Laluzi
Laluzi
About
- Username
- Laluzi
- Joined
- Visits
- 4,175
- Last Active
Comments
-
@crowbarman said:
@Laluzi I agree that most t-bagging is probably toxic, but you correctly call out the strategic use cases where it can be a tactic to try to pull off a tunneling killer from a survivor (same for clicking). Sometimes it does need to happen. For example, I looped a killer for a long time and they chose to stay with me - didn't t-bag at all. But after 2 hooks he kept coming for me. The team really went all out to try to distract him, and in that situation I think it's fair game.
But intense t-bagging and flashlight clicking, let's say after getting a stun at the start of a game, is simply meant to annoy, and fits the definition of toxicity.
This is why I've generally said that it's not possible for the killer to be toxic, except for possibly some excess hook swings (which in reality doesn't imply much meaning, but whatever).
It kind of depends. The situation you described is the only situation I'll ever tbag the killer, and even then the times I've done it have been limited to after the killer already downed the player I wanted to protect (because otherwise I'd rather try to get in the way), but at the same time, you'll get players that follow the killer around constantly clicking and tbagging because "they want to draw aggro", which is true and they're usually good loopers who can buy a lot of time for their team if it works, but it's also on the overly provocative side. I also find those particular players are likely to BM in chat/gates anyway, so I'm a bit 50/50 on strategic BM as a whole; I 100% understand trying to protect a vulnerable teammate, but I suspect a lot of the players who say they tbag for strategic reasons really do it for both reasons and then duck behind the acceptable one as a shield.
As for killer BM; hitting on hook more than once, nodding at a hooked player while facecamping them, or bleeding out without a gameplay reason (DS, Power Struggle, advanced wiggle progress, hook dead zone.) That said, most killer BM is determined in endgame chat because it's hard to tell intent - the killer who hard camps and tunnels a player and then goes "GGEZ lol its ur fault for going down git gud scrub" is toxic, but one who doesn't say anything or just says "GG" is just a normal player doing normal player things.
-
@Mandy said:
I honestly feel that the word "toxicity" has lost it's meaning completely. Pretty much the only toxic thing is insults/slurs in the after game chat.
Camping/tunnelling/tbagging/flashlight clicking is not toxic...these are things in the game.
And whilst you don't believe people are banned, if you saw how many messages that moderators get, and how many posts we have to delete due to people trying to appeal or complain about their game ban publicly, you wouldn't say that. Hate speech is bannable - they are temporary bans that do not show on their profiles (referring to Steam profiles here), consoles have their own methods for dealing with hate speech, as there's no in-game chat for these platforms. We do allow a certain amount of "smack talk" which is inevitable in only games, things like "gg ez" "baby killer" "noob" "learn to play" as well as swear words are not bannable, these are part of online multiplayer games (and yes people do report these type of comments).
I really can't understand BHVR's indifference to this. Camping and tunneling are one thing, because they're strategies that can be necessary for a situation in the game (though I would also argue there are killers that use these actions for the purpose of griefing, and aren't shy about the fact that they're trying to stop survivors from having fun - it's just that you can't really stop them without stopping legitimate uses of the tactics, so it's a tougher issue.) Tbagging and clicking, though? There's no point to it. It's purely to be obnoxious, even the 'strategic' uses of it bank on people finding it obnoxious, and it's gotten so ingrained in this community that it's become an expected behavior. So much of the negative feeling in this community and the outright resentment between both sides stems from extraneous behavior done to mock or troll. You say trash talking is okay, but is it really okay when you encounter it every other game (as killer, anyway; I find killers tend to be more quiet opponents than survivors)? Because that signals to me that something's wrong.
Defending it - what good does it actually bring to Dead By Daylight? I'm not saying we should mechanically remove tbags and flashlights, or make GGEZ a permaban, but I don't think leaving the community in this position where this behavior is baked-in, expected, and preemptively punished by angry players is healthy for the game. Some means of admonishing excessive amounts of bad behavior, or rewarding players who are perceived as good sports, could go a long way to cleaning the place up.
