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Laluzi

Laluzi

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Laluzi
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  • @Myla said:

    Doubt people do Tbags to catch killer's attention purely as a distraction. Go join any random SWF lobbies comms and they're likely to be entitled survivor mains. A circle jerk on insulting killers.

    Sure maybe there's a good survivor out there but it's very rare. Like one in a hundred.

    I've actually done this before once, to try and get a killer away from the player they were tunneling. (They were downed, otherwise I would have just gotten in the way.) Didn't work, they just hit me and went back to pick up the slug.

    It really depends on context. If you have a three gen and a player is tbagging you while circling off towards a jungle gym, they want you to chase them and they're trying to taunt you away from your strategic position. If they're stopping to tbag after throwing a pallet, they're just a brat.

    I suspect a lot of the players who say they use it as a psychological tactic aren't being perfectly honest. From the way they use it, it's likely a bit of both.

  • I only tbag my teammates, either in the solo queue greeting dance (it's mandatory) or to ask them for something/thank them.

    Players who tbag zombies are just doing it for fun. When the killer is involved, it's harder to say and comes down to the person doing it, but I'll assume it's hostile/taunting by default. Exit gate bagging is always a taunt, unless there have been previous friendly interactions with the killer.

  • @GentlemanFridge said:

    In its in-match effect, BBQ is really not that good. Thrilling Tremors does a way better job at it, but naturally it doesn't give BP, so...guess which one sees more use.

    Undying is really overrated imo as well. If it goes down, the actual hex is soon to follow, if the survivors are persistent enough.

    Doubling down on Undying, but for another reason - if I see Undying, I know another hex is there, even if I haven't spotted its effect. All I have to do is walk past a dull totem and tap a gen, and I'll go "This is a Devour Hope game, isn't it." And like that, the biggest advantage of DH is gone.

    I prefer Haunted Grounds for hex protection; I'll take a 33% chance of failure and an actual useful effect for my perk slot.

    Anyway, for survivors, Self-Care. Even before CoH completely invalidated it... just bring a medkit. It's so slow. Using it feels awful.

  • @Regulus47 said:

    I never see him anymore but he hardly even got nerfed. He's much more fair now and is still an absolute MONSTER in chase if you can aim, so what's the problem? He's actually kind of fun(?) to go against now. Please more of him instead of huntress haha 🙏

    Why would people use Slinger over Huntress in his current state? Everything that Slinger had going over Huntress - quickscoping, reactivity, and stealth - has been removed from his kit. When you take those away, Huntress is objectively better and more rewarding to play - she's not range-capped, has more favorable hitboxes, and isn't punished as much for missing. She also has a higher skill ceiling.

    If you think he hardly got nerfed, you don't understand how he worked. His main draw was the quickscopes; people who were used to FPS games had a killer who rewarded that skillset, and that doesn't work anymore. And Monitor went from borderline OP on him to borderline mandatory just to make up for how crippling a 32m TR is for Slinger. They should have given him a 24m lullaby instead of that.

  • Keys are easily the most worthless survivor item now, but they still have a few nice addons. Do the addons merit bringing them in over something like a medkit or toolbox? No. But they can be an improvement over nothing, I guess.

    Mostly they joined moris in the 'nerfed to death' trash can.

  • @ThanosPAWG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660024#Comment_2660024

    I checked earlier it's just the outfit itself and its cheaper by around 200 auric cells.

    Boooo. Probably won't end up getting anything, then. Thanks for looking.

  • @El_Gingero said:

    This is one of the issues with DBD - the drastically different perspectives between different skill levels.

    Vs average survivors and above, Wraith is a relatively weak killer and can be countered easily. But vs new and below average survivors he is extremely strong. So even though Wraith is a weak killer, he gets labelled as overpowered and is consequently nerfed.

