Laluzi
Laluzi
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- Laluzi
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I don't understand why people hated the map. It sucked for the killers that suck on indoor maps, but mainly Billy - ranged killers tended not to be quite as bad as they are on some others due to the long and narrow hallways.
I enjoyed it as both killer and survivor and the atmosphere was incredible. My only complaint about the map was that the upstairs part was herp derp levels of bad for any kind of evading the killer.
The thing I miss most about the map is the drop. Stealth and trap killers collectively weep for what they've lost.
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@ProfoundEnding said:
It's linked because of the top extending past her waist.
Her other cardigan isn't a good excuse or comparison because it was released with her back when the store didn't even exist yet. So clipping was hardly an issue.
I think it's a pretty good comparison. First off, there's characters with even longer tops as unlinked set pieces, and I'm also not aware of any major clippage with the previous Feng top. Eyeballing Feng's store page, there's probably an issue with the Ruffled Fishtail bottoms from her Blight outfit, but everything else is fine. But then, the fact that there's an unclipped top in the same shape means you're not introducing any more clipping than already exists in this game. (Also, the Ruffled Fishtail clips with her default top and most other tops besides. The cardigan is not the problem area here.)
Clipping in general isn't a very big issue - at least, not until you get things like incongruous body mods and stick human Trapper's head on Krampus Trapper's body. Or Jeryl. For outfits... things not meshing well with each other isn't much different than two pieces looking hideous together due to color or style clash. When it's not a matter of things like floating torsos and missing heads, I would rather leave it to user discretion than have something linked because there's this one pair of unlinked pants that clips through a top, if it comes down to that.
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I can only speak for myself and what I was saying during the PTB, but Overcome was never going to break into the meta. If you know how to use Dead Hard well, it will always outperform Overcome and give you way more versatility (as well as being useful in more situations - you don't need to be healthy, for starters, and you don't have to care about instadowns after the first one.)
What Overcome is good for is players who aren't very strong at looping. It's like an easier to use Sprint Burst, but also a less versatile one - it's good for running away when the killer has already committed to you, but not much else. Its use in more skilled builds is going to be limited to things like Overcome/Lucky Break/medkit.
Overcome's still a good perk, it's just not good enough to outperform the king of exhaustion perks.
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Four of the same character hints towards a 4-man SWF and also makes it so that it's harder to tell people apart (meaning you can't easily track things like hook progress, or which person has what exhaustion perk in chase.) A lot of killers don't like dealing with that. Then you have the added guarantee of 4 CoHs with Mikaelas, and yeah, I'm not surprised people bailed. It's similar to seeing 4 TTVs or 4 toolboxes; you know it's going to be a frustrating match and not everyone wants a piece of that.
Now, a killer that intentionally DCs on load is a dick (assuming it wasn't server problems, because those are a thing right now.) I'll give you that. But why are you disconnecting when you're about to exit the game anyway? Literally the only thing you're doing is giving yourself a penalty and giving up your points. The killer doesn't care. You're actually giving them more emblem score by disconnecting whilst on hook - it counts as both a sacrifice and a DC and gives two quantities of points. Twice I've gotten an adept achievement because somebody DCed while they were being death hooked.
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Oni is great, but like Billy, I think he got hard outclassed by Blight. Sure, Blight doesn't have an instadown, but he has high mobility all the time and his power always helps him in loops, which isn't the case when Oni's trying to get Blood Fury.
He's good, but his weakness is very exploitable in high level play and so he'll never be good enough for the meta.
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Because while Kindred is nice, it doesn't tell me who the killer is as soon as one of my teammates sees them, or call out the killer's perks, or tell me what perks my teammates are running, or tell me where to find totems, or tell me what gens are at what percentage, or tell me what my teammates are planning to do so I can coordinate with them... etc.
Kindred's great for solo queue, but it's still solo queue < solo queue with kindred <<<<< comms.