Also, the game's definition of 'holding hostage' doesn't really extend to all situations a griefing survivor team or killer can do, because the rules are fine with it as long as the game ends eventually. You can have a SWF that completely outclasses their killer and won't complete the final generator until they've had their fill of dunking on the killer, which lasts basically until the SWF gets bored or the killer gives up and stands in a corner (which can lead to hour+ long games.) Or you can have a killer that takes the last survivor, brings them to a deadzone, and makes them wiggle off so they can down them and pick them up again (and bring them back to the deadzone.) This can go on for as long as it takes the bleedout timer to commence, which is long when they're only on the ground for a few seconds each time. But the survivor theoretically has a chance of reaching the hatch, so it's not hostage taking.
-
Can confirm, it's been broken since Dead Hard got moved to hit validation. I'm assuming the problem is linked to how it registers now.
-
@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2701562#Comment_2701562
I love how this is something killers have complained for years that survivors will always and I mean always hang around until the very last second or they are forced out just to drop a few bags on a killer
And typically we'd get responses like just force them out or ignore the bm it's pixels moving on a screen
But now that it's a survivor problem suddenly it's a problem
I love this community sometimes
...? I complain about this kind of behavior constantly from the killer side. I play 50/50 but I identify more with killer issues than I do survivor ones.
It doesn't have to be an either/or. Some things are just crap.
-
As killer: When I spare a survivor and they tbag and talk ######### in the endgame chat anyway.
As survivor: Teammates that don't do anything or sandbag the team. Also killers that are blatantly playing to farm salt.
-
@th3 said:
I used clairvoyance to complete it and it works really well if you are in a pinch.
That's actually quite a nice idea, thanks! Not as limited in range as Left Behind and doesn't eat up an item supply.
-
@Trickstaaaaa said:
When there is a hatch challenge SWF is the way to complete it :-)
The fact that there's challenges that soft require you to play with a friend group in order to get them is terrible. SWF should not be mandatory.
(And hatch still isn't as bad as Dark Senses...)
I just find it deeply obnoxious that I can't get a challenge done solely because of my teammates' insatiable, compulsive lust to butt dance in the killer's face.
-
You know, it's interesting that you mention this. I haven't experienced any such issues personally, but there was a friend I was trying to give an anniversary flashlight to a few weeks back, but after two escapes and a third game with a White Ward, they never came through and the character he was using (Steve) couldn't keep them. They always disappeared at the end of the trial even though he escaped holding them.
I didn't really think much of it at the time, but I wonder if this is related?
-
I'm not sure it's his footsteps - I think it's when he either M1s or uses the tentacle. One of these cues is mapwide, but it's hard to tell which (since if you're close enough to tell what he's doing, you can hear the audio normally.)
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2701179#Comment_2701179
I don’t think it’s ever actually detrimental to get rid of chests, not like the Shroud of Separation which literally starts the survivors in an optimal position of all four people potentially being of different generators.
Chests are generally a waste of time unless the survivor has a chest plundering perk. Many of the items that can be gotten are a net neutral on time or get less time back than they give. Keys are always bad, non-rainbow maps are bad, flashlights encourage survivors to waste time in and of themselves, and IIRC toolboxes below green don't break even with the time to open the chest. The only unambiguously good thing to find in a chest is a medkit. And even the impact of medkits is dampened in the era of CoH since everyone's self-healing anyway. Still good, just not as game-changing.
It's not as bad as the Shroud of Separation, but having chests around tempts survivors to spend time off gens, and not usually in their favor since browns and yellows are by far the most common result unless Plunderers or Ace in the Hole is in pay.
-
@dugman said:
This post actually got me curious, I wonder how often killers use Cut Coin to reduce the number of chests in a match? Sometimes I’ll use one for the heck of it, usually I stick with generic Bloodpoint offerings or hook distance reducers though. I made poll with this question just now, it’ll be interesting to see if I get responses either way.
The only time I ever consistently saw Cut Coins in play was during that glitch earlier this year that improved item loot tables (baseline Plunderers, I think), to try and prevent keys from showing up.