    Note this is not some kind of veiled insult to the people who think he is strong. There’s nothing wrong with being a newer player or in a lower skill bracket and Wraith is definitely strong vs those people so from your experience, your opinion is valid. It’s just that vs people who play the game properly, he is far from a threat.

    This thread came from back before they nerfed Wraith. He actually was really good in those beautiful few months if you used his uncloak-and-lunge as an anti-loop tool. Dunno if I would have called him A tier, but definitely on the better side of B.

    Of course, now I can only long for those sweet summer days.

    That said, you're not wrong. New players can't deal with Wraith because they're not good at playing alert and planning out their escape routes in advance, so they give tons of free hits or even end up bodyblocked into corners. New players are also much more likely to hold W than to loop (effectively), and Wraith eats up distance like it's nothing. But once you know how to handle Wraith in chase, there's little he can do to stop you, and trying to use his power to get an edge on loops will usually just waste his time.

  • Are individual pieces on sale or is it only the whole outfit? I often just want to buy a third of the outfit, and I'm still not going to do the whole thing unless it's cheaper to buy the whole. (Which it actually was during the Blight sale... weird moment.)

  • Wow, it's rare I agree so much with a tier list. Only difference I'd make on my personal version is to switch Myers and Deathslinger's positions with each other. Deathslinger, Blight, and Nemesis are the top 3 bangers in my books.

  • I like beating everyone up and then memeing on them once I've gotten my two hooks on everyone. Like following a survivor around binging the bong nonstop as Wraith or turning the area around the last gen into a house of horrors as Hag, then laughing my ass off when someone triggers all ten traps at once. I like mass slugging, then picking all the slugs up and dropping them in a big people pile for the last survivor to pick up. Following people around without attacking them until they get the hint and turn around to stare at me. Silly stuff. I enjoy TTVs because it's fun watching other players puzzle out what the hell I'm doing.

    I'm way tamer as survivor; I just like to help out and get out. Though I have a nasty fondness for Blast Mine.

  • None. The one negative comment I've gotten was somebody telling me to stop farming. (In context, I wasn't really farming; I was trying to play normally but this one survivor kept trying to make friends with me, so I was ignoring them and chasing everyone else, with the intent of sparing everyone else at the end because I don't want to play favorites. But the player DCed when they saw me and Claud staring at each other between chases or something.)

    I've gotten plenty of +reps though.

  • Eh. I hate to pull the whataboutism card, but the forum's more or less a spectrum of opinions that go from anywhere between 'BHVR coddles survivors, who are the worst people ever, and eternally oppress us poor downtrodden killers' to 'BHVR empowers killers, who are the worst people ever, and eternally oppress us poor downtrodden survivors.' If it's a scale of -10 to 10, most people will be like a -3 or a 2, and it's not until absolute value 6 that you start getting nutty.

    Some people here have reasonable opinions and some people play the DBD-edition oppression olympics, marching on a perpetual crusade to right the endless wrongs against their tribe. It's not worth generalizing the temperament of either group because they've both got their basket cases and can easily be generalized by the loudest voices within them, but at the same time, the majority of people bring up legitimate grievances and have realistic views on them, and don't like it when you splash them with the 'you're all whiny idiots' brush.

  • I consider it a win if I escape through gates, escape through hatch after all gens are done, or if I make it to the endgame and my death helps a teammate get out. But I'm happy as long as I got to contribute to the match and didn't get cheesed out early due to a killer strat or my teammates farming me.

  • @WinterFell said:

    Was this typed before the newest entries? Seems like Ji Woon has pinned it all on Lucas

    It was, and it did go a ways in explaining why he got away with it, but I still think it's a bit weaker than before. There's still evidence that points towards Ji-Woon (honestly, did anyone even do an autopsy of Lucas? Would-be murderers don't chloroform themselves. Also, rope burns), and pinning the psycho fan thing all on Lucas only works if Ji-Woon stops murdering people afterwards, which he clearly did not. As soon as the band-related murders pick up again, Ji-Woon returns to being the only common denominator in this whole mess, and self-control is not exactly Ji-Woon's strong suit.

