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Laluzi

Laluzi

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Laluzi
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  • @Pizzasauce said:

    I'm really having trouble with the 15 meter one. I throw back as far as I can but it's still not enough? I don't know what else to do.

    I stood on the roof of the Thompson House and lobbed blades at survivors who were trying to work on one of the 3 gens I had LOS on. You could try corn maps in general because they have long stretches without blocking obstacles (though you can't see worth beans through them...)

  • @JawsIsTheNextKiller said:

    The sounds. This map had the most unique atmospheric sounds.

    Please devs, don't delete it. Put it in a box somewhere because you never know there might be an opportunity in the future to bring it back.

    I bet he devs will still be able to play it in the office even if we can't. Along with old Freddy, old Billy and probably Jason Vorhees, Chucky and Jaws which I wouldn't be surprised if they made but hadn't released due to licensing.

    Oh, there's no way they're deleting the code for it. Even if there was no chance it might ever return to the game someday, why would you delete those assets? Some of them may come in handy again. And the map could always be reskinned, or portions recycled and given a fresh coat of paint.

  • There's a tested and true method of getting rift challenges done that can't reliably be achieved through normal gameplay.

    Farm. Farm like a mofo.

  • The map's atmosphere is amazing (the spores! the hooks!), but I'm going to miss the drop down from the second floor the most. The stealth killer plays were hilarious, both on the giving and receiving end. Nothing like getting off the isolation room gen and dropping straight into a Myers.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2641900#Comment_2641900

    Penti feels like it's going to have to be combo'd at least with Plaything to work well, probably also Retribution.

    I'm not sure if I'd want to do it on Hag unless I'm running Mint Rag or something and can warp around the map.

    I'm definitely going to try to make it work on Demo though.

    Yeah, Plaything, some other hex (Ruin or Devour, just to make sure they can't ignore it), and Mint Rag would be the key. And Demo's the other one that can pull it off. The key is trapping/portalling all of your totems and then rekindling them all in one sweep. I can't imagine any other circumstance where you could reach 5 tokens; they're going to notice it immediately once you hit 2 tokens and they already know where all the totems are, so only a teleport-at-will killer can manage it.

    Freddy could potentially pull it off, but he's super reliant on which gens have already been done and how many survivors are asleep, so I wouldn't really bother trying.

  • @Friendly_Blendette said:

    Plague is just really slow to play. Like everything about her feels slow. Its just my issue with her but there is so many waiting for things to happen, or animations or her projectiles moving about as fast as a turtle with 3 broken legs.

    Have you played her post-buff? One of the huge improvements was that the slowdown she has after firing is basically nonexistent. She also has a new addon that increases projectile speed.

  • I'm a massive emetophobe and for some reason Plague's sounds or visuals don't bother me. It's too cartoonish. That's just a personal judgement, but all the same.

    I've been running into a lot of Plagues lately thanks to CoH, but Hag is as rare as ever. It's probably because her playstyle is very unique, and it's not a kind of unique where pouring tons of time into her will always net amazing results. Big outdoor maps can really wreck her and her main weakness is comms. Though one guy with a kitted out flashlight can screw her over even in solo queue. But she is very strong, especially once some of her addons come into play. I think she's one of the few killers that actually has a chance to work Pentimento.

  • By itself, I really enjoy a good chase as killer, and I can appreciate mindgames, good predictions, and clever plays on the behalf of the oppositon. It's the time constraint that hampers my fun, because chasing a survivor too long means the rest of the team is progressing objectives, I'm not stopping them, and I don't have anything to show for it. And at that point I'm just pissed about pallet generation and strong tiles, because sometimes it just feels like it won't end.

    So yeah. In a vacuum, chasing a survivor all around the map or trying to poach them out of a hard loop could be very fun. In context, it can only be fun for like 45 seconds max before it gets stressful. Less than that if I'm already pressed for time. As survivor, it's obviously the opposite - the longer I can occupy the killer, the more time I'm buying and the harder I'm succeeding.

    The kind of chase that's fun for a survivor can only be fun for the killer if they're the last man standing; otherwise, the killer's going to lose the game over it.

  • Jeez. Not only do they disrespect my main killer, now they've gotta disrespect my main survivor. For shame.

    It's not even a side detail of Jane Romero's character... they made her entire tome about her struggles against stereotyping.

  • Lucky Break. Obviously it was 90 seconds in its original buffed incarnation, and the drop to 45 likely killed it even if it's quite good now at 60. Maybe it's rather map-dependent, but being able to effortlessly lose the killer after that first hit is really strong, especially if you bring a medkit and heal yourself up afterwards so that you still have more Lucky Break to burn the next time you get hit. But I never see anyone run it.