Other than that, it's like the Shroud of Separation - ranges from useless to actively detrimental to the killer.
-
I like Wraith for BP farming, since he gets good BP and his bingbong is a good way to signal to survivors that you're being silly (as it can be difficult to signal to survivors that you've stopped playing for keeps and want to be friendly now after a full game of normal gameplay.)
I think the only bad choices are Myers, Pig, and Plague. The latter two for bad BP gain, Mikey for bad BP gain and also added distrust since you can stalk survivors for tombstone while appearing harmless and most survivors are wary of that. Pig's kind of the opposite, though; people are happier than usual to meme with her, so there is that.
-
I'm usually compassionate, but I'm especially nice to survivors that seem new, or who generally seem like good teammates and try to run interference in chase/bodyblock if I follow them to a hook. Tbaggers and flashlight clickers get no mercy.
-
There's definitely something wrong with Nemesis's audio currently. Every time I've played against him, his 'punch' sound effect is global and you hear a thump every time he hits something.
-
I'm not sure about applying these to Pig's boxes. Doing that for 12 seconds, with failure potentially meaning -50% progress loss, injury, or deep wounds depending on addons, would be kinda nuts.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2699996#Comment_2699996
How does it go well with Ruin? Gens that are blocked stop regressing.
I guess survivors don't necessarily know the moment when gens stop regressing, so you'll get a little global regression after they unblock but before people relocate on their gens?
It's not the greatest synergy, though. And I prefer NWO to Grim Embrace simply because the numbers are better. They're both game delay with info, but in my games where I used Grim Embrace - which wasn't that many, admittedly - I didn't especially feel the value out of it. I chased the obsession and the other survivors healed up, or someone blessed a totem. It's nice nobody did gens during that chase, but the time wasn't wasted.
-
New content generates more hype than game health chapters. It's mostly the diehard players that care more about game health than shiny new stuff, especially shiny new licenses that are excellent for pulling in new players and filling out that bottom line.
As much as I'd love an extensive balance chapter, the midchapters will have to suffice.
-
@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2699553#Comment_2699553
There's a lot of opinion in your response, and I can respect that, I don't expect everyone to see eye to eye with me. But let's talk about interactive.
Me and my friends encountered a camping Bubba, he got the first hook late, because the survivor did what they were supposed to and pre-dropped every pallet and it's mom. So we have a single sacrifice state left with all gens done, and we spent a good 15 seconds theory-crafting how we were going to save this guy. It was a full on military operation, complete with flashlights, endurance perks, distractions, and what ended up being a very mad dash to the exit gate by four survivors screaming their heads off in discord.
'Interactive' is subjective, and often less limiting to those who choose to not look at everything in this game like it's binary.
Then this might come down to the differences in solo and SWF gameplay. Whenever I play against a camping Bubba, the full extent of what I can do boils down to "pray all of my teammates know what to do and don't feed him or ragequit." Trying to coordinate a solo rescue is completely impossible because you don't know what perks the other players have, nor can you communicate intention. Even if I happen to have Head On, I can't explain to someone that if they lead the save, I can get in the locker and bust out into Bubba while he's swinging. If the camped guy has DS and Soul Guard, or if they have Camaraderie and want me to run past shack, they can't communicate any of that to me. Anything more complex than "you go there" or "come here" doesn't translate and stopping a basement Bubba does require extremely coordinated and mindful execution.
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2699583#Comment_2699583
You do realize though that could be 3 minutes into a match with only one chase.
I feel like CoH has alot to do with this lately. I think most killers just figure that there's at least one CoH in the match and if you let that survivor go they will just got heal quickly and remove all that work you did.
I'm definitely not arguing that CoH is busted, but I'm just answering the thread. Whenever a killer does something that I'd find understandable in my gameplay as killer, I'm cool with it. If someone does something I really wouldn't do, and it seems unnecessary for the situation and overly mean-spirited, then I might get pissed over it (though pissed enough to complain in chat, probably not.) I don't think that's a super inconsistent stance to take.
