming Meghead, or have games where it feels like you can't get away or do anything at all, or have stupid teammates feed the killer and you get moried for it. I genuinely want to avoid causing those things because I don't think they're fun. But when I go for the 8-hook, I've found it's more personally satisfying to let people know I'm choosing to be friendly than to hope that they're decent sports, because this community doesn't have a lot of decent sports.

    In the end, I'm happy and everyone's happy, and I think it does genuinely lighten up the environment around these parts, so I can't say anything's wrong with this arrangement even if it does sound rather cutthroat to say "I'm going to BEAT THEM INTO SUBMISSION so they can be my friends." But there's no point in denying that I do it for my own sake as well.

  • That addon mystifies me. It's not as bottom-of-the-barrel stupid as it used to be, but an addon that relies on a survivor having and using an item is bonkers to me. Moreso that it requires them to successfully use it and doesn't complement the perk that birthed its idea in the first place.

    An item-reliant addon is a bad idea.

  • The best way to get survivors to be friendly and appreciate you is to beat the ######### out of them and then visibly spare them. Then it's all sunshine and item gifts and people offering themselves at hooks. Take it from a pro: leaving someone downed on death hook instead of hooking them, or doing your best deer in headlights impression so that guy can get the flashlight save he's been ineptly hungering for all match, just gets you tbagged at gate and "LOL GGEZ BABY KILLER"d in chat. You've gotta go a step further and set them back on their feet, or drop them in front of a totem or gen, or maybe pick up a bunch of slugged survivors and arrange them in a pile before wandering off so someone else can pick them up. You have to deliberately kick those "this is not normal killer behavior" bells.

    If you allow them to think that they outplayed you when you were deliberately making subpar decisions, like letting people go because you felt bad for constantly running into them, or pretending you don't know someone's in that locker, they'll shrug it off at best and laugh at your ineptitude at worst. People just don't expect the killer to be nice with the current state of the community and it won't be the explanation they jump to unless you shove it in their face with bright flashing lights.

  • @Shirtless_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712422#Comment_2712422

    Oh, no. The killers who deserve a nerf got hit with it!

    Every single example deserved the changes they got.

    How even? I'm going to focus on Wraith, because his was somehow the worst possible idea for a nerf they could have done to him.

    His extended lunge was an anti-looping tool for a killer with no anti-loop. Wraith is a lowbie stomper who suffers greatly in higher MMR when survivors know how to evade the killer. When they can loop, he has nothing, but for a brief time, the extra lunge let him play around shorter loops and some windows (such as shack window.) He was still quite loopable, always finds a mortal enemy in windows, but had more options in some loops than playing Benny Hill Simulator. When survivors can't loop, he destroys them, because he counters holding W more than anyone else, has high map presence outside of chase, and can't be seen until he's close. Less skilled survivors struggle with attentiveness to surroundings and utilizing map resources, so Wraith is newbie kryptonite.

    Killing his lunge destroyed his only tool to compete with stronger teams while doing diddly squat to his ability to massacre weaker players. It lowered his skill ceiling without affecting the skill floor. When it first happened, it was a rare buff where it didn't actually make the killer harder to deal with at the bottom of the game, while noticeably improving performance in middle and upper levels (because if you don't run for a window or pallet, the extended lunge damaged you a second faster than it will now - but that isn't really significant, you're still getting caught.)

    I can argue the issues with the others, too. Everyone liked Billy except for a few addons and they completely gutted all of his addons in response, in addition to overheat, making it easier to read him in chase, and giving his FoV drunk goggles. Cenobite was similar to Wraith; pub stomper who had his tools to deal with stronger teams taken away, though at least his changes did make it easier for the pubs to handle him (though solo queue still suffers in general against him, because lack of info is enormous against his box.) Deathslinger was annoying in the 1v1, but his 1v4 was always terrible and now he's worse than Huntress in every conceivable way because everything that differentiated his playstyle from hers got whacked with the nerf hammer. But seriously? Wraith was a wee bit OP?