    I'm not complaining, though - I'm blind as hell and rely on scratchmarks and sound to track.

  • Hmm. I've heard that The Beast Awakens is bugged from several sources, witnessed somebody do everything to get it on stream and still failed to unlock, and Devotion to the Unseen is a challenge with the same conditions (bring perk, hit people while undetectable.) So it probably is bugged right now.

  • @sizzlingmario4 said:

    For #3, I saw someone try that on the PTB and when they finished, it literally just destroyed the totem as if they had cleansed it instead. Weird, I know.

    I'm kinda okay with that though since that means you can't use pentimento against the killer to have a boon there again after someone already cleansed the totem.

    Huh. I agree, but at the same time, it's a bit disingenuous for survivors to waste extra time blessing when they don't actually get a boon totem out of the deal. It's true that rekindled totems have a visual distinction, so it's not a situation where you'd get tricked into thinking you were blessing a normal hex, but I think it'd be better if there just wasn't a bless option.

  • @TeabaggingGhostface said:

    If the survivors can see the killers name, theyll stream snipe if up against a streamer

    That's already an issue faced on the survivor side. The answer remains the same - BHVR can't police an external platform and it's a risk you take when you advertise your stream in-game.

  • I'm hesitant about block lists since they could definitely be abused, but I'll always advocate the survivors being able to see the killer's name in the lobby.

  • @yougotexposed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2639178#Comment_2639178

    and? killers have perks that cut off survivor options too. Sounds fair.

    Meta killer perks are focused on game slowdown. It's its own set of problems, but typically it's killer powers that cut off survivor options more than killer perks.

    Cutting off killer options is bad for everyone because it forces everyone to play the same way at the highest echelons of the game, and that way tends to be scummy because it's so pressured by everything else that won't work.

  • @lavars said:

    https://forum.deadbydaylight.com/en/discussion/294914/remove-dc-penalty-until-the-hacker-situation-is-more-under-control

    you literally can't tell me you encounter that many hackers that your punishment is 60 minutes.

    Currently, hackers are really rare at low-mid MMR and really common at high MMR (since they always win their matches, they shoot to the top and stay there.)

  • @Sweet_Tour said:

    Just remove the DC penalty period. And just give us some sort of compensation for them leaving. For those about to come and say how you shouldn't DC because it ruins the game for everyone. Last time I checked getting tunneled, face camped, bullied by perks, and other toxic shenanigans along with hacking ruins the game for everyone else to.

    Giving people the authority to decide valid reasons to leave the game is a recipe for disaster. Oh, sure, most people will agree that their game is being ruined if the killer insists on bleeding out everyone, or if the survivors won't end the game and have been hiding for the past 30 minutes. But for many players, 'ruined the game' equals 'didn't manage to pull off that cool flashy tech' or 'screwed up in chase and went down too quickly' or 'tried to bully the killer but failed' or 'that hit was BS' or 'I don't like the killer' or 'I don't like this map' or 'survivors did gens too fast' or 'I got flashlight/pallet saved' or 'BNP/instaheals/styptics are BS' or '######### hit validation' or '######### SWFs'... et cetera. You can't give people carte blanche to ragequit because people will ragequit over everything under the sun in this game. So yes, you do have one person ruining the game for four other people when those four other people had no issue with what was going on and were ready to play. The problem in most cases isn't intolerable gameplay, it's bad sportsmanship.

    That said, hacking is definitely a reason to remove the penalty, and there's been an epidemic lately of games that are one hundred percent griefing, now without the ability to remove yourself from the situation save DCing. I just also fear what a lack of a DC penalty will do, because I don't think BHVR's anywhere close to patching the cheating issue. It's exchanging one kind of unplayability for another. I could put up with no DC penalty for a week or two, but a few more months? I just can't. I've been there before a few times and it's horrendous. Can't play survivor unless I 4-man SWF, and every other killer match sees at least one DC even if I play by the survivor rulebook.

    Either way... I doubt this is going to happen. Not because it's a good or bad idea, but because BHVR's been really hesitant to admit there's a massive cheater epidemic in their game.

  • That only works in singleplayer.

    The issue is that most players want games they can unequivocally win - 4E or 4K. Some enjoy total domination while others want to fight for it but still win comfortably in the end. It's a modest percentage of players that actually want to challenge themselves - far more will hunt for easy rifts, achievements, bloodpoints, or just simple and gratifying games.

    It's the same reason why a DBD casual mode will never work; letting people choose an 'easy' game invites people who are by no means easy mode to play against to show up and use it as a convenient curbstomp.