I get tunneling most of the time, but I get irritated when the killer's playbook seems to be to singlemindedly delete the first player they find and ignore every attempt to draw aggro. I get tunneling at 2 gens, I don't buy its necessity at 4 gens even when I recognize its utility.
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2699167#Comment_2699167
Free hits aren't even as close to as valuable as a down especially with CoH. Sometimes a player just as to go. If I'm in one Chase and gens are done I'm tunneling that person out. Having 4 survivors alive at 1 gen is almost impossible to win and its super sweaty and stressful. Survivors complain about tunneling but 3 gens in 2 minutes means the survivors have set the tone of the match and I have to match that if i want to win.
I understand tunneling when it's done at 1-2 gens left. I'm more talking about 3-4 gens left and a killer that refuses to chase or attack anyone else until the first person they find is dead.
-
@foxsansbox said:
I personally think Insidious Basement Bubba is healthy:
- Much different playstyle from rest of roster
- True fear if you're caught first, bigger benefits of immersion and stealth
- Will he stay in the basement? Will he come out? Will the non-SWF survivor fall into his web of deceit and treachery? These are all portent realities
- Very real spread of 0, 1, 2, 3-4K based on logic tree of killer and survivor, as opposed to the almost binary 0/4 we commonly see.
- INSTANTLY exposes salty survivors who don't like the killer being a power role for even a single game
In order?
-I'll give you that one.
-I wouldn't call it fear. Spooky Myers is fear, or Plaything when you're a one-tap. Basement Bubba is exasperation, because you know no matter what that this game is going to be uninteractive. I'm not afraid of ending up in the basement, I'm aggravated because I'm obligated to waste the next two minutes of my life with a guaranteed outcome. Also, you say stealth, but one teammate immersing automatically dooms the rest of the survivors. Basement Bubba forces survivors to gen jockey like their lives depend on it, because they do. If 3 gens aren't done by the time the first survivor expires, GGEZ and maybe someone gets hatch.
-Implying he ever leaves the basement when somebody isn't mucking around directly upstairs, gates power and NOED activates, or his current victim dies. That's not how it works. There is no guessing game. They don't leave.
-I see a spread of kills in my games anyway... and considering I play solo queue, Basement Bubba is an immediate 3k with hatch/4k if a single teammate doesn't know what they're supposed to do. And it's solo queue, so there's always at least one. But I digress; 0k is only possible if the Bubba literally does not know how to play the game and never manages to down anybody, or nonstop hits on hook so that survivors can slip in and save between cooldowns. When he has a down, Bubba has to overtly ######### up in order to lose it.
-There's a major difference between being a power role and what Basement Bubba does. If this game was just pure "do gens" or "stare at a wall for two minutes", nobody would play it. There's minimal interaction or excitement. This playstyle is only mildly more engaging than having an AFK killer, because it completely removes every aspect of survivor choice. You loop and try to go down away from the basement or you're screwed, you slam gens or you're screwed, you run to the gates and hope he checks the other one first with his NOED or you're screwed. About the only binary choice that exists is whether to wait at gates or look for hatch; everything else is a rigid playbook where if you or any of your teammates fail to adhere to it, everyone dies. If someone kills themselves on hook, you all die. If someone tries to save, you all die. And if you make it out, it was a bum game where you didn't get to do anything entertaining or earn any bloodpoints. The only situation where you get to have a chase and also survive is if the Bubba just bought DBD today, or if you did a couple of rounds around a jungle gym while somebody else opened the gate and then tbagged out.
Like, if a killer finding you meant instant death, they'd be a power role and nobody would want to mess with them, but that doesn't mean it would be good design. They got rid of old moris for a reason. They got rid of bodyblocking the basement for a reason.
Whether or not anything should be done about him, I don't really know, but I strongly disagree with the notion that facecamping Leatherface is healthy. It creates a profoundly uninteractive game on both sides that no matter what has a guaranteed 0% satisfaction rate for four of the five players - or if there is any satisfaction, it doesn't come from gameplay, but rather schadenfreude and vindication, which aren't really sentiments that should be encouraged. And from the one player that is having fun - every basement Bubba I've met minus maybe two, the impetus of them doing it was specifically to farm salt off the survivors, which isn't healthy or something to be encouraged either.