    That said, I think Yun-Jin choosing to believe in her meal ticket when presented with a viable alternative to his guilt fits her character quite well. It's the same thing as before - she's not a trusting person, but she doesn't want to believe that her success in life is built on a disaster and she'll shy away from the possibility out of cowardice. It just makes things weaker in the aftermath, because she already has this laundry list of reasons to think Ji-Woon is suspicious once anything new happens. It doesn't make sense that she doubts Ji-Woon is the killer by the time the events in her original lore pan out.

  • I've always liked the entity-touched eyes idea, but I don't think it applies to Spirit. Going off folklore, the Spirit is most likely an Onryo. She's a type of vengeful spirit that's incredibly dangerous, so full of rage over her violent death that she'll indiscriminately destroy everything around her, not just the target of her vengeance. They're most characterized by their insatiable wrath, which is pretty emphasized in the Spirit's lore, perks, etc.

  • People who think Trickster is OP are the kinds of people who don't understand that different killers have different counterplay and try to pull the same thing against everyone, then get mad when on some killers it doesn't work.

    There's only one rule you need to care about when versing a Trickster. Don't let him catch you in the open. That's it. Keep breaking LoS. Use jungle gyms, shack, or turns and doorways, and he can barely do anything to you. A single tall rock can screw up Trickster when most killers on the roster wouldn't care. If there's a pallet on one side, even better. Juking hits is less effective than it is against Huntress and Slinger, but LoS breakers are stronger - those guys only need to hit you once and Trickster has to do it six times, so minimizing the amount of time he has a draw on you is your best tool.

    If you're working on a gen that's in the open, pay attention to your surroundings, plan an escape route, and run for it sooner than usual when you hear him approaching. Don't unhook in his face and find LoS breakers when you want to heal. Don't use low loops and don't tbag him at the gates. There, you're set.

  • While the challenge in the OP is one that you can do as solo (granted, it can be very annoying actually getting teammates to leave and I've been robbed of this one simply because the others insisted on tbagging to the bitter end and I got hit out before they did), there are absolutely challenges that require a SWF to do them. Complete 4 gens by yourself, anyone? You're not getting that unless the other players run interference for you and nobody completes gens without you.

    I do despise the 'survive while other players leave' challenges, though. Challenges should not focus on other players' gameplay. There are many solo-unfriendly challenges like Blood Debt where they take forever to get when dictated by random chance, but a SWF can organize them easily and has a leg up on the rift game.

  • I would really like this. Survivor challenges are tricky because you don't really know what role you'll end up filling that particular game, or what killer you'll be facing (which does affect which challenges are possible - no heals versus Plague, no pallet stuns versus ranged and semi-ranged killers, etc.) Sometimes I've had a challenge up for 10+ games, finally switched it out because the conditions were never possible in any of those matches, and then 'got' it on the next game, but I'd switched to something more reliable like totem cleanses. It's frustrating to have to put all of your challenges on standby while you wait for one thing to maybe become possible when you can never actually control the conditions that could enable them.

  • Pretty sure they did it because Artist would have been a monster with it; she can hit you from anywhere on the map and would have made cleansing hexes impossible.

    I'm still enraged that they did it. Old ToTH had its place and it got stolen away at one of the times it was needed most. The new one is too lackluster to be a hex perk.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2655968#Comment_2655968

    You're still applying the 20% healing speed penalty, regardless of those things.

    The problem is that before CoH, unless survivors had We'll Make It or medkits (the former being underutilized and the latter being a finite source), a heal would waste 40 seconds total; either two survivors spending 20 seconds or one self-caring with 40. This is why hit and run tactics used to be good slowdown and now they're not; Sloppy still makes injuries take longer, but it's half of what 'longer' used to be. CoH lets people heal themselves at medkit speed - 20 seconds for one survivor, 10 for each if there's two. 32s + 8s wasn't a bad deal; 16s + 4s isn't worth the perk slot, and Circle of Healing is absolutely everywhere so you're probably getting the 16 + 4 in any given match.