  • @meatisadelicacy said:

    I struggle to understand how she is "unfair" to go against but not OP. If a character can't be countered, it sounds like they just might be OP. I just came back to the game and I've only gone against her three times, but she's had 4ks in every game, and I can't figure out what to do against her yet. I can't use pallets or Dead Hard or windows to prolong chase against her. A killer who takes away everything survivors have certainly seems OP. I guess just being immersed and never interacting with this killer is the way to go. Fun for everyone!

    I can certainly see why killers like her though.

    I don't find Artist that hard to deal with. She's a killer that you need to constantly look at behind you in chase. Pay attention to where the crows are aimed at and avoid them - you can even fake them and bait a bad shot, if you have enough distance that this isn't suicide. Use normal looping tactics when she wants to M1 you, and when she starts setting up at a loop, bail. Hold W. Use elevation changes. Don't let her get clean shots through open air; use obstacles so she only gets swarm shots and she has to guess where you are. When repelling, she only really has one chance to hit you with another wave of birds before you get the things off - she has no chance to hit you if she fired three birds on the wave that hit you, and her window is miniscule if she used two birds. This can lead to long and unproductive cycles where the Artist thinks she's making progress in a chase but really isn't getting anywhere. She can often waste her own time this way.

    You can't vault or throw pallets while repelling, but if you're not repelling, she has wallhacks on you, so repel ASAP unless you're coming up on a vault or pallet that needs to be taken. Throwing pallets is risky, but she can't set up and fire as quickly as Pyramid Head, Huntress, or Nemesis - you can probably pre-drop and then bail to the side before she fires her crow. If you have to run straight, yeah, you're boned; either stun her with it or don't drop.

    The wallhacks from repelling last... 1 second after you begin the action? Fake this like you would BBQ & Chili. A clever but not galaxy-brained Artist will set up another shot for where you'll be on your current movement path, so if you have the benefit of distance and a wall, repel and then change your direction after a second.

    Outside of chase, remember that being close to a bird gives her killer instinct and dodging a shot at your gen doesn't mean she didn't see you there; you had to avoid it by a wide margin. But if you do successfully dodge it, you've probably convinced her there's nobody at your generator. She struggles to check gens on second floors or on maps like Swamp and will likely prioritize the ground-level gens.

    Three games is not enough to learn how to play against her - and that should tell you something in and of itself. If she were as some strong as people say she is, she'd be played a lot more than she currently is.


  • @Askin said:

    https://forum.deadbydaylight.com/en/discussion/301081/whos-complaining-about-lightborn

    My issue with Lightborn literally is that it sucks. You sacrifice a perk slot, and quite possibly a win, to make sure the other side has less fun. Flashlights are inconsequential items. They suck. The only reason people run them is for fun. All Lightborn is is an anti-fun perk. If it had a secondary effect I wouldn't hate it so much, but as it stands, it is literally only to prevent survivors fun.

    To be fair... the situations in which you actually want Lightborn, the survivors are playing a game that is decidedly obnoxious. Sure, it's preventing survivors from having fun, but the survivors having fun in this case is annoying the killer as much as possible. This is very often the point of full flashlight teams; they play to dunk on the killer, and that's a large part of why it's 'fun.' The fun is either because timing blinds is an expression of skill, or because it gets the other side tilted. Flashy squads often throw the game to prevent the killer from being able to complete their objective, and they're not hard games to win, but by god are they painful to slog through - and this is true whether the people playing are trying to show off how awesome they are at DBD, or trying to convince me to uninstall the game.

    So fun-wise, I'd call that tit for tat. You say Lightborn stops survivors from having fun, but what about the killer? It's not fun having to smack down the entire team and play ring-around-the-pallet for two minutes to be able to pick up one person, or to get juggled between lockers with no way of grabbing a survivor without having the other one blind you. A killer can easily deny you blinds without Lightborn unless you're doing cheesy strats that can scarcely masquerade as anything more than trolling; Lightborn largely just cuts through the bullshit when manually denying blinds starts to become most of your game.

    I don't bring Lightborn to stop survivors from having fun, I bring it to protect myself from nuisance games. If you really need to use a flashlight, there's always next match. If your idea of fun depends on blinding, I can't empathize.

