Laluzi
Laluzi
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- Laluzi
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@Yords said:
Went in this post all excited only to see I didn't make the cut :(
You're the first person I think of when I see an Oni pfp, if that makes a difference!
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@Archive512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2695969#Comment_2695969
is it a fair assumption to say that the reason that daytime queues are longer is because killers dont want to go through the stress of click clack meta perk survivors?
Eeeh. While there's an element of that, and most killers are aware that survivors get sweatier at night, killer queues are longer in the daytime because some of the people who switch to SWF at night will get their killer gameplay in during the day. When they're alone, they play killer, not solo survivor.
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It's a well noted phenomenon. Nighttime favors SWF more because everyone is home from school/work/whatever business they had that day and friend groups can coordinate. Daytime favors solo because fewer people you know will be available to play with you. It's also linked to killer daytime queues being longer and nighttime queues being instant.
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If you're asking how BHVR could improve the grind, there's so many ways they could do it. Remove perk tiers. Increase the number of perks per bloodweb. Remove ineffective offerings (blueprints, fog, luck, broken keys, cut coins... shrouds mostly need to be switched between killers and survivors.) Make all item purchases cheaper. Increase the amount of bloodpoints earned per match, especially on the survivor side.
If you're asking how you as a player can improve the grind... yeah, pretty much BBQ. Avoid unlocking teachables you don't want to use. And play killer, because they make more bloodpoints on the whole.
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Snowmen are mostly a problem if you're playing Twins or Ghostface in particular. But I agree that you can't understate the frustration on the survivor side, either - for every smart play I've seen a teammate make with a snowman, I've had a random MIA in favor of snowman antics. Yesterday I had a match where a healthy Cheryl with Blood Pact spent three minutes dicking around in a snowman (and I know that because I was the injured obsession and she disappeared from Blood Pact's aura read) while one and eventually two people languished in basement and she was the only one who could have possibly gone for the save, because I had no means to heal myself while she was Frosty the Snowmanning across the map and the killer was proxy camping. Another time, I hit stage 2 because the closest person to me was spinning in circles in a snow suit. Those kinds of frustrating stories where the team needs everyone and someone is off playing with the event goodies for prolonged periods of time are pretty common, and they're absolutely benefitting the killer - but like you said, the killer typically can't see that it's happening. They don't chalk up the win to the event because they don't know why the team went down, just that it did.
However, survivors goofing off while other parts of the team try to work isn't an issue in SWFs... which is where most killer complaints about survivors come from. It's the usual disparity magnified - on the one side, snowmen wandering in to bodyblock a doorway mid-chase, on the other, only two survivors doing anything while the other two pantomime a snowman romance on the other side of the map.
Still. I think mostly killers are salty that there's nothing for them to do in this event; no items, no interactions (beyond hitting the snowmen, which occasionally cause a survivor to make a play they couldn't otherwise.) But I could be wrong about that.
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Would really like to see this. Most of my mains require me to scroll down before I can select them, and it was nicer before I'd unlocked enough characters to boot them off the first page. Vommy Mommy, Lady Thiccness, and Steeb must reign above all... or at least my loadout.
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I mean, I'm not condoning this guy's behavior at all and I hope you reported them, but it seems pretty clear they were pissed that you stopped them from killing themselves and chose to grief for the rest of the match to express that.
Again: that's supremely douchey and I despise players like that. But, just saying... if they happened to be on the forums, which they most likely are not, and saw you were this angry about how the match ended... they'd be pleased, because that was what they were trying to do.
Don't feed the trolls.
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2695849#Comment_2695849
You clearly don’t play survivor much or don’t loop much in an efficient way. Killers get dodgy hits multiple times a game when vaulting. Killers get grabs messed so infrequently it makes no difference. It’s also how grabs are validated, whether or not the validation works properly I can’t say but if everything worked perfectly and server based, it would benefit survivors way more than it would killers
Nice try, but I have 2000 hours on this game and half of them are on survivor. I'm an adequate looper, I just don't care if I get hit over a vault unless I was several meters away - as I said, truly bullshit hits as opposed to the bit of give I expect from the game. If it's just a little distance under a drop window and I go down, or a hit 0.75 seconds after I vault... tough tits for me, because I can't imagine how the hell I would play killer against survivors more competent than the average potato if vaulting a window always favored the survivor. Because as you yourself admitted, server validation is survivor-sided, because the inaccuracies between display distance and real distance affect the killer more. Loops are tight enough as it is; what you're proposing would invalidate even successful mindgames and force several more revolutions around every TL wall and window loop just to ensure a hit. The game is not balanced at high level play and this change would exacerbate that by making high-level survivor tactics even more of an uphill battle to handle than they currently are. I think Bloodlust would become mandatory to deal with chained window vaults, and god would that be a mess.