  • The intrinsic problem is that some of these are way better than others. Are you going to take 1% bonus movement speed or 20% slow vaulting locker speed? Extra great skill check progress or 8m of locker auras? An extra second of stun or 10% wider skill checks? There's just no contest and we have too many survivors to come up with enough viable ideas; some are guaranteed to be superior. The result is that some survivors become worse than others and now all lobbies are full of Megs and Lauries instead of whoever your favorite character is.

  • That's not the problem. Challenges like this work fine if you can get undetectable from another source, as long as Beast of Prey is in your loadout. It doesn't matter if Beast of Prey is the thing granting undetectable while the hit is gained. Though for posterity's sake, I also watched a guy do it with 7 undetectable hits using only Beast of Prey and it still didn't work.

  • As far as I can tell, yes; people are still having problems doing this one and also Devotion To The Unseen in tome 7.

  • "Huh, I feel like Myers should have T3 by now."

  • Less taunting and less gameplay based around griefing - no more basement Bubbas, no more full sabo/self pickup squads, no more targeted sandbagging and bodyblocking teammates. Honest understanding of the other side's goals and knowing what you'd do if you were currently in their shoes - of course survivors want to save their teammates and will prevent a hook if possible, of course survivors want to get gens done, of course the killers intend to get kills and sometimes camping and tunneling is their best option at certain points of the game. In most cases, it's not personal and the player isn't doing it to spite you. Pretty much I want better sportsmanship in general.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656389#Comment_2656389

    The point is if you are averaging even a 1k and play long enough you reach top MMR. If you even get a 1k your MMR goes up. Leaks on how MMR works from data miners show top MMR is 1900 and you start at 1200. You can gain a max of 40 per match and any match you even get a 1k in raises your MMR. If you aren't top MMR you either barely play or somehow average 0k's more so than any kills, which is the only way you're going to be losing MMR and not constantly gaining. Knowing max MMR is 1900, you start at 1200, and a 4k nets you 40 points means It takes

    17 4k's

    or 80 1k's

    or 38ish 2k's to reach top MMR. It's not very hard to do that at all, especially in the 3 months MMR has been out.

    Wait, your MMR rises if you get a 1k? That's absurd. The devs have repeatedly stated they consider a 2k the median result they're hoping for. 1k is still underperforming, so why would your MMR go up for that? I've been under the impression all this time that a 2k kept your MMR static, 3k+ was upward movement, and 1k- was downward.

  • @Bwsted said:

    I hate mmr.

    I can also tell that someone who makes a living off win streaks is gonna hate mmr too, but for reasons different from mine.

    Survivor queues are fast as well during the day. As usual. Nothing changed. Players' count has been stable on steam charts. Nobody's quitting. There's no exodus of an oppressed minority.

    Otz's video wasn't expressing issues with sweaty killer games. He said that he's mostly adjusted to that, and that it doesn't seem as bad as it was initially; what he's noticing is that survivor games seem to get paired against very random opponents. He was focusing on the 'stomp or be stomped' aspect; people bringing up that they're either getting matched with opponents far above them or far below them with little in-between.

    And that's something I've noticed too. While I am seeing even games, I'm also seeing huge variance in the killers I get matched with; I regularly get killers that know exactly what they're doing, and I regularly get killers that play like they're still very new to the game. It's not just my teammates that seem very random.

    My killer MMR is shot to hell right now, so I can't really comment on that front.

  • His passive is great, but his active power requires vastly too much effort for the returns it gives. Take away his passive and he's a worse Clown... and it's not hard to take away his passive.