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@The_C12H15NO2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2681307#Comment_2681307
Sure that's a nice idea. But how would you buff solo q and maintain balance for the killer?
Give survivors any combination of voice comms, selectable pings, or an info-heavy HUD that shows what actions teammates are currently performing as well as full perk display for all four survivors. Then give killers and maps a balance pass and generally improve killer base power to account for the fact that survivors aren't going to be as inefficient as they used to be. Also rework teammate aura perks and the Blindness status effect so that they remain relevant.
SWFs are unaffected because they already had these features, but solos get brought up. Now the game can be balanced for a level closer to SWF.
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This really isn't feasible. When it comes down to it, you can be playing DBD in the same room as a party member. How are you going to stop that? You just can't. There's too many factors to consider. Stopping comms was doomed from the start.
Which means the game needs to allow some means of survivor communication in its basekit. Pings, voice, better HUD, I don't care; what isn't tenable is this huge gap between solos and SWFs (who are the only ones who can use comms.) The game can't be balanced when half of survivors are blind, half of survivors have coordination and info that surpasses all the info perks in this game at once, and the game doesn't differentiate between the two at all. We've seen repeatedly that the game can't be balanced for both at the same time. Pinhead's a fantastic recent example of this, where giving him addons to make his box useful against coordinated teams absolutely slaughtered uncoordinated teams, so they got nerfed, but now he has nothing to handle teams that reliably designate one person to handle the box, versus the ones where three players are going for it when it's five seconds away from going off, or the ones where every survivor thinks someone else will deal with it.
I really cannot stress enough just how valuable it is to know what your teammates are doing in this game, and how much time is saved by having exactly the amount of people needed to do a job trying to do it, not more and not less. SWF doesn't improve players' mechanical skill, and it can't turn weak players strong, but their team decisionmaking shoots through the roof and many of the mistakes you see in solo queue - the kind that buy the killer time and free downs - just don't happen in SWF.
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/2681761#Comment_2681761
but the fact that they're running Technician (which is very much a newbie perk) makes me headscratch.
There's a challenge to complete 3 gens in a single match using technician.
I do know that, but the fact that they're using all three of Feng's perks just seems kind of 'meh' to me, especially when the last perk is a global and not from another character.
It's possible they avoided unlocking Technician globally and are using Feng for this challenge because she's the only one that has it, and they have nothing else worth running on her, but the vibe I'm getting when looking at that particular lineup is that they play a lot but they haven't had the game long.
@subsin said:
It felt like a god squad when i played against them. But I understand what you're saying and it makes sense to me. It was an in the moment kind of thing where i was frustrated haha.
Totally understandable. Matches where you get completely stomped are soul-draining. One of the benefits of the old matchmaking system is that it had a zone for brand new players to either side that you couldn't derank into (it did put experienced players who hadn't played in months there as well, so it wasn't perfect), so inexperienced players pretty reliably got inexperienced players and it took a lot of games before you got out of it. SBMM needs something similar, because currently it sees one or two 4ks against noobs and it'll throw you in with the big boys.
TBH, Pyramid Head is one of the first killers I tried, and I don't think he's beginner-friendly at all; his power is strong, but the handling on it is really clunky and it relies on having very good prediction of survivor movements. When you're first learning killer, the best options are the ones that are mechanically simple, so you learn things like how to chase, how to effectively find survivors, and how to gauge successful hits without juggling advanced classes on top of that. Wraith, Doctor, and Huntress are all good choices - Bubba too if you have him.
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Truthfully, it doesn't look like you were matched against particularly strong survivors. Their grades indicate how much they've played this month, but those aren't ranks.
Two of the survivors you're against are using a mix of default perks and perks native to their characters or to default characters. This indicates they don't have much unlocked and so can't have been playing long - long enough to get rank 3 perks, but not long enough to unlock anything with shards. I'd consider the Iri 3 more dangerous than the bronze, because the bronze is running some really bad perks that experienced players would not use, but the fact that the Feng? is running Technician (which is very much a newbie perk) makes me headscratch. One only has two yellow perks and either just bought/prestiged a character or is new (but their score is quite low, so it doesn't look like they did much this match.)