    Also, inconsequential? An item that can undo your last chase is pretty far from inconsequential.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712377#Comment_2712377

    Daniella was that maid or whatever right? She was disturbing as hell with her crazy episodes. Would love her as a killer honestly.

    Yeah, she was the psychotic maid who was driven mad by her sense of incompletion (couldn't smell, taste, or feel; possibly a homunculus? And hella OCD on top of that.) Despised the protagonist for being a whole being, unlike herself. Seems like the kind of character that'd be prime bait for the Entity, and she's got mad aesthetic as far as a killer goes.

    The other stalkers were the homunculus groundskeeper with a childlike mentality who thought the protagonist was a doll and wanted to play with her, the failed clone of the master, and the master himself (as an old man, then himself in his prime, then briefly as a molten skeleton.) The latter two weren't inherently menacing, and the freak-out factor was mainly what they wanted to do to the protagonist rather than any intrinsic scariness, so Debilitas or Daniella seem like better picks, and Debilitas is less of a killer, per se.

    I could see Daniella's power working with a map prop. In the game, she'd freak out and briefly stop chasing you if you unveiled a mirror in front of her, so she could work as an M1 killer with better than average speed (or speed/instadown that builds up over time), but have finite stuns baked into the map as well as the usual pallets. Not sure if that would be too aggravating to play in practice, but it's a concept.

    The mansion would make for a great map, too. Definitely a license I'd like to see in DBD.

    @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712377#Comment_2712377

    I literally don't care how useless it is, the good boi perk would never come off my build if Hewie made it into the game.

    I would bring Hewie if he gave me 1% increased chest opening speed, NGL. Hewie is the best of boys. He is the epitome of all that is good and doggish and I consider it a point of success to Haunting Ground that being mean to your dog means you lose the game.

    Though he'd probably fit best as a stun-the-killer type perk, so that'd be a forum war for the ages - killers enraged about yet more aggressive survivor second chance perks against the inherent pureness of Dog.

  • @Grandpa_Crack_Pipe said:

    Clock Tower 3 got really, really goofy.

    ..actually scratch that, it was goofy as hell from the start. Scissorman and Jennifer the obvious shoe-ins from Clock Tower.

    Or if you don't wanna do Clock Tower 1, consider this one: Haunting Ground.

    It was goofy, but the sledgehammer guy and the Corroder (less so) were pretty menacing and the plots about their victims were engaging. One thing that stuck with me is that the music got way less heavy and threatening after the first two stalkers, in addition to the batshit plot taking flight (hampering my ability to care about anything) and the extremely silly Scissor twins.

    Haunting Grounds was awesome and I'd love to see it here - most of the stalkers would work, but I think Daniella might be the best one to use out of context. Imagine Hewie being brought to life as a sort of perk...

  • Clock Tower 3? I'd much rather see the original, or The First Fear in the English release. Scissorman's iconic and that game basically pioneered the stalker horror genre. Clock Tower 3 has a few cool killers (...I think they were called Entities, heh), but it was ultimately held back by a weird plot and design that bizarrely got less scary and emotionally serious as it went on.

    Like I wouldn't be mad if it happened (agreed with the above poster that the maps would be fantastic), but I'd consider 3 to be a waste of the Clock Tower license.

  • Plague, especially now that she got smoother to play and doesn't lag after each Vile/Corrupt Purge, and Wraith. Wraith struggles with loops, but he flies across the map and he wastes virtually no time searching for survivors - no terror radius to send people scattering. It's very satisfying.

    Nemesis is also pretty enjoyable. Pallets are just a non-issue and he gets good passive information. And while the zombies are pretty derpy, I'll never tire of them falling flat on their face on two-story maps.


  • @StarLost said:

    I saw her a few times after her release, only once since then.

    She's cool, but a little one-note and her addons are pretty lame.

    I don't know, I think she has fairly good addons. Her purples and iris are very hit or miss (hands good, rest ????), but she's got some solid greens. I really like the one that causes Oblivious when a survivor is swarmed, and even the iri that makes her undetectable during her cooldown but takes away a bird (can put it back with one of her purples.) Both of these make it very easy to shoot birds at people on gens and then head towards the closest target without them knowing you're on your way until it's way too late. Bell + Hands is hilarious when it works.