-
It's gotten to the point where if I find a Bubba, and they're pretty common, 90% of the time they have Agi/IG and camp basement. Bubbas that actually play the game have become a rarity.
I've really come to dread Bubbas because they're just harbingers of wasted time.
-
Bringing this back up because god in heaven am I rubberbanding today. Every survivor game, it's happening. The game will be playing smoothly and suddenly I'll start rubberbanding like crazy for the next 30 seconds, then it goes back to normal. Last game I got stuck to a generator and couldn't stop repairing it, though the progress remained at 0%. A Trickster came up to me and hit me and it went right through me.
Anyone else seeing this?
-
I've been playing since February this year.
Survivor: Dwight, Claudette, Jake, David, Tapp, Jane, Steve, Zarina, Cheryl
Killer: Wraith, Pig, Plague
The first were Claudette and Plague.
Got plenty of P1s and P2s too - when I get to level 50, I have to use up all of that character's good addons and offerings before I'll prestige them, which is why my non-main killers are slower to prestige than my survivors. Nemesis and Doctor are both on the cusp of being P3, but I need to use all their cakes first.
-
@Phasmamain said:
Clock tower
Exactly what I came here to say. Clock Tower pretty much founded the stalker genre; Scissorman and Jennifer would fit so well into this game. DBD is made for emulating that kind of gameplay.
The spiritual successor, Haunting Grounds, would work just fine too (since Clock Tower's sequels went gradually further off the rails), but I think the original would be more iconic.
Barring that, I'd have a stroke out of sheer happiness if [PROTOTYPE] ended up in the game; Alex Mercer and then either Dana Mercer or Captain Cross.
-
CoH killed a few of my favorite killers and perks, and survivors consistently behaving like asswipes dampens my enthusiasm. I don't want to feel pressured to win if losing means I'm invariably going to get taunted up the wazoo (and winning means I'll get lectured on every reason why my win was invalid.)
I still play killer, but I can often only get 3 games in a night before I've had enough.
-
I get salty about tunneling if it's a case where other survivors are offering the killer free hits and the killer refuses to take them because they're that focused on deleting one player.
Otherwise, it's pretty understandable. Especially when the rescuer disappears into the aether or the unhooked player tries to bodyblock with BT.
-
@LoneSlinger said:
I dont really have much to add to the discussion but I just find it funny and a bit weird that all the people saying
Bming is a bad thing and makes you a bad person got banned or jailed
And all the people defending it got nothing
Again nothing to add I just found that rather odd
Like I don't think I would ever see that on any other game forum is all I'm saying
Not that I think it has any correlation with the moderation (I'm assuming it has to do with the rhetoric used, because at least some of these bans, I understand why they happened), but... hypothetically, the playerbase being fine with high levels of toxicity would be a good thing for BHVR, because it would mean they don't have to do anything about it.
Man was this thread exhausting to read, though. Faith in humanity takes 1d4 damage. Just because something isn't as bad as something else does not make it okay, or people pathetic for disliking it.
-
There was originally a slew of addons planned for firecrackers, but they got removed when firecrackers were relegated to event status. (It's also probably because they're one use items, unlike everything else.)
Short fuse would be terrifying, but long fuse would have some really neat potential because you could throw it before the killer knows it's there. Random fuse would basically be useless, though, since timing is so crucial with firecrackers and flashbangs.
-
There's a well in the teaser. I'm guessing she'll be a teleporting killer.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2698169#Comment_2698169
He had the add-on that decreased stalking by 20%. But doesn't the Judith's Tombstone increase it by 200%.
Judith's Tombstone is +200%, Fragrant Tuft of Hair is +200%, and Tombstone Piece is +150%.