Being hit through a pallet was bogus, and I'll take the occasional fake scream for that, but I'm way more willing to play in a DBD where this particular part of gameplay stays far away from sever validation. Killers can at least get rid of pallets and render the issue moot if validation/ping disparity seems to be a major issue in that game.
I'm not blind to issues plaguing both sides of the game. On the survivor end, I want information buffs to solo queue and inbuilt protections/deterrents for camping and tunneling. But when it comes to this? Killer QoL is low right now and this change would be like taking a hammer to a glass window in that regard.
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2695810#Comment_2695810
Yeah because the grab gets validated when the server realises it shouldn’t have been a grab, but to not ######### the killer up it gives a hit
The swing doesn't hit because the grab freezes up for five seconds before finally converting to a swing when the survivor's already over in Tombouctou. Of course it misses; the game literally locks up when it's deciding what to do and the swing only works if the game handles it fast enough.
I don't trust validation to work properly. And of course I'm going to protest a paradigm that just shifts the problem around. Killers have been getting the short end of the stick lately when it comes to validation, but at least it's not like this across the board. Genuinely bullshit hits are a rare enough problem when I play survivor that the shift to making your in-game feedback as killer completely unreliable does not seem worth it to me. Playing killer is stressful enough without having to factor the survivor's ping into whether or not you can hit them.
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It'd become very difficult for the killer to gauge whether a hit at a vault will work or not. Visual distance is the only indicator you get, and if that's not reliable...
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People dislike Legion because you spend an inordinate amount of time mending, and also because it's rather boring to have the killer run at you out of nowhere, apply stab, and then run off to bother someone else. They're on the tedious side. Far from the worst thing you could face, though.
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I'm guessing one of them will be reworked in the midchapter. PTB for that comes out in early January.
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You lost me when you said she had less counterplay than Nurse.
Pay attention to where she aims her birds and... don't go there. Leave a loop if she sets up, and she slows herself down and gives you some distance. And if she shoots 3 birds at once, you're totally safe to repel even if you get hit, because she can't throw another bird until her cooldown is over, which is longer than the repel action.
Most of the killers you listed don't play even remotely like Artist. Hag using her power in chase is only a fraction of what she can do with it and typically a Hag scares me much more than an Artist. And Clown? Really? Of course Artist is better than Clown.
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Gotta be the Twinkster.
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You realize BBQ's the most common perk because it reliably doubles bloodpoints?
The aura reading's nice, but it's not the reason people use it over other tracking perks like Nurse's, Thrilling Tremors, Surveillance, Discordance, etc. It reduces the grind.
BBQ's also insanely easy to counter. You always have warning when it's coming. Get in a locker, crouch so that the gen is between you and the killer's location, move close to the killer's terror radius, move in one direction for 4 seconds after the hook and then go in the other direction. Or just accept that the killer may come for you if you look like an attractive target. It's not hard to deal with it, and it discourages the killer from camping and proxy camping as an added bonus.
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I'm actually recognizable? I'm flattered!
You've gotta nominate yourself for Small Game, though. Everytime I see the old small game icon, I instantly know it's you (and happily await your artwork!)
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I really like these ideas. The Trapper's one is way too strong, but I love the idea of Wraith's giving him his normal playstyle in reverse - you know he's near you, but not where or how close.
Billy's speed limiter giving a lopro chains effect in addition to everything else may be on the strong side, because it'd allow for double hits in many situations. But maybe that's the point?
Oh - Freddy's meme addon that reduces his snare hinder to 5% could perhaps make it so that his lullaby is always playing at its lowest level when you're asleep? Makes it difficult to discern when he's actually nearby, because the ramp-up of his lullaby is quite soft compared to a traditional terror radius. But in return, his chase power is useless.