Only the top player in this lineup, the one running two meta perks and two decent perks from different characters (one of which is paid DLC only), looks like they may be particularly experienced. He's the one who was throwing the explosive things at you - they're flashbangs, from Leon's perk. He gets them when he repairs gens and enters a locker, and he'll try to blind you either in chase or when you're picking someone up. You'll hear a sound when he drops it in front of you - what you need to do is look away and move away until you hear the explosion.
Overall this seems like a low-average team. MMR should probably start brand new killers lower and not just at 'average', but you weren't put against a god squad.
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@Marc_123 said:
People always want to compare. If there is nothing at the result screen it will be a bit disappointing.
If you don´t want to show the MMR points then maybe show the actual hours played this month.
Please no. I don't want that because you'll get people that start insulting you for having too much/too little playtime. People hide their profiles for a reason.
I do find that ranks are still a somewhat reliable indicator of placement - iri survivors are sort of like the old red ranks, where they're not necessarily great, but they play a lot and have basic game competence (both of which are needed to pip up.) Finding an ash survivor outside of the middle of the month either means they're new, they don't play much, or they just came back from a hiatus and they're rusty. They do have some accuracy, and when I hear brand new players complaining that they're getting matched with full iridescents, they still have a point - they're being matched with players who have much more experience than they do. So rank plus perks (color and selection - are they all general/from that character, are they all from default characters, are they from a lot of characters, are they meta) generally gives me a good idea of who I'm facing.
Showing the MMR points would be the ideal situation, though.
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For survivors: Don't be scared. Being caught isn't the worst thing ever, you have several 'lives', and the survivors can't win if they hide in the corners of the map or run away the second they hear a terror radius. Know that if the killer is chasing someone else, you're usually safe to do whatever needs to be done unless the chased player is close enough that the killer can directly see you.
For killers: Remember that you need to interrupt generators. Refusing to stop chasing a survivor will cost you the game - if you can't catch them and it's taking too long, accept that you got some pallets out of the chase and go back to stop those gens. You'll find someone else, and hopefully they'll be an easier target.
For both: Remember that it's a game, and if you're getting angry at the other players or you're just not having fun, it's a good idea to take a step back and put the game down. It's okay to be upset when you encounter unpleasant people, but don't let them affect your self-image.
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2681591#Comment_2681591
What? When?
My Doctor's Naval Warfare outfit seems still exclusive and not to mention Dwight's 8-Bit Pizza Hoodie is still exclusive... Are you sure they were released?
Meg, Wraith, and Hag just had yellows rereleased, and the Ace outfit is also a yellow (it's a recolor of his default with a new mustache, iirc.)
My impression is that they planned to rerelease every outfit from the rift eventually. Could be wrong, and there might still be some outliers from the first rifts that aren't out yet, but they never stated intentions to keep any rift cosmetic exclusive.
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2681574#Comment_2681574
Those are mostly very rare outfits.
Rare and below never get released. It's sad when the rare outfit's quality is really good like Jake's Astronaut outfit and current Feng's space ranger outfit.
Those will probably never come back.
We just had a bunch of yellow recolors from tome 4 released, though?
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@GeneralV said:
I played DBD today because some friends invited me to and I didn't want to let them down like that.
The Artist was the first killer that we faced.
Even if it is a bit rare, you can find her.
Whoa, a GeneralV out in the wild in 2021 DBD? That's like finding a unicorn.
On topic, I still see and play Artist quite a bit. Her power is somewhat map-dependent, but it's by no means weak. If there's anything discouraging people from using her, it's that she takes practice, and her ranged power doesn't have the same reactivity as, say, Huntress or Nemesis - you need to lead your shots a few seconds in advance, or even ten seconds in advance, which obviously increases the window for survivors to react. It's a different experience and I can see why people might not enjoy her.