Tier 2 is 5 points and Tier 3 is usually 5 points. Judith's and Tuft make it 15 points (both is 25) and Piece makes it 12.5 (nobody pairs it with either of the other addons, so the advanced mathematics portion doesn't apply.) Each survivor has roughly 10 points of stalk in them, so baseline T1 to T3 is one survivor fully stalked, T1 to T3 with one of these addons is 2 survivors (with Piece being slightly less, 1 + 3/4 survivors), and the double whammy combo being 3 survivors.
You can't have been the first person found, but don't underestimate J. Myers Memorial; that addon really does crank up the rate at which he gets stalk off of you.
-
Was he using J. Myers Memorial or Judith's Journal? Those will increase the speed of his stalking; the latter is especially drastic if you're the obsession.
Other than that, he probably got fed off someone. Infinite T3 without tombstone only requires you to fully stalk 2 survivors. You can't really know if he found some other people between his spawn and you unless you spawned with all the other survivors.
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2697948#Comment_2697948
If it’s similar to Spirit and makes Spirit irrelevant I’m uninstalling.
The funny thing is, Bubba didn't make Billy irrelevant. Bubba was far, far worse than Billy for the longest time, and while Bubba's buffs helped switch their positions quite a lot, Hillbilly's fall from grace had a lot to do with his nerfs and other killers being released that did his mobility job better than he did - Oni and Blight. And Bubba and Billy still do have very distinct playstyles despite Billy loosely being inspired by Bubba Sawyer.
I can understand your caution, but just looking at the trailer, it looks like her power will have something to do with the well. I'm not concerned about her being mechanically similar to Spirit at this stage.
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2697908#Comment_2697908
Because Spirit was mostly inspired by ring girl and I assume she’ll have about the same power just like Bubba and Billy.
Bubba was really rushed, developmentally. I'm not too worried; things are a lot more polished than they used to be, even if the balance can sometimes leave things to be desired.
Spirit and Samara are both yurei, but that doesn't make them clones of each other. Rin definitely seems to be more of a 'will materialize behind you and physically hack you to bits' type of vengeful ghost than Samara is, because what she does has always been a more psychological, insidious sort of haunting. Rin was a fencer in life and has a whole wrathful ancestral curse deal going on; Samara's deal is more neglect and depression iirc.
-
We really don't know what the new killer will be like at all, mechanically speaking. There's no reason to get this worked up about her power at this stage.
-
@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2697787#Comment_2697787
Punishing people for wanting to play the game with their friends is a horrible idea that will just turn away a large portion of players.
Instead, the developers need to buff solo survivor to the level of SWF and buff killers accordingly to compensate - which is what they said they were going to do a while ago now.
When did they say that? Every bit of feedback I've ever heard from devs/mods on this topic suggested they were trying to pretend the SWF power disparity didn't exist and they had no plans on addressing it.
-
I haven't had issues going against her, but I don't think I've gone against one that seemed particularly ingenious with her power, just kind of average what I'd expect from an Artist.
It's really hard to get a mapwide health state with her unless the survivor's super readable - like, runs in a straight line with repelling crows readable. It's really easy to avoid that and feed her bad information the same way you'd trick BBQ.
The one thing I think she does too strong is being able to camp NOED from a hook. She can also camp Devour Hope this way. Either way, she makes the totem impossible to cleanse by resetting the action bar with every injure.
-
@Avilgus said:
Honestly, it could be a purple or iri addon.
It'd be a hell of a lot better than applying Hemorrhage, of all the purple addon things.
I think this would be pretty nice. It still doesn't make Torment inevitable, since his M2 is pretty easy to dodge as far as attacks go and you can often force an M1 if you really don't want to be caged.
-
@Jejune said:
So possible permanent +10% speed increase. (Since escape chance is static you have a chance of being stuck there forever if no one comes to get you out.) HMMMMMMMMMMMMMMMM
There's a maximum of 6 tries before you escape the trap. You're only really 'stuck' in the trap if he has honing stone.
I think this would make a fun addon. Unsure about basekit, though he does need buffs.