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Newer killers are designed to avoid camping with their powers, older ones aren't.
The Artist's is kind of dumb because she can still camp a hook just fine at a short distance, and the restrictions often prevent you from aiming birds away from the hook area after you hook someone. I'm guessing that just got put there to avoid controversy.
PH's is probably there to avoid the mega tunneling potential of drawing torment around a hook and no matter what, being able to cage the survivor coming off the hook.
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Feels great if you're Nemesis or Nurse. Otherwise, enjoy breaking 15 safe pallets before you're allowed to do anything.
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@Jejune said:
Why can’t everybody win lotto? Because if that were to happen nobody would actually win anything
That's... not a good comparison. It's always nice to have your opponent praise you or chat amiably about the match you just played. It's not a big material reward, it's just a pleasant ending to a game. Sometimes it even sweetens up a game that went badly. Money's a zero-sum game, sportsmanship isn't.
I had a really nice endgame conversation a couple days ago with a killer using a weird build - the whole team got completely thrashed, me with it, but it was such an unusual, cool, and genuinely scary game that I still really enjoyed playing it. Apparently they usually got a lot of hate for the build and were really touched that someone had fun with it.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2694174#Comment_2694174
I feel bad for agreeing to this, but you're not necessarily supposed to leave if you're readying up. At least not go far. If you get in a round against me and you're afk, sorry but you kind of got what was coming to you for leaving. Only exception will be if I'm playing Myers, then I'll feed my stalk off you and leave you be.
I mean, yesterday I was on the loading screen for a game when a big tree knocked over in my backyard. Can't exactly blame a girl for getting up to check out a huge crash in the middle of a windstorm. I don't blame the survivors for carrying on without me (weirdly enough, I still won the game arriving in at 2 gens remaining, on Badham, with Myers - I think they were overconfident at the start and Devour Hope is a beast when it works), but there are pretty legit reasons to leave the computer even if you did sign up for the game.
So a little lenience for AFKs is nice, because you never know what's going on - granted, if someone's gone too long, I'm just going to assume they forgot about the game and they're free bloodpoints. By the time they've got noise notification crows, they should be back from a small interruption. But if they come to life when I'm in the middle of carrying them to a hook, I'll always drop them and let someone pick them up.
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@StarLost said:
Yeah. Honestly, it's not just Sloppy - it's basically every 'attrition' based style (aka: hit and run) due to the omnipresence of CoH and how ridiculously well it stacks with other healing perks. It counters several perks and...honestly, entire killers (Wraith).
I'm astonished that boons went live as they did, particularly this one. It's a souped-up Self Care for the entire team, for the cost of a single slot. So, so dumb.
The thing about CoH that proves it's broken beyond just the boon system is that it's invalidated every other healing perk that came before it. I used to run We'll Make It religiously and I had to take it off my builds after accepting just how obsolete it had become; 16 seconds is the amount of time a We'll Make It heal eats from the team, but that's exactly as much time is consumed by a CoH heal, whether it's two people together or just one, and it can be active whenever, not just by one player after they unhook. Self-Care is slower than CoH even if you have to put down the totem yourself. Inner Strength consumes the totem and takes nearly as long to activate as placing the totem and then healing yourself without extending any benefit to your team. Second Wind? You could run to the totem and heal up in only slightly more time, without nearly as many restrictions; this perk only helps you more than CoH if you get tunneled off hook, you don't get hit with BT as deep wound will eat your bonus health state, and you survive for 20 seconds. The best use of Botany Knowledge right now is to supplement a strong medkit with CoH with insane healing speeds. No One Left Behind was already dead with the introduction of the endgame collapse. Solidarity isn't worth the perk slot and never was, but especially not now - in a specific situation, the team can heal two injured people in 24 seconds, or 48 seconds of team time. CoH makes that situation take 16 seconds for each survivor, or 32 team seconds, and is less restrictive for when it's useful. Autodidact? Why have unreliable but occasionally lightning fast heals when you can always have lightning fast heals?