    And exhaustion and mangled addons are always nice.

    Anyway, I haven't seen her too much, but I wouldn't say she's rare, either. More common than the second most recent killer, that's for sure.

  • I do like the Artist's lobby, but it feels weird and unseasonal after the Bone Chill one. It's not even Christmas yet, c'mon.

    +1 for letting us pick the lobby. So many gorgeous backgrounds and themes, lost to the Void.

  • @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712057#Comment_2712057

    In an "unwinnable" game state for Survivors, what is your opinion on diplomacy? Like, "were all gonna die, so I'll open the locker where this Claudette that never got chased is hiding in the Hope's that the killer gives me the hatch"?

    I've had Ghosts that deny me my 4th BBQ stack, but in that scenario am I in the wrong for claiming that 4th BBQ stack and just accepting the 3k?

    In normal gameplay though I'd just hook the rat because I cant tolerate sandbaggers and I dont want to win from that.

    I'd like to know the answer to this too. I'm never quite sure what to do when a survivor snitches of their own accord (I'll just be dumbly trailing after someone gesturing "follow me" and they'll lead me to a teammate), and I tend to kill the snitch or let them both go because I don't know how to proceed at that point.

  • Nobody on the forums is complaining about Lightborn. Somebody made a thread announcing that Lightborn Is Valid in response to some salty gamers, and somehow this spawned a ton of follow-up threads, reddit posts, Scott Jund making a video on Lightborn, etc.

    It's very common that when I bring Lightborn, I get complaints/insults (I bring it if I see four flashlights, I assume it's a SWF and they plan on going hardcore nuisance), but not once have I seen that "I deserve to be able to blind the killer and the killer's a pussy for bringing the perk" attitude on the forums, where we're all slinging shade at absentee dissenters.

  • Man, they've been gone for five hours and I miss them already. :(

    One for the road. Last night, I was playing Plague and leaving any survivor alone if they jumped into a snowman; whether they were using them in chase or just playing around, snowman = me twirling around for a bit and then leaving to find someone else. I got the same Zarina twice in a few matches. She was playing serious in the first game, but saw me vibing with another survivor in a snowman and joined in for a little bit. On the next game, she must have recognized me from my outfit, because she got really excited to see me again and went straight in the snowmen as soon as she saw me. Snowman best buds~

  • Sparing the last survivor is fine. Seeing the remaining two survivors, going "I like this Dwight, I'm going to find Meg instead" and ignoring Dwight to kill Meg and give Dwight hatch is fine. Seeing the remaining two survivors, going "I like this Dwight, I'm going to get him to use his aura reading to find Meg for me so I can kill her and let him go" is where it's an illegal move.

  • Demo, Billy, Doctor, Oni, and scratched mirror Myers (with an indoor map, of course.)

  • This is a dumb question, but are you already at tier 70? If so, you can't receive more rift fragments.

  • It's a perfect middle ground between Ruin and Pop in terms of RNG and effect. I really enjoy using it - going against it can be infuriating when people decide to hook trade at a scourge hook, though.

  • I just had a slug race fall to pieces because I forgot Exponential existed and couldn't figure out how everyone was picking themselves up without Soul Guard.

    So there's that angle.

  • I've always judged rare killers relative to how often I see any given non-meta killer, so... yes? But not in a way that makes it impossible to tell who's the least loved. There's just more variance in the bracket of people who aren't playing S or high A tier killers.

  • Implying Flip-Flop is the problem here when Buckle Up lets people see when other people are ready to be picked up, and you're slightly less likely to see a survivor stop mid-chase to heal someone with only 40% progress. How am I ever supposed to slug again?

    For shame.

  • @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2711062#Comment_2711062

    Global Eh? Maybe I should equip unrelenting and mad grit and just swing for a whole match..

    Oh god, you're evil.

    ...I want to try it.

    But can confirm this is a thing; when you play against Nemesis, you get inexplicable global sound cues, particularly when he's chasing someone. It's either when he punches or tentacles, though I'm not sure which one.


