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Laluzi

Laluzi

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Laluzi
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  • I've been playing Wraith and the pumpkins make me sad. I don't have time to stop and uncloak just to smash them.

  • Unfortunately, a lot of people would do the opposite and see a baby killer as an excuse to bring bully builds, baby teammates as an excuse to bail from the lobby, et cetera.

  • Yeah, you have to kill everyone (or have the last survivor hatch out) without the gates ever getting opened. The perk itself never needs to fire. Just try to 4k with the perk and you'll probably be good.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2610437#Comment_2610437

    In that case you'd have to be a killer that could bump into it with their power like blight or bubba I guess.

    I've had the most luck finding hatch prematurely as Trapper or Hag - the prompt for their power disappears over the hatch zone.

  • Lower and even medium skill survivors get stomped by him, because they're generally not aware enough to notice him until he uncloaks behind him, or when they do notice, they aren't positioned well enough to avoid the hit. He counters holding W, and if you don't know where you're going, he's going to beat you down in very short order.

    If you do know where you're going, he's any other M1 killer. High map presence but low chasing potential. Before the lunge nerf, he had a decent anti-looping tool akin to Pig's ambush attack where he could control smaller loops by placing himself at the pallet and then charging around it, but now that's not really viable anymore. Certainly doesn't work at shack.

    He's also a hit and run killer at his heart, and right now those fare really badly with Circle of Healing in its current state.

    I still enjoy playing Wraith, and his high map presence feels great, but he did lose out on the recent nerf and I'm not performing nearly as well against decent survivors as I used to.

    (Also, I love Wraith's lore! He was a survivor of genocide as a kid, had his whole family massacred, adopted family also massacred when he fell asleep on watch (he was supposed to ring the bell whenever he spotted trouble), found a camp of the soldiers responsible and burned them all to death. He grew up, moved to the USA in hopes of a better life, worked at Autohaven, and when he found out he'd been used to murder innocents just like he witnessed as a child, he completely snapped. The Entity locked him into the frame of mind he had when he slaughtered Azarov and turned him into a phantom of vengeance.)

  • Tombstones are a relic of a bygone era and I'm pretty sure the only reason they still exist is because Myers hasn't had a true addon pass/rework yet. Also, there's an achievement tied to them.

    Tombstone Piece is completely busted. Judith's Tombstone was a bit more balanced before its recent buff, but it still has a much higher cost to using it, especially since it's only really viable with Tuft of Hair and that makes it so that Myers needs to nearly fully stalk everyone before he can go on his murder spree. Becomes a game of who can finish their objectives first. Really, if you suspect a Myers is taking an abnormally long time to charge up and notice he isn't committing to chases and hitting people, the best thing you can do is hide if he hasn't encountered you yet and slam gens if he has.

    I was more chill with the tombstones existing when Judith's carried a heavier penalty for the whole game (thus making keeping up with a survivor more difficult whilst stalking), but that one at least feels earned to me and I won't deny the threat of it existing is part of what makes Myers so atmospherically scary to face, unlike virtually any other killer.

  • I'd actually be okay if DS was basekit, because it's a strict anti-tunneling perk and is very difficult to use offensively without screwing over your team, but basekit BT is a bad idea (now survivors don't even have to wait for the killer to leave the area, they can just hook bomb and body block as a default) and basekit Unbreakable is even worse. Imagine trying to play Twins or Oni when every survivor can guaranteed pick themselves back up. It absolutely breaks certain playstyles and prevents so many snowball opportunities. If these abilities exist, they have to have an opportunity cost.

  • God, no. What the nerf did was prevent you from trolling the killer by completing a gen in their face, or DSing them after the killer had an entire chase with someone else because you got unhooked late and they found you on an objective forty seconds later. The perk's anti-tunnel function is still perfectly intact. If you are being tunneled, you can still DS the killer within the one-minute frame the perk has always run on. It's just that 'not being tunneled' is not the same as a one-minute immunity card.

    And voila, most survivors stopped using it overnight.

  • @ShyPirate said:

    Unless I'm going for a challenge that requires killing survivors I make it a point to only hook each person once or twice then let everyone finish gens. Once gens are done I personally open an exit and we all have a party at the gate.

    Honestly I have a lot more fun playing killer that way.