We're Gonna Live Forever is more of a bloodpoints perk than a healing perk, but again, CoH gives the same doubled healing speed - though I will concede healing a slug isn't a situation where you can pick your location, so it's less dead than We'll Make It. So WGLF and For The People are the only ones that still have their own niche.
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Huntress can be pretty dangerous, but she runs slower than most killers. Avoid running in straight lines or she'll easily line up a shot on you. One trick that isn't immediately apparent but is extremely important in DBD is to look behind you while running - instead of using the W key exclusively, rotate the camera to alternate behind you and in front of you and move your hand around WASD to compensate for the backwards/sideways camera angles. Takes a bit of practice, but it pays off to see what ranged/semi-ranged killers are doing behind you. When you see her preparing a throw and you're in the open, start juking from side to side. If there's a high wall, run around it; if all you can reach is a low wall, you can crouch to avoid the hatchet, though this is a difficult thing to pull off as she can move much faster than you in this state.
Generally, go to jungle gyms and buildings, but be careful about vaulting windows and pallets if she's right behind you, because she'll see it coming and prepare a hatchet to hit you while you're still animation locked. Don't try to camp pallets against her. Really, only use pallets when she's out of hatchets or right on your tail and you can actually stun her.
If she starts throwing hatchets and missing, count them. She has some addons that'll change her number of hatchets, but by default, if you see her use five hatchets, she doesn't have any more in the tank until she reloads at a locker.
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So this year, to save you from tears, you'll gayf it to someone speshul?
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2694387#Comment_2694387
Oh, I'm not saying it's good, I just think that's the thought behind it. I'd give it a secondary effect to help emphasise that you're supposed to be playing more aggressively and actively with it, but idk what that'd be.
I do think it's slightly better than you're making it out to be, there is merit to relying more on the Broken status than the Corrupt Purge if you're confident in your M1 looping skills, but yeah- not great.
Oh, I'm totally happy playing Plague either way; Corrupt Purge or extra noisy, extra visible injured survivors. There's games I'll never need to use Corrupt Purge... I just wouldn't want to bring this addon for the ones where I will need it, because when I do need it, I need to be able to react to situations as they unfold, not have survivors completely control my power. Granted, I haven't used any addons on Plague since I hit prestige 3 in favor of hoarding everything forever, but I still wouldn't use this one in its current state.
I like the idea of a supplemental secondary effect. If the intended playstyle is to rely on passive charging, while hindering your ability to pick up fountains, it could give a buff to Corrupt Purge length, or cause all survivors to scream when fountains get reset. Like, she has the one brown addon that creates a different playstyle where you infect everything and force survivors to become sick that way, but that one actually buffs what it needs to, so it works.
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@jesterkind said:
There are two reasons that this effect could be considered that I'd be able to see, though take this with a grain of salt because I don't really play Plague that much yet.
The first is that fewer Pools means they're going to be broken for longer, and if you're lucky they have to waste a lot of time trying to find the remaining Pools while they are broken so they're not on generators during that time. The second is that you passively get your Corrupt Purge noticeably quicker since that happens when the Pools all reset, meaning that not only is everyone broken for longer, you have more of a chance to make good use out of that with your Corrupt Purge since that happens more frequently.
My guess is that it's supposed to be an addon that informs an active, aggressive, rely-on-passive-reset playstyle, as opposed to a more measured and tactical one where you go out of your way to manually activate your power at select times.
I get that that would be the theory behind it, but I can't imagine this actually being better than the normal playstyle unless you literally forget to grab your power, or you're new and you don't have the sense of timing that comes with reload-type killers. Relying on passive fill means you're getting 1/4th of the Corrupt Purges you otherwise would. A little bit of survivor slowdown and a little bit of travel time has absolutely zilch on 60 seconds of the deadliest ranged power in the game. CP's also one of those powers where you really want to choose the activation time - you get it when you know where several people are. One of the reasons Trickster's Main Event is considered bad despite its power is because you can't choose when you get it (without handicapping yourself), and oftentimes it makes itself available in situations where you can't capitalize on it. Relying on passive activation for CP is similar; it's the reason her one iri addon isn't as good as it sounds and it typically needs to be paired with Bitter Murmur or the other iri to work it. And even then, gens getting done is way more predictable than when some survivor across the map is going to cleanse.