  • It's so easy to avoid it, though. I find its existence useful because it gets survivors to waste huge chunks of their flashlight battery and barely move in the process, when all you have to do is stop uncloaking and move rapidly from side to side. Wraith is very fast and they won't be able to keep their beam on you. I wouldn't mind if Lightborn included Lightburn, but I don't care much either way.

    Flashlights against Hag, on the other hand; that can ruin a game all on its own.

  • I really like the twisted Demogorgon. The spiny plates are pretty cool - I'm meh on the crab legs on its stomach, but everything else is supremely neat-looking. It's a different type of monstrous than vanilla Demo, but it's imposing in its own right.

    But the chained Demo is super important because it gives Demodog a collar.


  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2639605#Comment_2639605

    It would at least help until they fixed it. I was saying they would be less likely to hack knowing you wouldn't have to endure it.

    A flying ghostface with hatchets? Nope, I'm out..

    I'm torn. I'd think this is a good idea if there's a relatively imminent fix on its way, and the DC penalty is disabled for maybe a week, but this has been going on for months and I'm loathe to see DC penalties turn off for several more. The game gets really unplayable in that state (I pretty much have to play killer because solo survivor sees someone quit every single game. Now it's even worse because you can't even safety pip by soldiering on; your MMR is a near-guaranteed drop unless the killer takes pity) and it feels like trading one gamebreaking issue for another.

    But you are right, the incentive to cheat drops sharply when everyone immediately leaves and cheaters don't have any power to grief people. Unfortunately, this wouldn't disincentivize the subtle cheaters, but it does take the wind out of the sails of the blatant ones who play to antagonize.

    Anyway. I'm glad they finally made a statement. I would have been more reassured if they had alluded to progress on either of these issues, but it's good they're making people aware this is a problem.

  • If there's an in-game reason to do it, I'm not annoyed - or if I am annoyed, it's very in-the-moment and not something I grudge over. If the action has no purpose other than to taunt, I'm annoyed, because I don't like the kinds of people that behave like that without being provoked. I don't want to play the game with someone who doesn't want me to enjoy it.

    If the taunting gets really egregious, I either make sure the player dies ASAP or completely ignore them, depending on what I think they want. Usually clicky macros are better off avoided until the late game, and you can trust them to waste time trying to get your attention, while people that stop to tbag at pallets are easy to catch.

  • @PanicSquid said:

    https://forum.deadbydaylight.com/en/discussion/comment/2638647#Comment_2638647

    Thats not always true, it depends on how close you are to a boon totem. Healing under a boon totem is 16 seconds, default self care is 32. So running to a boon totem is more efficient if it takes less than 16 seconds to get there. At 4 meters per second, that equates to 64 meters of distance before it is more efficient to self care.

    Results may vary: This doesn't take into effect whether another survivor is present to heal you, whether Shadow Step is there to prevent your aura from being shown by Nurse's or BBQ, any killer interference, or if there is any healing slowdown in play.

    It also doesn't take into account whether or not you have Self-Care. Most survivors don't run it and one person with CoH allows everyone in the trial to bypass needing self-healing items or perks.

  • @coolmacc said:

    Dead hard isn’t that strong most dead hards extend a chase by all of 3 seconds

    That's not true. Dead Hard is probably the second or third worst exhaustion perk if you don't know how to use it, but if you do, it's by far the strongest. You don't use it to dodge a hit in the middle of nowhere, you use it to extend a loop and reach a window or pallet you wouldn't have been able to make otherwise. Done right, you buy yourself however much time you have at the next tile you make it to, which can be 30 seconds, a minute, etc.

    It's not the raw distance that makes DH powerful, it's the fact that it can be used on command. No other exhaustion perk works that way.

  • Fun fact, boons don't even fix the issue of survivors running the same few perks, because only one player needs to bring them. You'll end up with 3 survivors running the old meta and one survivor who subs out one of those perks for CoH.

    I'd rather go back to all 4 survivors running DH/BT/UB/IW-or-DS than just 3/4 and still be able to use a hit-and-run playstyle. Or be able to win a 3-gen.

    In any case, adding to the meta on either side does mean power creep, which generally isn't a good thing. The meta is meta for a reason and to challenge it, a perk has to be better than the current best of the game. All meta survivor perks are based around 'the killer can't do this to me anymore', with the exception of maybe Dead Hard (which is 'I can loop longer and more aggressively.') So at this stage, to be meta, a survivor perk has to be a perk that cuts down killers' options. Is it any wonder that killers are wary of this?

  • I'm a little perplexed by these statements. From purely visual evidence, you can't tell which person is cheating - or rather, you can't tell which person is not cheating, beyond vague guesses from their attitude or their interactions with other survivors/the killer. You'd require saved information from the match that focused on inputs to be able to make that distinction, but if that was the case, then I don't see why we need video evidence in order to make a valid report which will be looked at (which I and many other players cannot do and become automatically exempt from the ability to report, which is in and of itself a massive problem.)