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I'm going to be basic and say Nurse. I tried, but even after 20 games with Plaid Flannel, it was still pretty embarrassing. I'd constantly hit obstacles instead of the survivor even when I did blink correctly.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2680221#Comment_2680221
I've taken stats for 104 games in Solo and Duo Q as I've run a totem hunting build (Small Game).
5 totems have been cleansed just 5% of the time. Most of the time, it's 3-4 totems cleansed.
The point isn't to cleanse totems, it's just to find as many as you can and check them at the endgame. Cleansing totems was never a great time investment and now it will prevent your teammates from using perks they're often bringing, in addition to Pentimento, so I avoid it.
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You don't need a map. Just have a general knowledge of where totems spawn and keep an eye out for dull totems during the match. In the endgame, do a circuit of the dulls you've found, and any ex-boons. If it glows, it goes.
I've been seeing way more NOED since SBMM was implemented and I successfully defuse them about 75% of the time. When I don't, it's often because my teammates cleansed the dulls I'd located and NOED spawned on that one totem I was clueless about. Or I was the first one to be hit.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2680187#Comment_2680187
Not really though, only if you're hit in a region with a ton of LOS breakers. Otherwise the killer could still visually track you with relative ease.
Lucky Break is a pretty map-dependent perk, but even on outdoor maps, it's quite good. I run LB/Iron Will on some of my builds, and in my experience, you'll only blatantly fail to get value out of the perk if you're in Ormond or maybe Eyrie of Crows - bright maps with high LoS and not many obscuring structures.
Meanwhile, in a map like Midwich, Lery's, or RCPD, having 60 seconds of Lucky Break pausable with a medkit/CoH/self-care is terrifyingly strong. The killer will basically always lose you right after they hit you. Corn maps are also really bad without scratch marks, and then you have maps like Swamp, Yamaoka, and Dead Dawg where you can disappear in a bush as long as there's no scratch marks leading up to it. (Dead Dawg is also bright, but has a lot more obscuring walls than Eyrie as well as the thick scrub.)
The 60 second timer in the perk is balanced with the idea that healing up to preserve later uses after a successful escape will eat a chunk of the timer.
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If that becomes the case, Lucky Break can easily last the entire match. The duration would have to decrease, because 60 seconds minus all heals (which are typically 16 seconds) is too long. LB + Overcome would turn into a downright nasty combo.
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The thing I like about survivor is that despite it being a team sport, I don't feel as pressured to perform at the top of my game and it doesn't feel like a big deal if I die. Sometimes you get dick teammates that ######### at you or even sandbag you for something stupid like accidentally running the killer into their gen, or using a pallet, but it's less common than the universal hostility you get for playing killer. I feel way less... judged, on the whole.
That said, killer has its upsides too - more individual match control, and I'm less at the mercy of other people being idiots. Solo queue brings a very special type of frustration with it.
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@Zlaraki said:
https://forum.deadbydaylight.com/en/discussion/comment/2678938#Comment_2678938
Thanks for all the replies. I got that flahslight right out of the box. So items out of a box ingame doesnt garantee its fully charged?
It's possible the flashlight you got from the box had been put there by another player - they'd used their item, opened a chest, and then swapped their used flashlight with the fresh item from the chest.
Anyway, the best counter to Wraith is pallets and especially windows. You can drop the pallet on him while he's uncloaking for an extra fat stun or keep jumping through a window that he can't quickly walk around, and he has to uncloak fully to be able to even start the chase because you can vault before he uncloaks. Always keep your eyes open for his shimmer and pay attention for his growling, and when you first sit down at a gen, think about nearby escape routes you can run to if he shows up.
Wraith is very good at low ranks because players aren't good at looping and rely on running away from the killer in straight lines, which he counters. But at higher ranks, he falls off very quickly.