Survivors remaining broken has very little to do with the nearest fountain's location. Only smart survivors will consider location at all, and the decision to remain broken is pure survivor preference. Nervous survivors will always cleanse at the first opportunity and experienced survivors will remain broken until something happens to make it unfeasible (they need to go for a save when the Plague is camping, someone else cleansed and now the Plague has Corrupt Purge, endgame, etc.) It's not like alarm clocks where having one near or far alters your decisionmaking on whether to spend the time on it or not. When you need to cleanse, you need to cleanse; when you don't need to, you shouldn't.
I guess this creates a new playstyle for Plague, but it does so in the vein of Scrapped Tape Doctor; it's worse than how she normally plays. This addon just does not seem well thought out to me.
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Sloppy itself still... exists, but the playstyle attached to Sloppy got killed dead with boons. Injuries don't count for much of anything unless you commit to them nowadays. When CoH is in play, you'll rarely encounter random injured survivors unless the team has fallen apart.
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The first time I find them, I down them but typically leave them there unless I really need a hook perk to activate.
Once the crow notifications start going off, I'll hook them the next time I'm in the area, because the constant noise pings are insufferable.
From there on, I hook them every time third stage crows begin (so 90 seconds after each unhook.) If I decide to farm with other survivors out of pity for the AFK, I'll carry them around just to treat them like a punching bag and surgeon dummy for the other survivors. More than a few times I've had a heavily farmed survivor wake up and start wiggling ten minutes into the match.
When I encounter an AFK killer, I treat them as though they're only pretending to be AFK and will activate with NOED once the last gen pops. I'll go around farming chests and stuff, but all the bones have got to go.
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@Pirscher said:
https://forum.deadbydaylight.com/en/discussion/comment/2693629#Comment_2693629
You raised a white flag with one post. Ok.
I'm serious. Any killer who actually cares about pulling back the throttle when they don't need to go overkill can see when a match is falling apart for survivors and give them a chance to reset, or otherwise ease up for a bit. Whether or not it's a SWF isn't that relevant at that point, and you can probably assume it's solos if you have 6 hooks at 4 gens and everyone still up is running around like a headless chicken.
If they don't care about going overkill, then there's no reason for them to care posthumously that they're facing solos. And if they're the type of player who adjusts their build in the lobby depending on whether they think they're going against strong players or weak ones, learning that they were mistaken after the fact doesn't change anything.
My assumptions on how this would be used are based on how this community views and treats SWFs. And I say that as someone who thinks comms SWFs are unfair and is very frustrated that BHVR refuses to address the power imbalance they create. You already get players yelling about why everything under the sun is the reason they lost and also why the other player should die choking on a walnut; confirming SWF, something many killer players actively dislike, just paints a target on people's backs and invites vitriol. I don't think the benefit this provides is worth the drawback.
Literally the best use of this I can think of is discerning which players were affiliated with a cheater, and cheaters shouldn't even exist.
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@Pirscher said:
At the same time sweaty killers can look at it and maybe theyll think "oh wow, it was 4 solos - so i didnt need to tryhard, tunnel and camp"
That info will always come too late. Players who were going to ease up when they were dominating already have the chance to do so in game.
In any case, I don't see this happening; BHVR's pretty squirrely about anything to do with SWFs and realistically, I mainly see this feature being used to confirm accusations and hurl abuse. As nice as it would be to know, we're probably better off without it.
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@[Deleted User] said:
"Scott's Shotgun Playstyle"
"Scott's"
Severed Hands is bugged innit? Survivors sometimes get swarmed for seemingly no reason. I'm surprised it hasn't been killswitched TBH.
That explains a lot, actually. I've been seeing survivors randomly generate swarms and scratching my head over where the birds came from.
Anyway, that's an interesting tip on the baby shoes. I'll try them out - precision isn't my strong suit and that might help out.
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It's internet tag with a horror skin. Scary for the first ten hours, then you learn how to play the game.
Though there's still some genuinely scary things in this game. ...Mostly centered around Myers, between scratched mirror, the threat of tombstones, and this really spooky build I played against a week ago that involved permanent T3 and Plaything.