-
The normal TR really kills him. He's a 110 with no mobility and a range-limited projectile. Huntress has a huge lullaby because she can damage you from a really long distance. So can Trickster, although he's worse at it. Deathslinger can't do that and the element of stealth was a necessary design balance for the downsides he has over other similar killers - very limited shots, precise hitboxes, more slowdown to shoot. Right now there is zero reason to play him over Huntress. There just isn't.
Give him a 24m lullaby if M&A was that much of a problem, but please get rid of the normal TR.
-
@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/2697618#Comment_2697618
I disagree i feel like running it offensively is the only way to play it after the nerf. aka getting healed by someone and then interupting killer in chase so that he procs it unknowingly. Otherwise its waste of the perk since you can wait out the timers, while also proxy camping the slug.
I find that killers are more likely to risk DS since less people run it. There's not an awful lot of waiting out going on in my survivor games.
While I've eaten a few surprise DSes, the best way to handle it on the killer side is to just pick a different target. If you follow the new chase to completion, DS will probably be over with by the time you've downed and hooked the next guy and then had a chance to find and down the earlier one.
If I see a recently unhooked player behaving aggressively towards me, like obviously trying to get me to chase them again or bodyblocking past BT, I assume they have DS and slug them.
-
Most SWFs are fine; it's the ones that bring quad toolboxes or medkits in the lobby that you should worry about. Or quad flashlights, because this doesn't necessarily mean that they're good, but it almost indubitably guarantees that they're the type that wants to dunk on the killer and they will be the saltiest bastards alive whether they win or lose.
-
I'd be fine with this. DS is very difficult to use offensively in its current state, so I wouldn't mind increasing its defensive properties, especially in the absence of other anti-tunnel perks.
-
The slightly/moderately/considerably/tremendously was always incredibly inaccurate. In some cases, tremendously meant 30%, and in other cases it meant 3%. It was likely those two medkit addon lines being held to different standards.
Consider that the suture shares its healing speed boost with the needle and thread, which is a yellow and the first addon in its line, and it might copy its "slightly" from there. The scissors are also a yellow, but they're the second in its line.
It doesn't make any sense, but neither did the nomenclature for describing percentages, so... shrug emoji.
-
It's kind of pointless? Sometimes it's an irritant because the killer doesn't have the ability to move from the area (it's the last generator under contention, or the exit gate), but in most cases it has little effect.
I think scourge hooks should regenerate, but on the whole I never understood the point of the mechanic. The killer doesn't really choose where survivors go down; the survivors do, and the killer can usually choose 2 hooks they can go on from there.
-
I was having that same issue in a few games yesterday when it's a problem I never normally face, but I'm in east US. Most of my matches are behaving fine, though.
-
@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2696981#Comment_2696981
C3's art deserves dirty killer-like tactics to get more views. They're that good.
https://forum.deadbydaylight.com/en/discussion/comment/2696979#Comment_2696979
@Laluzi, make sure you @C3Tooth so they see the praise, as I just commissioned it.
Oh, I thought C3 was the one who posted the thread. xD Whoops. Recognized their art style immediately; it's always a joy to spice up the DBD-day with these.
-
Man, I always love your sketches. Huntress teaching Spirit how to deal with bullies while Nurse "there there"s the newcomer after a rough match... adorable.
Sorry, Jane, you can't really take it up with the manager here in the Entity's Realm.
-
I would love this. We can always use more shards, and it's a little annoying to max the rift early and then get blanks for the rest of it, especially when there's shard giveaways.
-
@Greencoffee73 said:
https://forum.deadbydaylight.com/en/discussion/comment/2696583#Comment_2696583
No, not that! I meant a short amount of free auric cells for everyone, during this winter event or something like that.
Generally BHVR can't do this because auric cells allow you to purchase licensed content and licensed content is backed up by royalties - so if they give you some auric cells for free and you use it to purchase Bubba's pretty lady outfit, or you buy Freddy and Quentin, they're losing money (not 'you could have paid for that' losing money, but actual 'we have to pay the license holders' losing money.) Giving out bits of auric cells to a few users in giveaways is doable, but giving auric cells to everyone carries too hefty a cost to be feasible.