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2680038#Comment_2680038
Not always but the outcome is the same. They're leaving the match.
I mean, if I'm already right there and they want to offer me some bloodpoints, I'll take it, and it's kind of a nice 'no hard feelings' type gesture. But when they sit there for a minute and a half beckoning 'come here' and then Dead Hard out the gates the second I cross the threshold, exactly like I knew they would, it's just insulting. Survivors rarely give me hits (or try to give me hits but accidentally walk out the gate, which happens sometimes) unless I previously had a friendly interaction with them in the match; the default is the "haha you thought" beckon n' dash.
I'll usually push them out because the alternative is letting them waste two minutes of my time, but I don't have to like it and it's annoying that it's so baked in that while playing killer, your match almost never ends when it's supposed to without you crossing the map to hurry up the butt dance show. I should not have to play babysitter just to get a non-4k match to end and it'd be amazing if people could show just a little less compulsory douchiness in this community.
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I haven't played Legion, but I have played Nemesis and I got some progress from survivors using vaccines. So it's not strictly Artist detections.
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While I'd love to deal with the toxicity in this community, this isn't the way to achieve that. Language always evolves around restrictions and new ways of expressing negative sentiments will emerge if you wall off the old ones. See flashlight clicking; that's unique to DBD, but everyone knows what it means. Remove tbagging and maybe survivors will point. Maybe survivors will shake their head at the killer. Who knows? The problem is people wanting to be bad sports (and further, there being no incentive not to be a bad sport), not tbagging itself.
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@str4wberryp said:
https://forum.deadbydaylight.com/en/discussion/comment/2679780#Comment_2679780
Bruh the psychological terror of repeatedly aiming and never shooting was the best part about playing deathslinger.
They're not going to give him back the way he was. This is the bargaining stage of the grieving process.
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The chapter of my dreams would be [PROTOTYPE], but let's be real, we're not seeing a 12-year-old game that was never that big in the first place.
Apart from that... it's even older, but Clock Tower was arguably the founder of the horror game genre and it deserves its place in DBD. Jennifer Simpson and Scissorman.
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@Steel_Eyed said:
Reduce his terror radius to 24.
Remove ADS restriction to fire. Keep the putting the weapon away cooldown.
This is an excellent take. The issue wasn't quickscoping, it's that he could fake aiming without ever intending to fire for free zoning. Give him a penalty for not firing and you mitigate that issue without hurting his skill cap with neat high-reaction shots, thread-the-needles, and pulling people out from around corners.
The 32m TR kills him. Give him a 24m lullaby if M&A is that much of a problem, but he doesn't function without the level of stealth he used to have.
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@sizzlingmario4 said:
This is definitely all true btw - I have on multiple occasions rushed into lockers in basement (without doing it quietly) to avoid BBQ knowing the survivor was downed on the other side of the map and the killer hasn't known I'm there, ever, because they don't get the notification from that far away.
That said, they only have a range limit for some things; if someone misses a skill check or you get a notification from a perk (eg. Discordance, NWO), you'll see that from across the map.
Why the game doesn't mention this anywhere, I have no idea.
Okay, this makes more sense. I was about to say that I get stillness crow notifications no matter where I go and I've heard gens blowing up on the other side of the map. If it's just rushed actions, that's more understandable.
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No. I'd argue facecamping is the sign of a no-skill player (or a salt miner), but tunneling is extremely effective and it's utilized extensively at the highest skill bracket. It's hardly a low-skill move; it's ruthless, but it's also very mindful of how to win the game.
Generally you should not listen to the other side's complaints at the end of the match, unless they're being very reasonable about it. When people start insulting you, they have nothing of value to say.
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The core of at least two thirds of these issues is that BHVR is really, really unwilling to admit that SWF - specifically, comms SWF - improves performance and allows survivors to perform at greater levels via coordination and shared information, scaling with how many players are in the SWF.