While I don't contest survivors are unbalanced when it comes to streamlined play, the game was far more survivor-sided at its genesis. Most killer powers were annoying and time-consuming to use, true infinites, pallets everywhere, permanently sabotaged hooks... it's not a shift, it's the "always has been" meme.
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I really enjoy playing against Bubba when he's not facecamping. He's strong but balanced and there's some plays you can make against him that don't work on other killers. He's a fantastic chaser and pallet eater who turns terrifying once the area's clean of resources; it's just that his basement playstyle attracts its own type of player between the low effort and skill and the salt it generates.
While you're right that survivors can't do a lot of cocky plays against him, good loopers can still thrash him if he doesn't bring Bamboozle. He doesn't handle windows well and he can still be bullied in some ways. It's just that he's also very, very good at bullying and he can turn the tables very fast when he gains the upper hand, and he's the best killer at putting his foot down and saying "you shall not pass."
I play him quite agreeably whenever I get a daily/want to get some face progress and also I noticed he gets BMed more than other killers. People will also often DC or kill themselves if I happen to put them in the basement, even if I have no intention on defending it and I've already demonstrably not played campy before that point.
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@Breadn said:
https://forum.deadbydaylight.com/en/discussion/comment/2693146#Comment_2693146
New accounts are $3 on third-party sites, and easy ways to avoid them being able to tell if an account is correlated to your old banned one are prevalent. This game has tens of thousands of players constantly, it would take at least a dozen hours for support to get through all the recordings to yours. There needs to be a short-term solution so that people don't get a ridiculous penalty.
Maybe this is entitled to say but maybe remove the penalty for killer entirely? Survivors can power through gens and get out within 5 minutes, Killers have to sit through games being held hostage and/or BM until EGC is over.
Cheaters can hold survivors hostage too. I had a cheater game last night where I tried to do gens and once the cheaters noticed, they started remote blowing up my gens. Took one second to torpedo a 40% gen. I eventually managed to get the killer to kill me, but it was pretty difficult and took us a lot of tries when they were auto-healing and auto-wiggling me.
I agree with the people on this thread saying BHVR needs to improve their report system. It's ridiculous that you can't actually report people unless you have recording software, and even when you do, it takes them weeks to get around to it.
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I'm having no problems using her. The fact that she's a 115 gives her more flexibility than most other ranged killers when it comes to chases, and she has a much longer attack range than semi-ranged killers like PH or Nemesis. She's able to find survivors with ease, and she zones the hell out of people. If you don't want to deal with a loop, it's trivial to either push a survivor out of it or get a health state. If survivors try overmuch to deal with the birds, she's perfectly capable of running up to them and whacking them the old-fashioned way.
She's better on some maps than others, which is true of most killers, but they mostly hurt her long-distance tracking potential, not her ability in chase (excepting Haddonfield, where survivors constantly switch floors in chase.) She's not S-Tier, because she lacks mobility, but I'd give her a solid B or A in her current state. She takes skill to use her ability effectively, but if you're good at predicting survivor movements (which is a vital skill for any ranged killer), she can be pretty damn oppressive.
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If I had to guess, the Artist's mind has been mostly destroyed and she's become a host to her crows. Her movements and sounds are very birdlike. You can best get this by watching her in her menu screen - her head twitches are especially inhuman, but you can also see it in her stance when she moves, the way she kicks pallets, and the way she falls. She has a crow's eyes and makes crow sounds (even factoring in the cut tongue, they're not human.) While I had the same questions you do about her motivations, after examining it for a while, I don't think there's very much Carmina Mora left in the character we play.
I can't answer the second, though. We haven't seen this kind of mystical corruption and distortion of physical locations before... well, actually, RCPD is similar in that regard. I wonder if it'll be a new trend? Not sure if I like it.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2692654#Comment_2692654
That would be a fair assumption for people who play nothing but DBD but I have other games to play and a full time teaching job during the week so I only play a couple of hours on the weekends. Plus if i see you coming down a hallway at Midwich, point at you, hop in a snowman and walk towards you, it's safe to assume I'm playing for the cosmetic LOL
If I saw that, I'd probably play along, shake my head, and run away from you because I'd think you were trying to be funny and chase me. You'd have to do something like jump out, shake your head at me, and beckon me to the next snowman for me to cotton on.