    It really is! I love taking my two hook tax and then just messing with survivors until they figure out that I'm friendly. Personal favorites include playing Wraith and following a survivor around binging the bong, Clown and throwing speed bottles, Hag and spamming a ton of traps in a small area and then chasing survivor into it, and Plague and just Vile Purging on someone for three minutes until they figure out I'm not actually doing anything damaging. I also enjoy taking a moment to acknowledge silly situations, like finding a survivor in a stupid hiding spot or somebody dropping from a ledge on top of me or someone getting downed by a zombie. Feels more like a party game than a me-versus-them when it happens.

    I've had to start killing survivors again, though, because the new matchmaking thought I was a potato and started placing me solely against newbies. It's getting better again, but it means I can only play like this every other game or every three games, and for the rest I just take it easy and give the last guy hatch unless they really didn't deserve it. With the old matchmaking, I could play like this every game and still end up playing at my skill level. It's a pity.

    To the OP, I'm still having fun, but I'm not in the higher echelons of matchmaking hell, so that's probably why.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2610151#Comment_2610151

    Here I was thinking Prove Thyself was amazing. I'm gonna swap it out then.

    It's got its uses. It gives you great bloodpoints, it mostly eliminates the inefficiency of stacking survivors on a gen (so it's great for when teammates wander over to your gen), and it's amazing for hammering out a gen in a situation where you really need to race the killer for it - 3-gen situations when one player's trying to bait the killer's attention, or times when the killer is heading towards your gen but you've almost got it, and so on. By all means, it's a good perk.

  • @Junylar said:

    That's Escape Based Matchmaking for you. If you die - your MMR goes down no matter what you did the whole game. If you escape - it goes up, no matter what you do. It's not the survivors that are selfish, it's EBMM that forces people to play like this.

    This. I still go altruistic at the end whenever the opportunity rises, but I get punished for it and that's what kicked off my downwards MMR snowball. Previously you could die at the end after a good, long game and still pip up - now it's the same as if you're tunneled out three minutes in.


  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2610118#Comment_2610118

    Is that the meta? Survivors being spread out?

    Because I disagree but I'm new. Working together knocks the gens out way faster

    It is. Working together is more useful in the late game, when the killer has a much smaller net of unfinished gens to patrol and you need to hammer out one of those gens as fast as possible, but in the early game and midgame, you want survivors on separate gens. Without Prove Thyself, there's actually a stacking inefficiency to more than one survivor working on a gen, and more generator progress gets done if everyone is on a different one. But the main benefit of being spread out is that the killer can only bother one of you at a time. If you're all on one gen and the killer shows up, everyone has to scatter and regroup somewhere else; if you're all in separate areas of the map, the killer will find one person and chase them, but everyone else will continue to work on gens unhindered. I play solo queue and I often run Prove Thyself, and if I spawn in with a group of survivors, I will move away from them and find a separate gen. Doing a gen with one other survivor is okay, since I've got a perk that benefits it, but three or four on one gen is wasted potential.

    There are exceptions - if Ruin is up, you generally want to prioritize finishing individual gens over getting lots of progress on separate gens. Same if the killer has Pop Goes The Weasel. But it's much easier for the killer to focus on one gen than it is several across the map, so it's good not to place all your eggs in one basket.

    In high level gameplay, where survivors are playing as optimally as possible, the killer needs to end their first chase very quickly (which is hard, because early on is when the most chase resources still exist on the map, pallets and unbroken breakable walls) or 3 generators are basically guaranteed to pop a minute and a half in.

  • Like any group perk, it depends on your teammates. Kindred is amazing in solo queue, but hook farmers are still going to run at you with their dicks out and unhook you right in front of the killer, and somebody doing a rift challenge is still going to ignore you or race other people to the hook depending on what criteria they're trying to fulfill. Bond is the same - some people use it to avoid teammates in a chase, others use it to find them and pawn off the killer. In general I wouldn't recommend Better Together/Situational Awareness because you want survivors spread out on gens and there's just better things you can do with your perk slots.

    Another issue with the perk is that the yellow highlight is shared by several other perks, Trail of Torment and Blast Mine off the top of my head, so survivors don't know what the indicator means.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2609717#Comment_2609717

    Thing is his knife throwing is mentioned in like 1 line of the lore where it says he was naturally talented a knife tricks. That’s it.

    I'm okay with his knife throwing as a power - my big issue is that he's supposed to be talented with knife tricks and instead he just machine gun lobs them. The power could be more creative than straight ranged; he's got some addons that do this with the ricochet knives and shatter knives, but the power itself is incredibly straightforward and I'm of the firm idea that the variety should have been basekit.