  • @Pulsar said:

    NOED just punishes Solo Q players whilst not doing anything to SWF....

    So unless you really struggle against Solo Q, I'm not sure why you'd run it.

    This. It's a pub stomper perk. SWFs will split up and find the totem quickly, then BT rush you, or if that's not feasible for some reason (say, NOED is right next to your hook), the person on hook will call it and everyone else will bail cleanly. Even more experienced solos know what to do and will fan out to hunt the totem, though they won't be as quick as SWFs. NOED's peak effectiveness is against the teams that aren't very hard to kill anyway.

    It's better not to rely on NOED because it's something that won't carry over very well once you end up in higher MMR, which all the lowbie stomping will cause.

  • @XxDamianThornexX said:

    https://forum.deadbydaylight.com/en/discussion/249935/return-the-ability-to-give-up-on-hook

    This whole thread is kinda toxic. Killers crapping on survivers mainly, why does this community have to be so ######### sometimes? Its gone so can we all just say its done with XD?

    This is a thread from May? Why did you bring this back up? The switch to skill checks happened ages ago and people have adjusted, and it certainly hasn't stopped players from suiciding on hook; there's nothing more to discuss.

    (Also, this was mostly people attacking ragequitters, who screw over both sides with their antics. If anything, survivors suffer way more from RQers than killers.)

  • Removing the timer would encourage certain players to never do anything useful in order to proc DS (think of the people that chase after the killer after a hook and crank it up to eleven - they now do have immunity, but burden their team while they do it), and even more strongly encourage killers to bleed out for the full four minutes instead of risking picking up the last or second last survivor once things start to rotate.

    Doesn't seem like a healthy change.

  • I think the skillcheck is dumb at this point of DS's lifespan. It punishes newer players and also console players - nothing like a random lag spike to invalidate a perk.

    DS isn't powerful enough to merit the skill check now that it's not a total get out of jail free card. It's not like BT requires the survivor to hit a skill check to gain Endurance, or Unbreakable to self-pickup.

  • Yeah, achievements are bad metrics of how many players have done a thing, because they factor in everyone who tried out the game for a few hours and didn't like it, or whose friends made them play it once, or checked out a free weekend.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710518#Comment_2710518

    Nope. Dwights are on my KOS list. Ditto Aces.

    If there's one player that's going to act the fool in the game and annoy me, it's generally one of these two.

    Aww. I've been playing present Dwight all month. He's my most festive survivor.

  • By default, unless I have a challenge that needs them dead or they did something in match to un-earn it - BMing, sandbagging, or letting teammates die.

    I do tend to force survivors to acknowledge that I'm being nice, though; I'm not going to let you find the hatch, I'm going to down you and drop you on it, or sit on it and only move off if you boop me or give me your item. Too often I would spare someone and get trash talked in chat because they thought I got outplayed or I didn't see them. Visibly giving hatch tends to calm down people/teams who were otherwise salty about how the match went.

  • Map updates would be great if they actually looked at map balance instead of slapping a few breakable walls in there and making it daytime for some reason.

  • Doing God's work, here. I'm not usually one for spiting teammates based on bad plays in the match, but teammates that consistently do nothing don't deserve to be saved - at that point, it's behavioral conditioning and they need to learn that they have to contribute in the match. I don't want to enable corner crouchers to think that they can escape with that strategy.

    Kate has no grounds to report. She wasn't entitled to you saving her any more than those other teammates were entitled to being saved by her.

    Solo queue MMR is pretty hellish for this reason - you get caught in a downward spiral where you really have to struggle to escape when you get paired with these kinds of teammates, and it doesn't matter that the killers are also weaker because the teammates barely cover the basics of gameplay.

  • Kicking this back up because I still want this feature. Store browsing isn't very smooth, especially between characters, and earning shards is too slow to get through your to-do list in one go. For example, I bought about half the things in this old list from May, and I forgot about most of the other half.

    Though I'd also suggest another store feature - the ability to try on a new top/head, bottom/body, and hair/weapon at once. Like a 'lock' feature for each slot of the displayed character within the shop. Currently you can either try one piece juxtaposed on your character's current outfit, or a full set. There's no ability to try several pieces you don't own, which can be a shame if you're looking to buy two non-set pieces together and don't know how well they actually mix.