    Awesome animations, though.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2655929#Comment_2655929

    I think that's a matter of a lot of people trying the game during summer months. The only big drop I'm seeing is August - I'd be curious as to what other games came out around that time.

    I think there may be a simpler explanation - July had increased players because the anniversary event ran through most of it and there was a Blood Hunt at the end of it. August, a lot of people were burned out after nonstop cake grinding.

  • Current Freddy is just a waste of the license. Like, c'mon. It's Freddy Krueger. How did he end up this generic? What about his power actually resembles the nightmare killer?

    Survivors have very little incentive to leave the dream world - the big reason to do it is so that he can't teleport as much. Beyond that, you hardly notice. Sometimes the Dream World is actually nicer to be in because it increases the brightness and improves visibility.

    I get that Freddy's a character DBD would never be able to do justice to mechanically, his powers are just too creative and wild, but they can do better than this. His original incarnation had flaws, but they were a much more faithful attempt to represent the character. Him being able to attack people while awake, and sleeping barely being a threat against the man who makes sleep terrifying, is just weird.

  • I dislike SBMM for two reasons.

    One - I like to play friendly. My ideal killer game is to get 2 hooks on everyone and then play around until I let everyone go. This almost immediately tanked me into baby ranks when MMR came and now I have to routinely play 'normal' in order to get myself back to where I should be - but that involves beating up newbies and I hate that. Then I can go back to playing nice again... and in doing so I get sent back to the shadow realm to repeat the cycle ad infinitum. Old system let me do this and still kept me at my skill level because my pips were fine, so automatically the old system treated me better.

    Two - I like to play altruistic. I'll sacrifice myself to save the team, whether that's hook trading to get someone out in the endgame collapse or being the patsy to lure the killer away from the 3-gen so the others can hammer it. SBMM doesn't care how well you played in the match, only if you lived or died, and dying after playing well still dips your MMR. Lower MMR is bad for survivors because you get weaker killers but also weaker teammates, who continue to dent your ability to survive.

  • No. Sloppy Butcher is for either a hit and run playstyle that wants survivors to stay injured longer, or for one that hopes to provide slowdown by making heals take longer than normal. CoH kills both of these things.

  • Giving him a 40 meter lullaby still would have been way too much of a nerf to him. Huntress has such a big lullaby because she can damage survivors far outside her TR. Deathslinger can't do that - he has the most limited range of all the ranged killers. It's part of why that stealth was so vital to his kit - his shots are limited in a way the others are not. Give him a 24m lullaby if you have to so he can't use M&A anymore, but the 32m TR is really bad for him and a 40m lullaby would be even worse.


  • @danielmaster87 said:

    Since hooks destroy themselves upon sacrifice for some reason, this happens all the time. It's not even fair for killer. It's giving the survivors an unnecessary upper hand, and the justification for defending this is hilarious. "Hooks get destroyed because killers shouldn't be in one spot all game." Why not? Defending one side of the map is a strategy. Is the killer using strategy illegal in this game (*wink, wink* Deathslinger+M&A nerf)? It just makes no sense why the hooks destroy themselves.

    The especially stupid part about this is that it doesn't necessarily have anything to do with where the killer's been all match - it's where the survivors are at the tipping point. I can be hooking people all over the map, but now I'm on the last three gens and I'm fighting people off of the one gen they've committed to. If a bunch of people were on death hook earlier, that area's going to get cleared out pretty thoroughly as I catch people and cart them off to the closest hook en route back to the gen. If I sacrifice two people in that area - heck, maybe I caught two people at the same time and hooked them one after the other - I'm going to have serious problems with the third, who still has an objective right there. It's not exactly the killer's choice to go somewhere else at that point.

    Or the gates. If there's a pile-up trying to open the gates or rescue a slug, or you make a Blood Warden play, where else are you supposed to hook people?