    The only other criteria I can guess is that you guys look at how many 'unsubstantiated' reports for cheating a player has, and if there's a big glut of them in conjunction with some video evidence, they're probably the cause of cheating in their matches, where if there's video evidence of something but few/no reports of cheating, they're probably a bystander.

    I suppose these questions are futile because they literally cannot tell us their criteria (the first step to circumventing a system is knowing how it works), but it's hard not to be skeptical - I know I'm not the only person that's become disillusioned about this particular issue in the past few months.

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2638643#Comment_2638643

    Yeah, the smart thing to do is 99 all gens. But nobody will do that if not on coms.

    I actually saw a clip on Reddit a few days ago where a solo team did exactly that. Let me see if I can find it.

    Pig camped my box, solo squad knew what to do : deadbydaylight (reddit.com)

    Of course, most solo teams are going to kill you by waiting at the gate and tbagging if you even got that far, but it's nice to see that it's possible.

  • A pretty picture, but I for one remain loyal to the church of Vommy Mommy. She doesn't take two iri addons to laugh in the face of Mikaelas. And then vomit in their faces.

    Though I did get Evil Incarnate a couple days ago...

  • Queue times are mainly centered around the US timezones. During the morning and daytime EST-PST, more people (relative to the 4:1 ratio) play killer, and the survivors are largely solo since many people are at school or work and can't group up. In the evening and night, people can gather, some people who were playing killer earlier in the day switch to join their friends, others start playing DBD because they only play with friends, and the concentration of SWFs jumps up as well as the percentage of people playing survivor. This is why killer queues are short at night and why the games are typically sweatier. It certainly doesn't mean that nobody plays killer.

    Sigh. This forum really doesn't need any more "my side is the most downtrodden and oppressed cause known to man and I personally resent everyone who plays the other side, now let me tell you why you and everyone you associate with are entitled little cretins" posters joining the fray. I'd advise being a little less aggressive and quick to generalize people - at the very least, look at their posting history and see what opinions they actually have before going all 'SURVIVOR MAIN!' on them. And try to keep in mind that while this is pretty much a zero-sum game, the scales themselves don't shift unanimously; there are unbalanced, unfun, and undesirable things for both sides of DBD that exist concurrently. There's nothing wrong with saying one side has things worse than the other, but I take umbrage when people get so tribal about it that they go into random threads to stir the pot, brand everyone who doesn't unanimously agree with them, and treat the opposite side like an insult. We're all people playing a video game. It shouldn't get to the point where we hate the other players (at least without them individually doing something to deserve it.)

  • Billy! Finding one is a rare treat. I also love playing against Myers; he's remained scary in a way that nothing else in this game has and I genuinely enjoy the threat of tombstones/the perpetual question of whether he's taking just a little too long to hit Tier 3. Oni's really fun too, and I am contractually obligated to love each and every Vommy Mommy I run across. Blight's fun if they're not running Tinkerer/Ruin/Undying, which turns tedious pretty quickly. And I actually enjoyed going against Deathslinger? Shame he's so much rarer after that completely overwrought nerf.

    I want to say Pig, but none of them will let me boop the snoot lately, and Pigs are either memelords or scumbags with little in-between. :( Always baffles me when they put a trap on me and then hard tunnel for the rest of the game. I at least understand it when they're trying to force a headpop and harassing me away from the boxes, but either way, I seem to run into a lot of nasty playstyles on her. I'm definitely in for a lot of fun or frustration when I see her, one or the other.

  • @nfochairman said:

    Survivor is for babies. If you are frightened by any killer you are bad at this game. You want to groan? Try playing killer at night.

    Did you honestly assume that anyone on this thread doesn't already do that? This might come as a surprise, but some people actually play both sides of the game on the regular.

    Frightened =/= annoyed. This is just a thread for the killers you don't like playing against. That doesn't mean you can't deal with them, always lose to them, or are scared of them - you can think their playstyle is annoying or uninteractive while still knowing how to counter it.

    I play survivor at day and killer at night due to queue times. I hate dealing with BNP/god medkit with styptic 4stacks. I also hate being facecamped or mass slugged because it's boring as hell. These things are not mutually exclusive.

  • Bubba. At this point, when I see him, I immediately expect I'm either going to be doing M1 simulator or staring at him in the corner of the basement while praying my solo teammates don't wander over to save me despite the Kindred. When the Bubba actually wants to play the game, he's a great killer to go against and is both strong and dynamic in chase, but so many of them these days just play to facecamp and seeing one is always an "oh, great, here we go again" until proven otherwise.