I doubt they're actually in denial of this fact; I suspect it's more because they don't have a solution to the problem that they're willing to implement. Fixing the performance advantage involves accounting for comms or at least a much greater information game than is baked into DBD, and that compromises their original vision of survivors playing the game blind and scared.
As for inversion - that is the big pickle, isn't it? It existed within the old system as well, but since the top end of the ranking system was still a big hodgepodge of skill levels, it wasn't punishing to end up in unless you were at the very bottom of that skill bracket (and the general mood there was that you'd been pushed too far up by the emblem system not appropriately measuring skill, just basic competence, and you should have been in green/purple. Of course, now the emblem system looks galaxy-brained in comparison to the current binary metric we're operating on.)
That one, I don't know how to fix. The idea of highly skilled players being matched with highly skilled players, and not with lower-skilled players that they'll annihilate, sounds great on paper until you realize that the game isn't balanced for highly skilled play and only a few strategies are viable (on either side, not just for killers), which leads to boredom and burnout at much increased rates. It's not just that every match is a sweatfest, it's that a sweatfest involves the same things over and over again.
That said, MMR seems to adjust much too quickly. One 4k or 4e alters your placement by quite a lot and you'll notice huge variances between games. New players report getting one or two 4ks and suddenly being faced with very experienced survivors, when they definitely need a grace period to avoid this.
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It's more chill and fun in a SWF. In solo queue... prepare to be annoyed constantly by your teammates' bad decisions or inability to make use of the time you buy them.
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A few reasons.
-Killer DCing is rarer than survivors DCing - perhaps a result of the 1:4 ratio, perhaps something else.
-Killer DCing ends the game, automatically gives survivors 5k bloodpoints for free, and preserves survivor offerings and items.
-A survivor DCing gives everyone else 625 bloodpoints, makes the game significantly harder for other survivors, and prevents the killer from getting achievements, rift challenges, BBQ stacks, or a fair game in general. Items and offerings are not preserved.
Ragequitting is unacceptable either way, but killer DCs give survivors a default win and saves their items in full. Survivor DCs create an unpleasant game that the rest of the team has to slog through and typically wastes items and offerings in an unwinnable/low points game. One of these outcomes is way more tolerable than the other.
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Eh. She counters more things than most killers, but you can bring a stealth build and run into Doctor, a vault speed build and get any ranged/semi-ranged killer... or DS/UB/BT and get a killer that never tunnels or slugs, a hook denial build when the killer mass slugs, etc. Doctor and Calm Spirit, Spirit and Iron Will, Iron Maiden and every locker perk there is. I don't think hard countering is that unusual in this game and I can't imagine how to change this aspect of Plague without completely destroying her.
Plague was pretty rare to find in the wild before CoH became a thing and her current prevalence is a sign that healing capabilities are currently busted.
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Well, the ultimate survivor dick move is when the killer is visibly struggling against a much more skilled team, and the SWF decides it's a great opportunity to hang around, refusing to complete the last gen so they can keep bullying without fear of reprisal. But I don't think I've ever experienced that. At least, not as a killer. I did have a 2 or 3 man SWF try to do that to a baby Nurse, but I finished their gen.
So mine's pettier - tbagging and clicking at pallets. Gate BMing is annoying, but the game's over and I'm on the cusp of never interacting with these players again. And tbagging after a sick spin or unexpected flashlight save... at least you've got something to gloat about. But dropping a pallet? Like... really? You think you're hot ######### because you're in front of me and you pressed space? It's a particular kind of undeserved smugging that really irks me and it nominates someone to spend the rest of the game on a hook if they keep doing it. If you're tbagging at pallets, you either think you've accomplished way more than you have, or you're taking every opportunity you can to be rude to the killer. Either way, I don't like you and I may decide to pay back your brand of sportsmanship in full.
Also flashlight macros. Piss off. I always think there's something wrong with my computer at first, and hearing that sound for the rest of the game is ungodly irritating.