  • @FreshCoal said:

    https://forum.deadbydaylight.com/en/discussion/296120/are-there-any-plans-to-improve-the-fun-aspect-of-the-game-at-high-mmr

    I think a good thing to add to the game is to reduce the time it takes to m1 a generator but survivors have to run around the map and search for gas cans before they can start repairing the generators. The game is a lot more fun if you are running around and doing things instead of holding the m1 button.

    I would hope that shaking up the formula could do something, and I'd be very willing to try it, but I'm afraid that it'd backfire and between comms and learned spawn locations, you'd get the same problem as before - coordinated teams can blitz through that stage and then gens fly faster than ever. Still, trying something new could help pinpoint where to make changes even if it doesn't pan out, so it's a good idea to try out.

    Top MMR games are problematic because they're essentially maximum efficiency and there is zero flexibility in how to play them - meta slavery on both sides, killers shackled to hard tunneling and camping, and survivors versing the same three killers every game because no one else is remotely viable. Changing the objective around would be something, but I'm not sure it addresses the root of the problem. SBMM makes it so that you always get max-intensity matches at a certain point. Previously red ranks were a mixed bag, and rank 1 survivors meant anywhere from moderately competent randoms to a 4-stack with 20k hours between them. Same went for killers. That had its own problems (the moderately competent randoms got stomped quite a bit), but while those players are in a better spot now, the top players are stuck in a sweatfest that barely resembles the rest of the game at all - or maybe just the worst of it. You have to play an extremely specific version of the game, one that doesn't especially allow for creativity or fun, and matchmaking won't put you anywhere else. It's relentless.

    So. I'm sincerely hoping the answer to this question is yes, but I haven't seen much evidence that BHVR considers top-level play when it comes to game balance.

  • I prefer Doctor just because I don't have to set them up and manage them and because by the end of the game I'll have far more fake pallets than Freddy can.

    Order's easily my favorite class of addons on Doc. I love the confusion, and also the easy indicator of what parts of the map I've already cleaned up versus what parts of the map still have resources.

  • Total agree. Getting pallet stuns (and pallet blinds, because that's the only way to get a blind that the killer usually won't fight to prevent) relies on the individual killer's behavior. If the killer respects pallets, or learns from their mistakes after you get them once, you won't be able to stun them easily, which means getting the challenge forces you to camp pallets and eat hits for the sake of the rift. And being stupid to get a challenge, while being unwanted gameplay, is nothing new. I'm sure my teammates don't appreciate it, but it is what it is.

    The problem? Too many killers won't even give you that. So many times I have to give up on the challenge as soon as I discover who I'm playing against; Huntress, Deathslinger, Trickster, Pyramid Head, Nemesis, Twins, Plague. Soon to be the Artist as well. Pallet camping is dumb for other reasons against Myers and Ghostface, but it's at least easier to stun them in chase because they'll sometimes try to hit through the pallet instead of pull back and M2. Bubba and Billy are similar; you can stun them in chase, Billy moreso, but pallet camping either of them will just kill you dead and you can't pallet-blind either of them because they break pallets too quickly. You can pretty much only camp pallets against Nurse when it comes to using them and it's something that'll cost you the match - certainly she won't kick the pallet afterwards. And the angle to blind Hag at a pallet is stupidly hard due to the unique breaking animation she uses.

    This issue has compounded in recent years. More ranged killers continue to get added and it increases the chance that you can't work on these challenges at all, because continually pallet stunning and pallet blinding killers that can play around them is extremely difficult if they know what they're doing. Survivor challenges are either by design or by accident way finickier to get than killer ones, but there's a reason we don't have any survivor challenges that ask you to play against a specific killer. Multiple stuns and blinds, though - that's fairly close to it. "Play against an eligible killer and then hope their individual playstyle involves being aggressive at loops and immediately breaking pallets."