    Also, while I do love his mori - his whole shtick was supposed to be that he was a psychotic killer, torturing people slowly and agonizingly to extract sweet operas from their screams. That he was crazy enough to see this as high art, and pleas for mercy as hymns to his name. Instead, that's where he shows off his actual knife tricks, and it's... I don't know. Yeah, he was a narcissist and did things to leave his signature on the crime scenes, but a big part of what makes the Trickster a successful killer to me is that he plays into a more psychological kind of horror. The way he kills in-game could have reflected that, like the shocking brutality in Legion's mori, but while the effect he has in game is really showy and flamboyant... it's pretty cartoonish for a game like this and certainly doesn't evoke any fear or actual darkness.

    Even if he had a separate mori for when he was low on/out of throwing knives, I would have been happy with this, but as it is, it feels like a missed opportunity to show what this guy's really about.

  • I can understand why Twins aren't getting much attention - they're notoriously unpopular and I'm not sure any amount of outfits or tomes could change that. Maybe a full rework, but even then, I see massive uninterest in their design and lore. Blight and Deathslinger have no excuse, though, as quite popular characters with large followings - though Blight did get plenty of lore in the halloween events leading up to and during his release. And poor Deathslinger just got shot in the leg again.

    I do get the impression Trickster is a dev favorite, probably at least partly due to the collaboration. They really don't want him to go to waste; I suspect it's why he got buffed so quickly relative to other killers. I'm still surprised he got to cut so many people in line for tomes, though. What a narcissist.

  • As a solo - I'm definitely going against weaker killers than before, so games aren't getting as aggressively dominated as before (except for when I get tunneled out), but I'm also getting worse teammates on average. I'm seeing tons of unbelievably incompetent flashy saves (I think the best one was yesterday - an injured Meg followed the killer to the hook, shining the flashlight on the back of his head the whole time, and immediately got downed at the end of it) and teammates that waste lots of time wandering lost or idling near lockers and hiding whenever the TR approaches them. So despite the easier competition, I'm not escaping much more than I used to. When I get good teammates, it's almost a guaranteed escape unless I get tunneled or it's something like a tombstone piece Myers, but when I get bad teammates in the mix, the killer has to be so bad that 2 players can loop them and finish the gens largely between them alone.

  • I'd never run this addon. Sure, you delay the early game for a couple minutes max (and that's if the team is really altruistic and won't pop gens until everyone has their trap off, and you get lucky/they don't with RNG), and then you barely have a power. When playing Pig, I've always preferred to keep about one survivor box hunting at a time, to slow down the team's progress and always leave them second guessing about popping gens (which I can then harass with Ruin or PGTW.) If I wanted to inconsistently stall survivors at the start, I'd run Corrupt Intervention.

    If they gave Pig 1 or 2 extra traps with it, sure, that'd be cool, and you could stack it with Jigsaw's Sketch for a decent build. As it is, no.

  • For the chain hunt, they're great as passive slowdown, but as an active ability, it feels like too much effort for what you get out of it.

  • @IamFran said:

    I main plague before the patch and she feels so good now, in fact she feels so good that we can expect one of the changes reverted back.

    I had the same feeling when they buffed Wraith and they reverted back the speed boost after uncloaking eventually.

    I really hope not. But I don't think Plague gets played enough for that to happen. Wraith got so much hate because everybody has him, including newer players who went against newer survivors that had zero idea what to do against him and screamed endlessly when he'd uncloak right behind them, they'd run in a dead area because they hadn't noticed him early enough to position themselves well (if they even knew what obstacles they could use to hinder him), and get hit instantly.

    Plague is way harder to use than Wraith - whether he's good or bad, Wraith is one of the simplest killers around and it doesn't take experience to use him effectively.

    But maybe I'm just a hopeless optimist. The obvious answer is to nerf Pig.

  • Oof. That second interview... that's not what I wanted to hear regarding the state of balance. Doesn't exactly fill me with confidence. To some extent, yes, it's inevitable, and universal balance becomes a harder thing to achieve with every new kind of power, perk and interaction they add - but I would hate to see future map design dictated by a sort of shrug and a 'well, ranged killers, Nemesis, and Pyramid Head can handle this, and anti-loop perks exist for everyone else, so this is okay' regarding extremely powerful loops. Especially not when the last map we got was RCPD, and that... yeah. Uh. It's a lot.