    Twins is second up. I think I've had a fun Twins match twice, and one of those was a meme game where Victor just wanted headpats. Their saving grace is that they're basically cryptids and I have to deal with them, like, once a month.

  • @IWFreak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2638161#Comment_2638161

    I have been running Iron Maiden on Bubba a few times. I am not a very good killer by any means, I am probably not on high MMR, but Iron Maiden has helped out tremendously on my Bubba.

    It is one of those perks that people do not really expect, but work surprisingly well. Another example of this is HEX: Blood Favor on Huntress and Legion. Since the perk now works on their special attacks, or on injure I should say, instead of M1, it has so much more use. And I am having a blast with it.

    I also wanna try out Blood Favor on Plague. That should be fun...

    Figures. I'm not high MMR either and while I have seen survivors try the locker tech, they pretty much all ended up dying for it. The perk would be useful if they were consistently pulling it off, though.

    For a second I thought you were talking about Blood Echo, but Blood Favor - huh. I'm not sure? At the start of the match, sure (though she doesn't even really need that - Vile Purge straight into M2, no speed boost to reach anywhere), but after that there's two predominant situations - either you're M1ing and they're all broken, so Blood Favor doesn't help the chase unless there's more survivors in the area, or you have oodles of Corrupt Purges to use. Pallets are very useless against Corrupt unless they're trying to sneakily bean you on the head with one - Blood Favor would help if it stopped them from throwing a god pallet to make distance, but in most situations you're just going to shoot over the pallet or walk around it.

    I'd think Blood Favor would get less value than usual on Plague because you will often have games where survivors remain injured and on-hit conditions stop affecting their chases, but the new version of Blood Favor is a pretty solid perk and it's fun to use, so I still say go for it, see what it does.

  • @OhEtsu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637987#Comment_2637987

    I do agree that MMR didn't really fix the issue, but at least they aren't ranking up solely by being useless anymore and they have to escape.

    Players that gen jockey aren't useless, though - not like the proverbial Blendettes. Yes, it's a problem when someone refuses to draw fire, and ######### goes down when everyone else has 2 hooks and they have 0, and it's also a problem when somebody goes down so fast they start a snowball, but having someone in the background handling gens and unhooks and heals is far from the worst thing that can happen in a solo team. The big issue was that they'd get to red ranks without learning how to occupy the killer - honestly, I'm a victim of this myself, I never got especially good at chases and I'm very bad at judging how much time I have left until the killer reaches me - and they'd be completely unprepared for killers at that level even if they knew the objectives and had decent decisionmaking.

    They're not much less likely to escape now than they were to pip up, and the only reason it's not equal is because they're very dependent on what teammates solo queue gives them. They're not all-rounders. But they just need one or two teammates that can handle themselves in a chase and they'll do fine in medium MMR (and hopefully, against medium killers instead of highly experienced ones, they'll figure out looping.) The Blendettes drag down their whole team because they don't do anything period, so they have less of a shot at escaping through the gates unless the other three players are really good or the killer's exceptionally bad, but they had no chance of pipping up before and so they have the potential to climb higher than they did in the previous system. Also they start at the middle instead of the bottom, so it's way more common for average players to end up with them.

  • @IWFreak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637319#Comment_2637319

    I say false on the last part!

    It is not only good on Huntress and Trickster. But also on Bubba. Bubba's 2 weaknesses are windows and lockers. Windows can partially be fixed with Bamboozle, lockers are fixed with Iron Maiden, even if survivors know their exact timing.

    Hm, true. I wouldn't call it runnable - I haven't ever seen a Bubba with it, pre or post MMR, but it does cover a weakness. Though the locker tech is hard to do... it's probably different at top MMR, but most everyone who's tried it on me has jumped into the tail end of the tantrum or I grabbed them out. It takes a very fine timing to pull off. How often does this happen in his chases? Bamboozle seems like it'd be way more useful on the regular.

    Though following that thread, IW is also better than usual on Doctor because his static blast encourages survivors in his TR to step in lockers when they've guessed he's about to use it. It counters people trying to evade his baked-in detection, and survivors are more likely to exit the locker while he's still nearby because of the presumption that he doesn't think anyone is in the area (and one bonus is that solos can't tell he has Iron Maiden - Doc makes survivors scream all the time, it won't make anyone think "hey, why was there a scream without a health state?"), but it's still a weak perk compared to other things he can run.

  • @LeonxJiwoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2638070#Comment_2638070

    its call shadow step duh apart from shadow step I know I use it its still a problem cause of locker perks, maybe if they change flash bang to be made instead of needing to go for lockers it wont be a problem.