The whole-team-bodyblock strategy can be annoying (same with the whole team diving in for flashlight/pallet saves), but it tends to get them all killed; you get more health states out of each would-be-hook than they do and you'll win the war of attrition as long as you don't somehow lose all of them and let them reset. It also means slower gens, as with all overly-altruistic teams, so the game lasts longer and you have more time to handle chases. I don't mind it on the whole - the only problem is that the players who do this tend to have insufferable attitudes.
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I've gotten several wet-behind-the-ears players lately. Tonight I had an Artist game where I let everyone go because the alternative was way too cruel - I had six hooks and nobody had even touched a gen. Like, I hooked several people on scourge hooks and no gens ever blew up, and BBQ showed several people roaming around in weird places like the basement or the mineshaft in Suffo Pit. Ended up bringing a Dwight over to a gen and hitting it and nodding, then setting him back on his feet and leaving. I brought several people to my hex totem and couldn't get them to cleanse it, but the Dwight remained my friend. Sure enough, three players had just one perk; the last one had four green perks, but they were all default character perks.
There was another game earlier today that was four super new players. And I've encountered a few scattered one or no perk players throughout the day. They all had the console mark but some of them spoke in endgame chat. I think it's an influx of Epic Games Store players.
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The only issue I have with BT is that the unhooked survivor can prevent you from hitting the unhooker when you're not trying to tunnel.
Everything else about it is perfect and I'm very glad for its semi-recent buff that removed its susceptibility to certain killers/Insidious camping. It's a very important perk to deal with camping and tunneling, which is too common in the current state of the game to play without protections.
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Way too varied. You're gonna have to specify what killers you like playing, for starters.
All I can say without knowing that is "probably a body piece" because you'll notice them most. Or weapon if you really want to see it in first person.
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@GuyFawx said:
What would make the perk more useful is if it would almost slot machine the hex perk onto another random slot on the map
I think that'd be too powerful. It'd be like old Ruin/Undying without even taking the other effects into account. Pentimento's effects and potential 5x placement are balanced on the premise that they're easier to remove than a typical hex totem. The core issue with the perk isn't that at least one survivor already knows where the totem is, it's that survivors no longer have to cleanse hex totems and were already discouraged from cleansing dulls when boons entered the mix and the opportunity to use this perk isn't even reliable.
Anyway, Plaything is the key to Pentimento. It's one perk for four hex totems and it generally forces each survivor to cleanse their own totem, so one Mikaela with a boon can't waste all your hexes. The nature of Plaything involves a lot of time spent off gens anyway so it compounds the slowdown Pentimento brings.
Five stacks is often a pipe dream, even with another hex in the mix, but Plaything will let you keep one stack up for a while.
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In order:
1 - Her cooldown length differs depending on how many birds she used, taking longer if she fired more. In chase, it's most useful to hit a survivor with one bird to swarm them, then fan two or three birds to pincer-attack them while they're still repelling. If you use three birds, the cooldown will be long enough for them to repel before you can fire again, so it's not a good opening salvo.
2 - Her attack goes through walls, but it's less accurate the farther away she is from you, it takes two hits to damage through walls (swarm and then hit again before swarm removal), and she only has wallhacks when the survivor isn't repelling crows, which they can do at any time. If you get damaged from across the map, it's either a crazy fluke or your fault for leaving the crows on.
3 - Killer instinct has always worked through lockers. It's a mechanic that was introduced with Legion, IIRC.
I find she takes a lot of skill to use well. Her tracking ability is braindead, just shoot birbs at gens, but actually getting hits with her power requires good prediction and also good timing, because she can't fire her projectile immediately, unlike Huntress who can do see survivor --> throw stick without further thought. She has to do a greater amount of leading than her or Deathslinger, and that gives survivors more room to maneuver out of the way and behave unpredictably.
You get free hits if survivors are dumb and drop pallets in front of a bird or never repel, but in practice, that's happening less and less as people learn how to play against her.