There's really no surefire way of telling what a person wants in this game, and ultimately there's 10 unlocks and still 11 more days to get them. Obtaining them all will not be a problem. Most killers will hit you if you get in a snowman, especially if you jump into one during chase (just make sure to be far enough away for the animation to complete.) I'd personally assume most of the people that are ignoring snowmen are doing it to be goofy, not to grief. And as far as intentional griefing goes, I think letting a survivor wander around and do whatever they want rates pretty low on the list.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2692659#Comment_2692659
Wait, you can use another perk? I could swear I tried this and it didn't work.
And yeah, I'm glad I wasn't around for the Wraith one.
I wasn't either, but tome completionism, yo.
Can confirm, you're allowed to bring a fourth perk. I've done it on every version of this challenge and I can't imagine Doctor's will be any different.
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I don't have that much of an issue with the 'use the killer's 3 perks and get 3 kills' challenges. They have less strict requirements than an adept - you can use whatever killer you like, you can bring a fourth perk, it doesn't matter if someone gets hatch or if you only hooked everyone once or if you didn't meet an arbitrary threshold of chases or gen defense.
Doc has better perks than, say, Wraith or Huntress, and we've had to do both of those in past archives. Monitor's great and Overcharge isn't terrible if your fourth is PGTW.
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That might be friendliness and acknowledgement without attacking. I would personally assume most players have their cosmetics at this point and don't need to be hit out of the snowmen - hitting them out stops whatever fun they were having in there. Now that the initial part of the event is over... as killer, it's difficult to tell if the survivor wants the bonus bloodpoints or if they want to goof off in a snowman costume.
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I just got queued with my first hackers. A Mikaela and a Feng brought a 100% unhook Up The Ante and infinite flashlights. They'd scream uncontrollably, hook and unhook themselves, lag the game, warp onto rocks, crawl at warp speed, and infinite blow up the gens when I tried to progress the game. (Also had the killer grab me from across the map once.) They kept instahealing me and making me wiggle off super fast, but eventually I managed to get the Nemesis to kill me by crawling right up to a hook and trying to die enough times. The fourth player DCed, so I imagine they weren't in on it either.
I wanted to talk to the killer at the end of the game, but something they did crashed my game. Only managed to report one of them, for all the good that does. The killer was a TTV, and I wanted to check their stream barring that, but I can't remember the name. I hope they don't think I was part of that.
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Top 3 killer perks:
Save the Best For Last: Incredible QoL perk; finishing chases that much quicker feels great, and it also denies bodyblocking shenanigans and sometimes even exit gate BMing when they don't expect you to recover so quickly.
Barbeque and Chili: Bloodpoints, babey. But I also do enjoy its aura effect - I don't like camping anyway, and it tells me where to go when I need to find a fresh target.
Devour Hope: The epitome of high risk, high reward perks, but god is Devour fun when it works. It's a bit unique in that it's a perk that utterly forces everyone to stop what they're doing and find the totem. Perhaps Plaything is similar, but the stakes are lower. Lately I've been running Devour on Myers with Dead Rabbit, and damn is a 12m TR instadown scary if it gets going.
I do think the kill can be a bit cheesy, though (it's not a good feeling when your teammates feed the killer and you get moried on first hook), so I continue to hook players until they get on death hook - then I'll whip out the mori.
Top 3 survivor perks:
Borrowed Time: I used to swear by We'll Make It, but it's hard to make safe saves nowadays with the amount of camping and tunneling that's going on, and CoH kind of edged out We'll Make It's niche. So I switched it to BT, and my builds feel naked without it.
Blast Mine: It's not even good, but the dopamine rush is real. And it saves my ass when it comes to blind/stun challenges.
Iron Will: I don't want to rely on this perk, but its effect is just so pronounced when I try to mindgame with it versus without it.
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Twins, Billy, and Pinhead. Twins and Billy are understandable, they had all the fun sucked out of them via nerfs and Billy got power crept where there's killers that do his job better than him, but Pinhead is insanely rare for a killer that's only been out a little while. Nemesis and Trickster are all over the place, but Pinhead's nowhere to be seen.