    Shadow step will counter BBQ, but you can't rely on it due to its boon nature. Let me reiterate the different things you can do to handle BBQ and Chili that work in any situation.

    -Go in a locker. Obviously, Iron Maiden makes this a bad idea.

    -Pretend to do one thing for the 4 seconds after the survivor is hooked, and then do something else. Work on a gen for 4 seconds and then run away. Run in one direction and then run in a different direction. If the killer chooses to head towards you - and they're over 40 meters away, so your scratch marks will be gone by the time they arrive - they'll enter an empty zone and waste time looking for you.

    -Hug the edges of the killer's TR so that you don't show up.

    -Using your knowledge of the killer's location from where the down happened, crouch behind a generator to obscure your aura.

    And, again, there is always the option of not caring about BBQ and instead accepting that it's likely the killer will approach you, and using this information to plan your next move. Is your gen going to be popped or can you commit to it and finish it? What's the best escape route from your current location, and is there a good tile nearby? If you hear a TR, the killer's coming. If they don't come, odds are high they went after someone else, so they'll be in a chase soon if not already.

    Lockers are only one of BBQ's counters. The only time I would consider them the best option is when you're on a gen that's well on its way to completion (survivors on gens are high priority targets for BBQ, and for a gen close to completion, you don't want it to be interrupted.) Otherwise, you're better off tricking the killer with your aura read. Same amount of time wasted on your part, but higher chance of wasting the killer's time instead of sending them straight to somebody else.

    As for flashbang... some things in this game counter other things. That's just how it works sometimes. You can still use the perk, there's just an added element of risk to it. Try going in lockers to activate it when you know the killer is chasing somebody else and not close to your location. Super easy in a SWF; in solo, since this is Huntress, you can wait until you hear the sound cue for hatchet shots, do it right after someone is downed or right after an unhook that occurred soon after a down, or check if the obsession is being chased on the HUD. And if you can't hear the lullaby, she's at least 45m away.

  • It's a nice effort, but it's already been suggested at least three times in this thread. No response on any of them. I don't think this is a thread where the OP wants to actually learn how to counter the perk.

  • And you're resorting to a string of ad hominems and failed whataboutism instead of refuting any argument anyone has presented, which I can only assume is because you don't know how to but you still don't like that everyone is telling you you're wrong.

    See? Two can play at that game.

    Look. It's not just 'killer mains' that think the premise of this thread ridiculous. Good survivors wish their killer was running Iron Maiden because they rarely enter lockers in the first place. Getting Iron Maiden instead of another gen slowdown perk is a godsend. Iron Maiden does nothing to survivors except make them scream once, likely when the killer is nowhere near them, and then be cautious for the next thirty seconds. Unless the survivor is in a dead zone - and lockers are placed in structures and jungle gyms, so the only real fear is that the pallets have already been used - they've got a good shot to outlast the Exposed effect even if the killer locks onto them immediately. They also have trouble using Head On, Flashbang, and Built To Last. Ammo killers reload 50% faster. That's it, that's the perk.

    It's extremely niche. The best use I ever got out of Iron Maiden was bringing it while anniversary-event farming so I could conduct orchestras of screaming survivors while we goofed around. It's not a good perk.

    Oh, and to answer your other reply - go ahead and use flashbangs, please. They're so much easier to dodge than flashlights; you have advance warning to change your pathing or look up, and using them when the killer is picking up is much trickier because you have to be practically on top of them for it to work. But good killers generally don't complain about flashlights either, between the formula for dodging them and Lightborn being a thing when you run into the occasional 4-flashy 4stack. Objectively, flashlights are a good thing for killers because they're survivors that waste time following the killer in chase, waiting for someone else to go down, and they're free hits if the killer notices them before the pickup. Survivors not working on gens helps the killer, which is why it's typically only the inexperienced killers that whine about them.

  • @LeonxJiwoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637994#Comment_2637994

    says the one who complains about dh boon totems bt and meta things of survivors, all of you complain about something just as we do, you seem to only value a game , maybe its the only one you can afford and is maybe so call good at

    Okay, but the difference is that we're complaining about things that are actually very strong, as opposed to perks that are mediocre at best and hilariously bad at worst. Like, I get it when survivors complain about NOED or Tinkerer or Devour Hope or Ruin/Undying. I play survivor and I play solo queue, I've gotten the whole works and I've seen matches where the killer's perks wrecked us from the start.

    Iron Maiden? Literally only Trickster and Huntress ever use this perk (adept Legion if you really want to be pedantic), and they use it to reload faster. It's not a good perk, just a little QoL like Shadowborn that some players like to use. And you're complaining because you can't jump in a locker to dodge BBQ despite there being several other ways to dodge it and no actual need to dodge BBQ most of the time.