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Damn. I saw somebody get this as Nurse, but this is the first I'm seeing on a non-mobility killer, and with 3 gens left, too (so perma-pentimento really worked its magic that round.) Bravo, good sir/lady.
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I'm not 100% (86%), but Adepts aren't as hard as you would think. They're daunting at first, but you'll get them through normal gameplay - even if it's a weak killer with weak base perks, you'll eventually get a potato team or some group that mobs you trying to save one guy and you get handed the game on a silver platter.
Go for them on the 13th - when your rank resets, the adept requirements loosen up as you return to ash rank and you can get them on non-perfect games. Going for adepts at iri rank requires a perfect game and it's more frustrating to try.
IMO, the hardest achievement is Left Behind and the most tedious one is Skilled Huntress. If you can knock those out of the way, you'll be alright.
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@nani90 said:
https://forum.deadbydaylight.com/en/discussion/comment/2677662#Comment_2677662
Saying that the new killer perk are good is kinda false the best one is all about rng and small map
Large maps aren't a problem, or at least they haven't been in my games. The only time scourge hooks become a problem is when they all spawn near each other, they all spawn in the corners of the map, or it's a tight indoor map with very little choice on which hook you can reach (mainly Midwich and RCPD.) The risk factor seems lower than hex perks so far.
Pentimento and Grim Embrace aren't bad either. Pentimento needs a support perk to back it up, but it's nasty with Plaything.
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I've actually been camped less than usual in my solo games lately. It's a refreshing change of pace. Though there was this Artist that aggressively camped, tunneled, and beat up a Jane on hook for the high sin of pallet stunning her during a chase.
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@Iliketoplaykiller said:
Blight + thrill of the hunt.
Thrill doesn't work like that anymore, sadly.
I'd say Artist, Demo, or Trapper. Blight and Nurse for high mobility, and Huntress can always chuck a hatchet at the totem from afar, but Artist can periodically check if someone's on the totem and damage them if they don't move, and Demo and Trapper can guarantee that they're alerted before somebody cleanses the totem, even if they can't necessarily arrive on site before it gets cleansed. Hag can usually get an alert and arrive on site the first time survivors find the totem, but she can't stop people from crouching over her traps once they expect them.
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I can buy your complaints about A Binding of Kin, Hellraiser, and even All-Kill, but Nemesis is extremely popular and I see him all the time, not to mention the massive hype around Resident Evil joining the game, Hour of the Witch introduced a new mechanic and the first survivor meta perk in five years, Hellraiser also introduced a new mechanic and two extremely good perks, All-Kill also introduced two very good perks along with a survivor and killer that do have a large fanbase despite the love-hate relationship, and Portrait of a Murder has been one of the best all-around chapters in a while - a strong, viable killer, good perks on both sides, a new realm, and a very stable release.
Claiming the last year of chapters have no impact and nobody cares about them is very disingenuous.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2677513#Comment_2677513
Blood Debt has to be the worst.
I don't think it's the worst simply because you can get it by playing normally; it just takes forever. Yeah, it makes some players intentionally go down early and do stupid saves, but some players will take the slow and non-destructive route. Same with totems.
The challenges that want you to do something demanding in one game are worse because no matter what, you have to play weird to get them.
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@jesterkind said:
Plague and Twins would be my suggestion.
Ooh, that's nasty. I was thinking Oni because it puts survivors in a lose-lose where either cleansing or not cleansing powers one of them up, but Blood Fury loses half of its advantage against sick survivors anyway.
With Twins... it's either Corrupt Purge heaven, or Victor's Extra Fun Field Day with Plague following him around to pick up the bodies so big sis Charlotte can vibe in peace. Brutal.
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Depends. If they use it and they change direction, or are forced to turn due to walls, it's not that bad. If they use it in a straight line, and they can keep running in that straight line, I'll leave them if I have something else to do.
I'm still happier to face it than I am Dead Hard. Also, obligatory laughs in Plague.