  • It is pretty counterintuitive, isn't it? The amount of bloodpoints you need to get the perks you want continues to rise, but they've gotten much, much shyer about events that increase them.

    I don't understand why they're so frightened of them. It's not like bloodpoints have any impact on the things players might buy with actual currency, and bloodhunts are fantastic ways to get a ton of people playing the game at once. It's one of those cases where I really cannot see a downside to giving everyone what they want. Are they afraid that making completionism a valid goal will end up in people leaving?

    I miss playing during the anniversary. It was the one time that the BP gain actually felt good and healthy. Now I'm over here buying three or four items on a bloodweb after a survivor match and that's all I get.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/291801/the-midchapter-actually-changed-my-default-survivor-and-killer-builds

    I've actually had quite a few people telling me that they've changed their "meta" for playing, which I think is a great thing.

    It kind of is and it kind of isn't. On the one hand, adding more perks to the pool of perks that actually get used is a great thing. On the other hand, it feels like a perk needs to be extremely powerful to reach that level of viability, and that means you're perpetually treading the line of 'is this too good?'

    I'm pleased with Deadlock as an alternative to Ruin and Pop; it's a simple perk and it doesn't feel too oppressive, but it nevertheless does its job of forcing survivors to move around and stalling the flow of generators. Circle of Healing, though... oof. RIP to any notion of split pressure on a team. I think the main issue is that Deadlock doesn't really do anything that isn't covered by perks we already have; it just does it different and well. Circle of Healing is an all new type of crazy.

    The buffs to No Way Out and Lucky Break were great, though. They're not brokenly powerful, but they have a marked and generally guaranteed effect on a match that you can use to build a strategy around.

  • @Johnny_XMan said:

    I used to be a Plague main when she came out but ever since her power was bugged (you puke on survivors and they cough but are never infected) I have been strictly a Michael main.

    Do you know if that bug was fixed by chance?

    Nope. It's the same hit validation issue that you're seeing now with pallets and Dead Hard. Plague was always a window into the future.

  • Raccoon City Police Department. Again.


  • @Labrac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2607063#Comment_2607063

    Thanks for the warm welcome, I'll definitely accept the gratuitous amounts of vomit! She definitely has some cute cosmetics, I'm currently using the body from her Rift, the crown from the Blighted cosmetic and the P3 weapon, it makes a very sick combination. I'm looking forward to getting the outfit from the current Rift.

    I'm still learning the ins and outs of when to get CP, but man it feels really good to slug an entire team with just one use out of it. She's an unit.

    What build do you like on Plague? I'm currently using Corrupt, Deadlock, BBQ and Monitor & Abuse, but I do like to mix it up.

    I can't wait to get the new rift outfit! I've been making eyes at it ever since it was announced on the community contest. Good taste - I just bought her blight crown for how awesome it is, but the outfit I'm using is her Crown of Despair, Crimson Robe, and Censer of Expulsion (though the new censer is really nice too.)

    I've ended up getting really experimental and memey with my build since I'm in lower MMR right now and Ruin is way too overkill on the survivors I'm getting lately, but before that I was pretty generic - Corrupt (to form a net of infected gens at the start), Ruin, STBFL (just as a comfort perk, it's not especially good on her either way - though she can avoid M1ing the obsession, so there's that), and BBQ. Monitor is pretty good on her; her TR hurts her quite a bit, especially in Corrupt Purge when everyone gets really cautious. Your build's balanced fine, but if you ever wanted to experiment, she's one of the only good users of Blood Echo, which is especially good on teams that don't want to cleanse (and are as a rule more confident in chase.) Thanatophobia's another of those perks that only she and Legion can use effectively, and it's good for encouraging teams to cleanse. And Discordance is a very nice perk for knowing where to attack with Corrupt Purge if you ever want to sub out BBQ.

    Grabbing Corrupt isn't a hard and fast rule, but the situations you should definitely go for it are thus:

    -You know where several survivors are - gens and unhooks being the big ones.

    -The last gen gets popped. You know where survivors are headed, and survivors at this stage are going to be beelining for the nearest clean fountains, so it's not the time to be stingy with your power; you're pretty much guaranteed to have it for the rest of the game.