    Just stop going in lockers if you ever jump out of one and scream. It's really that simple. Get comfortable with the other methods of dodging BBQ, or just preparing to be the next survivor chased and moving to a good tile, and you'll be a better survivor for it.

    If you can't use Flashbang because of Iron Maiden - Flashbang is a meme perk anyway and there's plenty of matches you'll never get value out of it. Consider this one of them and keep playing.

  • I can't believe we're flipping our ######### over Iron Maiden.

    You realize you don't need to dodge BBQ and Chili? There's usually a 1 in 3 chance the killer heads for you, give or take some factors that make you more or less attractive to check out. Just get ready for a chase; any competent survivor knows to plan their escape routes in advance. Or pretend to work on the gen for four more seconds and then leave, so that you're not in the same place when the killer comes to check you out and wastes time searching the area. Or pretend to be running in the opposite direction and then return to the gen once the four seconds are up. Or just move close to the killer's TR - the Huntress makes this even easier because her lullaby range is a safe spot for BBQ, minus the first 5 meters. BBQ is very easy to trick, you don't need lockers.

    Freaking out about a perk that lets Huntress reload faster is just ridiculous.

  • @OhEtsu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637175#Comment_2637175

    And never getting downed gets you an Iridescent. Getting like 2 unhooks gives you a gold or silver benevolent.

    It definitely is enough for a pip

    In addition, Evader isn't reliant on chases - a lot of it is based on proximity to the killer. You can easily get silver evader while doing a gen above/near the killer while somebody else is looping them, and you can get plenty more by crouching and hiding when they come to look for you.

    That said, MMR does nothing to fix this issue and makes it easier for completely unproductive teammates to 'pip up' (versus the ones that progress objectives and understand how to win a game but avoid chase whenever possible, who would pip up but still lack vital game skills.)

  • Survivor behavior is why I've come to side more with, or perhaps empathize more with the problems of, killers despite playing both relatively equally. Survivors act like dicks on the regular and it's a rare I go a day without meeting someone unpleasant - me encountering a killer that goes out of their way to make things nasty or spit invectives in post-game chat is much rarer. I've still met plenty of awful people in that role, but terrible survivors outnumber terrible killers beyond the 4:1 ratio you'd expect. I'm driven insane by how often my teammates taunt the killer for no reason I can discern.

    This may be because survivors have more actions they can take that don't benefit them at all to express themselves mid-match, while most 'rude' killer actions benefit themselves and are more ambiguous in intent. Killers mainly have hitting on hook and bleeding out as their BM options, and I'll count someone who facecamps at 5 gens as well (if I see a basement Bubba, I'm assuming they're doing it to farm salt.) But I think it's more a combination of teammates/especially voice comms bolstering bravado and mutual dislike of the killer player, and just a sort of an osmotic game culture thing that people witness everywhere and learn themselves. Postgame chat is the great revealer and I still see survivors mocking the killer or yelling at each other for not playing correctly way more than I see the killer insulting the survivors. Even if a killer is playing pretty cutthroat and in a way I'd perceive as mean, it's usually a GG from them in the end. And I can accept that - there's a big difference between playing to win and playing to bully.

  • I just got back from a hiatus (I was burnt out then, refreshed now), so I'm not particularly bored, but I let survivors go very often and so I haven't dashed my head against the rocks of MMR hell. Even then, I have a ton of issues with MMR and vastly preferred the old system; it's made being friendly and playing against people your skill level mutually exclusive and I have to ping-pong between playing the way I want to and playing aggressively just so I don't get matched against wet-behind-the-ears newbies. I really don't like that I have to deviate from how I want to play in order to keep my matches relatively fair. But it helps that I'm not especially competitive unless somebody else initiates the mood.

    MMR for survivors is even worse, and makes SWFing even more mandatory than before; you're fine in solo as long as your MMR is above average, even better off than you were before, but you're punished for playing altruistically and sacrificing yourself to save your team, there is zero recognition for playing well or badly in a match to fall back on, and low MMR as a survivor is a quicksand pit where you get matched with potato teammates and die if you can't pick up the entirety of their slack (possible if it's just one potato, absolutely screwed if it's all three.)