I'm actually still seeing a few Deathslingers, though not as many as before. And Hag is rare, but not in cryptid territory. Plague was in the top three rarest before the CoH nation attacked.
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Edit - delete this; the post I was replying to no longer exists.
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I don't mind the new map. The LoS on it is crazy high and the gen spread is actually rather tight. The only issue I have on the killer side of things is the 3 god window mandatory breakable walls in the main building. Also that it's a horrible map for stealth killers. Everything else seems quite fair and balanced.
...The ink sounds are really annoying though.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/2691654#Comment_2691654
You are not entitled to get your challenges complete. No one has to give them to you. If you're already winning, but the last survivor won't just drop trow and bend over for you, too bad. It means you didn't earn your challenge.
If you want to play like a dick all game, I won't hesitate to DC to deny you that challenge.
You realize that you're just forcing the killer to continue playing like a dick to more teams when you do those kind of spite plays? Your game still sucked and now at least four other people have to go through that, too.
I didn't enjoy doing Evil Incarnate at all, I hate that playstyle, but I would have had to play way more unfun games if the Claire at the end wasn't a good sport and signaled me over to where she was instead of DCing or idling in a locker. There is zero point in begrudging people for trying to get 100% rift or achievement completionism. Don't hate the player, hate the system for telling people to do it.
Survivors don't owe the killer challenges, but when you DC when the killer has already completed the terms of the challenge because you're that spiteful - that's just subverting the entire challenge system to be nasty. It's also against the rules.
@B_Random said:
https://forum.deadbydaylight.com/en/discussion/comment/2691750#Comment_2691750
Btw look at the comment above this one it explains that I HAD NO IDEA that he was doing the Tome Challenge. I thought I just ran into someone doing the annoying kind of meme builds like a basement Bubba for example. Had I known he was doing the challenge (and had my team mates not killed themselves on first basement hook,) I probably would have thrown him a bone.
Also no he didn't hope I would go AFK. Because I did go afk for a about 10 or so minutes. Checking to see if he'd done anything, and he was still there holding me. I was injured, he could have ended the game at any time but seeing as I had other important things to do and not waste my life over a game, I just wanted to leave.
That's fair - the guy was just a douche then. Or immature, if I'm generous. And he was also an idiot for not taking advantage of an actual opportunity to do his challenge. But still... even if I couldn't remember what rifts or achievements existed, I'm still wasting time if I'm demanding the killer not hook me in a specific location. There's no point to fighting it unless you were using those runs away from the basement to look for the hatch. If you were doing that - that's perfectly legit and taking advantage of the killer's weird behavior to try and win the game. If you were just running away from the basement because you objected to dying there for no especial reason, you weren't that much different than what he was doing - killing time out of spite. Just in a less objectionable way than genuinely holding the game hostage like this guy did. (He had the opportunity to end the game and you didn't, which is where the crucial difference lies.)
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You kidding me? Hag has some of the best addons in the game. Yeah, a lot of her high-end ones are stupid and even handicap her (ear, heart, hand, shoe), but Mint Rag and Rusty Shackles are both extremely dangerous, and her brown through green game is nuts with nearly all of their lines being noticeably helpful. Which is way more than most killers can say for themselves - I think only Wraith, Doctor, Plague, and maybe Huntress get that luxury.
I disagree on the catkins/willow wreath not being useful. If you have a trap around a high wall or the doorway of a structure, it immediately shows you where the survivor ran to, so you don't waste any time and they can't reach anywhere useful. I get good mileage out of it. Her teleportation range addons are the best - I'd argue trap duration, while nice, is on the less useful side because teleporting late means the survivor has had plenty of time to flee and you won't get the quick hit that makes Hag strong. It's most useful for people blowing up your traps while you're carrying someone. The trap trigger range is the only one that's not worth anything.
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They're there to make you feel infinitesimally less hopeless when you realize you've run into the corner of the map and you're two seconds away from being zoned to death.
It's basically a placebo effect.
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It's the dream... no pun intended... but the ANOES license holders aren't particularly friendly. Something will have to change before we see any new ANOES content.
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That would bring back OG Legion's problems of being entirely unable to escape in chase. Their current power is a mess, but there's a reason they can only do that for the first hit. It's too strong to be a universal thing.