    I can grudgingly deal with "get 10 stuns", but "get 4 stuns in one game" is painful, especially when it specifies pallet stuns and you can't sneak any in there with Blast Mine or Head On. And thank god Blast Mine covers blinds as well, because flashlights are even worse; I have to waste an item on the chance the killer will let me get away with it more than once and isn't one of the killers that can laugh and throw a hatchet in my face while I'm trying.

  • This is the first I'm hearing about renegotiations, and I'm fairly horrified we might end up losing cosmetic options (and what was one of the neatest ways to obtain a cosmetic in this game, imo, it's like a secret bonus unlock and I wish there was more of the sort in DBD) over the endless offense olympics.

    Removing Smartface does nothing to hinder racist #########. They'll still be spamming slurs and tunneling certain characters and using extremely offensive names. People that want to cause trouble will cause trouble. If we have to lose all of Bubba's faces over a tiny minority of players calling out another tiny minority of players that should be banned anyway, I'll be pissed.

    People really need to ruin things for everyone, I guess.

  • It's bugged. The tome 8 version of this challenge, The Beast Awakens, is also bugged. Couldn't guess why, though.


  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2654085#Comment_2654085

    You also can't rely on voice chat for balancing a game, when not everyone speaks the same language.

    Europe for example has many languages and we connect to the same servers, so are unable to understand each other.

    At the same, it'd not fair to balance the game around the notion that there is no communication when it's so popularized and so blatantly improves performance. I understand if this isn't a question you can answer, but has the team ever considered adding more elements of information to try and equalize the gap between comms-SWF and solo? Like improving the HUD for survivors so that it shows if you're being chased, working on a gen, doing a totem, opening a gate, or healing in addition to what it currently displays, or having pre-written (and translated) messages players can scroll through and send out that convey their status or intentions (i.e., don't rescue me, I found a totem, the killer is [Pyramid Head], I'm going for the save, we need to do gens, stop doing that), or making all survivors' perks visible to each other so that players can better plan around their teammates?

  • I like the idea, and it'd fix the main issue with solo queue and allow this game to be balanced properly for the first time in five years (the big issue is that comms exist, but the game is built on the premise of survivors not having information by default), but I'm ninety-nine-repeating positive it's never going to happen. Why? BHVR clearly wants to police the text chat, and they can't. Voice chat is several magnitudes harder to handle, especially when they don't have records of matches to fall back on. And while I can imagine plenty of ways that would improve my games, being able to convey intentions to my teammates or even the survivors, I'm pretty sure I'd get demoralized and turn off voice chat by the end of day two. The community is pretty compulsively horrible and I don't care to know what a lot of these people would be saying if they could do more than tbag and click or facecamp and hit me on the hook. And that's not even getting into the incoherent shrieking and the twelve year olds and the horny creepers and the internet-mandatory racism/sexism/homophobia.

    At least when you permanently mute endgame chat, it has no effect on your gameplay. With comms, it's a harder choice, at least when you're playing survivor - risk being abused by both your opponent and your teammates, or play worse by cutting off what is an objective performance booster?

  • Count me in for the "can never run Whispers" crowd. It's too annoying. Can't the perk just light up when there's a survivor nearby? No?

    I've grown to grudgingly accept Plague's mantra, but it does damage your ability to locate non-sick survivors and I would prefer it to be toned down. (And I cannot unhear "don't go to space" in it now, which I'm sure is a far cry from the Akkadian it's supposed to be.)

  • I didn't think this one was too hard. I brought a medkit, but another player had CoH and placed a totem in the middle of the map and that was better. While the gate was being opened, I ran into the killer to get hit, then ran away from the gate towards CoH. Killer didn't follow me because they were trying to guard the gate. When the gate was opened, I healed myself and went back to the gate.

    This challenge is only a problem if you don't make it to the endgame, you're the only one who makes it to the endgame, or if you're versing a Plague. Self-heal being an option makes this challenge way less bad than it could have been. I had more problems trying to get my stupid teammates to leave when I was doing the Yun-Jin one.