    I have a love-hate relationship with recent balance changes, leaning towards hate - Plague buffs delightful, key nerf good if a little overnerfed, Spirit nerf good but didn't go far enough, Trapper buff good, Deathslinger nerf bad, Wraith nerf bad, Cenobite nerf bad, Nurse buff minor but still bad, and boons are just a massive mess right now that need to either be less impactful in effect or give the killer more agency to permanently remove them beyond guessing which survivor has the perk and tunneling them out. Something to stop a totem from going back up in the same spot the instant you leave the area. Right now, CoH completely destroys hit and run killers, and while Shadow Step is on the whole less impactful, it's absolutely ruinous on indoor maps or corn maps. Mainly I don't like boons because killers don't have the spare time to handle another objective. They're more of a routine chore than something engaging. Snuffing them doesn't feel meaningful.

    Pentimento saddens me because it would have been a really cool perk two months ago, but in the boon meta, it's dead on arrival. Scourge hooks have the potential to be a neat new class of gamble-type killer perks, though, and I like that.

    And I'm extremely unhappy with the radio silence on the current client-side data leaks. That's just not acceptable and BHVR really needs to step up its community responsiveness. Less cute Twitter posts, more substance.

    That's more or less my thoughts on the game right now.

  • @Shaped said:

    How do I camp a person that died to my tombstone piece?

    You must stand over their corpse for the rest of the match to assert dominance. If you don't, someone could take the dead guy's toolbox and genrush you with it.

  • @Dumpstick said:

    Devs introduce brand new mechanic to shake up the meta.

    Killer Mains be like: "This game is getting stale."

    If by new mechanic, you mean a perk that hard counters the concept of split pressure and encourages killers to tunnel hard, further limiting the options for playstyles at high level play, sure.

    It doesn't even fix the DH/BT/UB/DS-or-IW issue because only one survivor needs to bring the boon, so the other 3 in a 4-stack still bring the same perks as ever.

  • The game becomes playable again if you repeatedly smurf yourself back down out of top MMR. I hate that that's actually advice I'm inclined to give, but seriously, that's all that's left if you want to play something that's not S-tier, meta, and reliant on hard tunneling.

    Though I'm hoping the profoundly unbalanced state of the game at the top will finally spur BHVR to do something, since now you can actually distill it into distinct segments of data, where previously rank 1 meant anywhere from moderate competence to x000-hour gods and could look balanced in its own way since you'd still play against average players as often as S.E.A.L. squads.

    I'm not optimistic, but the increased visibility of this issue has to mean something, right?

  • Plague main here.

    Likes: Her lore, her voicelines, her appearance and gorgeous cosmetics, her spray-n'-pay type ranged attack instead of pinpoint accuracy, and the way she ignores Iron Will and makes survivors extremely easy to locate for my half-blind self.

    Dislikes: Her recent buffs really improved the QoL of playing her, but by god are her Deviousness bloodpoints still terrible. I've only ever managed to hit the cap when I was doing the specific kind of farming that involves beating the survivors up a bunch of times but never sacrificing them. 25 points to puke on an object and 300 points for a corrupt purge hit. Compare that to, like, Wraith getting 550 points for uncloaking and then hitting someone in the next fifteen seconds.


    I do play a lot of Wraith and Nemesis, so I may as well include them too.

    Wraith:

    Likes: He counters stealth and caution. It's not even an All-Seeing thing (I play him addonless); survivors don't see you coming until you're very close and so they don't have time to sneak away from the generator. You can pretty much always be in a chase or fast on your way to one; there's extremely little wasted time while playing as him (also because he's fast as fecc boi.) Also, he has a bing bong.

    Dislikes: His nerf killed his lunge as an anti-loop tool, so he's really helpless in loops that feature windows over pallets. He's also extremely vulnerable to the CoH meta and it greatly weakened him; HG/DH's become a must on my Wraith builds.

    Nemesis:

    Likes: He excels at quick pallet removal, and is very good at shutting down loops. He has a faster reaction time than similar killers, such as Pyramid Head. The zombies function really nicely as passive detection and it's a massive dopamine rush when you chase a survivor into one.

    Dislikes: Very slow start when you need to hit people 3 times, and go for tentacle shots when an M1 would be easier to access tier 2. It's super easy to juke the tentacle when not in an animation lock. And the zombies still get stuck on generators, trees, and hills painfully often.

  • BHVR should not be looking to acquire licenses that can't be enjoyed by the entirety of DBD's playerbase. It's a waste of development time when it takes all the effort and licensing cost of a normal paragraph or chapter but can only be distributed to a fraction of the players, and it wouldn't be a popular decision besides.

  • @Leatherface1990 said:

    Yeah when I started this game years ago everything should have just been handed to me on a silver platter too.

    Pretty cool excuse to play poorly though.

    I have 1800 hours in the game and that's been enough to get, like, 12 characters to P3, and 4 of them with every perk. It's not a matter of wanting everything instantly, it's that the grind is ######### nuts and filled with perks and items you don't want and will never use but can't avoid buying.

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