  • I have no issues with pinky finger. Clown's pretty weak, needs lethality in his kit, and, well... it's an iri addon. Iri addons are supposed to be powerful and having them be iffy, not-really-useful things is a recent phenomenon.

    I wouldn't care if it took a bottle or two away from his supply, or if they changed it so that bottles thrown when the survivor is directly in front of you don't count, but more nerfs than that and you're just kicking a bad killer while he's down.

  • Aww, I love Scoopy Steves. To me, he's tied with Dwight for 'likeliest for all four survivors to be identical and then approach the killer as a memelord pack.'

    You're dead on about Ashes, Bills, Megs, Davids, Claudettes, Nancies, and Neas. Nancies are the likeliest to ######### about their teammates in chat for me. Fengs are either baby console players or flashlight-wielding, brightly colored monsters able to compete with Neas for sheer BM-per-second output. Fengs are by far the likeliest to ragequit. Mikaelas are the hybrid child of Meg and Claudette - generally on the derpy side, sometimes aggressively and sometimes panicky, and they prioritize boons to a self-destructive degree. Always the one who blows up Haunted Grounds.

    Felixes always seem so mild-mannered to me. They're very neutral. I don't get BMed by them, but they don't do cute things either. They just play the game in a well-rounded fashion and quietly exit at the end. And I sometimes see the Aces you're talking about - Aces in general always seem like pretty strong loopers - but I've met plenty that were pretty calm, behavior-wise. He's not like Nea, Dwelf, or pink bunny Feng where I expect them to be toxic.

    You missed Yui - I find they're often aggressive, but not necessarily as good at backing up their bold plays as some others. Tied with Ash for most likely to bodyblock and take protection hits. Relies on you falling for her Decisive Strike.

    Adam is a cryptid.

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/2709319#Comment_2709319

    Of course not, you don't run Iron Maiden on every killer?

    Gotta have it. No other perk lets you conduct choirs of screaming survivors in the shack.

  • @Mooks said:

    With some adjustments sure. They shouldn’t be a third health state and shouldn’t screw over certain killers…

    Also, add the pumpkins as well. I liked those.

    make the snowman/pumpkins their event skins and give them generic skins as well.

    i do think events shouldn’t introduce new mechanics when the base game is in dire need of those. Events should be skins for various things in game, login rewards, earnable cosmetics, event tomes etc.

    I liked the pumpkins too! Sometimes I'd drop survivors in front of pumpkins if I was feeling nice, and they were hilarious gambles to kick mid-chase. And they were the kings of making the 2-minute EGC countdown not feel like a waste of time.

    I think new mechanics for events are great, though, and I'd like to see more of them. They make great test beds if nothing else, and they shake things up and help make the gameplay actually feel like an event.

  • Please yes. The censors constantly censor relevant words and they prevent me from understanding what anyone is saying far more than they protect me from language I can deal with anyway. Who thought censoring "kill you" was a good idea in a game about killing people? Not to mention a bunch of characters and DBD terms being impossible to say for some reason. "I prematurely ended the life of the Korean survivor because she was drink that isn't coffee bagging me."

    I never really cared about people calling me slurs in and of themselves - to me, somebody calling me a slur is the same as someone calling me a ######### idiot or trash. It's all someone being generically rude on the internet. If you're going to show me some of it, you may as well show me all of it so I know who I can actually report.

  • The issue with this is that most killers would turn SWF off. Which is understandable, because basically all abusive or blatantly unfair killer matches come from SWFs and many players want to avoid dealing with that... but SWF queues would take ages as a result, and BHVR's never going to do that because SWF is too popular and the survivor playerbase would risk collapse if you could no longer play with your friends. The killers that would enable SWFs in their queues would always get matched with SWFs as a result (too much traffic to funnel through too few valves) and I guarantee their builds would be sweaty as hell. And most SWFs aren't bullies or even especially good at the game, so this would punish a lot of players who haven't actually contributed to the issue.

  • Some old neverused perk now lets the killer see where boons are lit.

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