  • NOED can be annoying sometimes, and I've died plenty of times to it (solo queue, baby), but it's quite manageable by taking note of where the totems are earlier in the trial and going back to cleanse them if NOED pops, and also by identifying in advance whether a killer is likely to have NOED. Do I already know all four of their perks or is there a blank spot, were they relatively weak, were they facecamping or 'afk', are they using the frosty eyes cosmetic... etc.

    I have no issues with NOED in its current state.

  • Sure, a secondary objective that can never be permanently completed and is instead a game of whack-a-mole.

    It's a 4v1 thing. Survivors have more time to do separate objectives because there are more of them. They can multitask and progress several objectives at once.

    So yeah, I'll comment that the killer has way too many things to do to babysit totems - or at the very least, the totem babysitting is not a good addition. Especially at higher MMR where survivors are extremely efficient and killers have no time to waste whatsoever.

    (Also, getting 5 totems done on the survivor side is usually a bad idea - too much time wasted for potentially no reason. You're far better off noting where totems are and then checking them if NOED spawns.)

  • @koalaity said:

    Accessibility is important. This feature is already available in KYF. The work is already done.

    The issue with doing this in pubs is that many, many players would ban maps they don't like or maps that disadvantage them, not for accessibility reasons. Virtually every killer would block Badham, Haddonfield, and Cowshed. Survivors would block Shelter Woods, Wrecker's Yard, and Midwich. If you're running Balanced Landing, block every map that lacks drops. If you're playing Hillbilly, block every indoor map. Et cetera.

    I think a better solution in this case would be a setting to disable the air raid siren sound effect (along with tackling the problem with flashlights, Plague's vomiting sounds, and other common triggers.)

  • @Zachcjjj said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651011#Comment_2651011

    no like it really isnt that deep sure sometimes its meant to be disrespectful but dude its a video game character going up and down why tf would you let that hurt your feelings

    It's not the action that matters, it's the intent. Saying 'it's just a video game character going up and down' is like saying someone flipping you off is just flexing their hand or someone telling you you suck and to go ######### yourself is just making noises with their mouth hole. They're doing it to be rude. It's language with an accepted meaning as a taunt. That's why it's irritating.

  • Being self-aware, I believe something's amiss. I think we could use a little kinship and inner healing in these troubled times.

  • That one allowing you to heal yourself changes everything. If it was heal someone else in EGC, you'd be unbelievably screwed, but when it's yourself, you can save a medkit or bring CoH/Self-Care and intentionally stay injured towards the end of the game. And if you're not injured, it's not too hard to bait a hit and then get away from the killer provided someone else is alive - the killer wants to be at the exit gates while they're in progress and probably won't chase you if you run off to some random place instead. The only thorn in your side is going to be NOED.

    Blood Debt, though... eesh. That took a while. And there's some challenges I haven't even attempted because hope and a prayer won't cut it. Complete 4 gens in solo queue, pshaw. Get a SWF or get out.

    I really hate the 'survive while others escape the trial' challenges in particular because if other people do make it that far, I can't get them to fecking leave. Sometimes they actively kill themselves by taunting the killer like absolute morons and I'm just slowly dying inside watching this happen. There was one challenge where I needed like 9 total fellow escapes or something, back in the days of red rank solo queue, and it was absolute murder. Literally, but also figuratively too.

  • @WesCravenFan said:

    Honestly this sounds fair.

    Nemesis can break pallets.

    Billy can break pallets.

    Bubba can break pallets.

    Blight can break pallets.

    Demogorgon can break pallets.

    Time to give Pig the same treatment.

    All of those characters are hulking dudes with chainsaws or literal monstrosities. I don't think it makes sense for Amanda "squeaks when you hit her with a pallet" Young to crash through a pallet with her switchblade.

    Somebody suggested her being able to dive through windows during ambush earlier ITT, and I think that'd suit her way better.

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