    -Survivors are close to resetting your fountains. You always have to keep an eye on the number of fountains around and make sure it doesn't get too high. If there are infected survivors who can cleanse, just grab the closest fountain (barring ones with amazing locations, save those for later) and go on a rampage.

    -When you have several fountains and you're located next to one that's particularly badly placed - like in a zone where all the gens are already done, or against the walls in a swamp map or Dead Dawg. If it would be extremely out of your way to get in normal circumstances, you have better-placed fountains you can access afterwards, and you're right next to it, you may as well pick it up and see if you can harass someone with it. Generally you should never pick up a fountain if you don't know where anyone is, but I've come to consider this one an exception. That said, don't do this to fountains near exit gates - those can be great for eleventh hour plays.

  • @Fuzzels said:

    What exactly did they buff about her? Like what changed to make her so much better all of a sudden? Was it just the starting with a red fountain or is there more?

    She used to have a very noticeable cooldown after using Vile/Corrupt Purge and now it's nearly unnoticeable. She also finishes charging if you accidentally let go of your power a fraction of the minimum activation threshold short (so you'd occasionally just fail to shoot and instead slow yourself down mid-chase if you didn't have your timing down.) They also made it so that survivors will generally get fully infected faster.

  • Hell yeah, welcome to the Vommy Mommy side! We have... gratuitous amounts of vomit. But also really sick cosmetics and sixty seconds of unstoppable power.

    Her ability to counter Iron Will and now both boons has always been a really understated benefit of hers, and the recent buffs made her feel much smoother to play - more bang for your buck on infecting objects, survivors get fully infected faster no matter what they do, and none of that slowdown after vomming. All I miss is the old Vile Emetic. The real trick to playing Plague is that you need to be flexible and prepare for cases where the survivors cleanse a lot (where you need to be proactive about using Corrupt Purge, don't wait for the most opportune times and never let survivors wipe your fountains) and when they don't cleanse (so you need to make the one use of your power count, but also be comfortable acting as an M1 killer with no power.) If you can get comfortable with how to react to changing dynamics within a match, you're golden.

  • Lithe's a pretty good exhaustion perk. It's on par with Sprint Burst - slightly less choice of when you can activate it, but more freedom to move around normally. Doesn't really take any skill to use effectively. Comes with Feng, who's one of the most popular survivors, so pretty much everyone has it, especially console players.

  • Oh no! I'm so sorry to hear you're in such a state. I haven't been around in a few months, but I still remember you around the forums and liking your posts. Oof... that sounds awful. I hope you can get a good night's sleep, despite everything.

    I don't have any memes to add to the pile, but I hope you finish self-caring soon and that Claudette can emerge from the bush safe and sound.

  • The first one actually seems like a decent perk, if not a gamebreaking one. The second has some potential for fun, but the start of the game is when survivors are rapidly camera spinning in case of stealth killers anyway, so the impact of being unexpectedly stealthy is lessened - and the totem will be absurdly easy to find, so I can't see it lasting long.

  • There's not a hard limit. It's how many survivors report you for it, which isn't something you can control.

    That said, you can just play chest defender Bubba or park yourself in front of a hex totem and chase away any survivor that approaches it, and there's nothing against the rules in that despite the bulk of your gameplay just being standing still.

  • I'm kind of the reverse. Blighted Pyramid Head is a dream come true and that sharp contrast looks absolutely sick. Love his greatsword and the trickles of blight down his boots. I'm very tempted to get it and I don't even like playing Pyramid Head. Nemesis is cool, and it occurs to me that his power tiering up and the visual effect it creates is really on point now, but... this is a dumb gripe, but his feet look really stupid to me. I can't get over that. It looks like he's wearing blight slippers. Add in that they didn't really do anything with the lower half of his coat (the top with the tubes overflowing with blight is hella cool) and it's just top half awesome, bottom half dumb for me.

    I'm with you on Frankenstein Doc, though. I'm not quite vibing with it, though more options is always neat, and hey, I'll always take a free cosmetic. And Mikaela looks fantastic. I'm never taking off that witch hat - though whoa does her face look different from her base model.

  • Damn, congratulations! I'm working my way up the chain, but I still have Evil Incarnate and Left For Dead in the way, and those two are pretty daunting. I almost got Left For Dead a few times, but always died before the gate got opened.

    I'm also absolutely horrible with Huntress, and I can barely hit a survivor right in front of me, much less with a trick shot from afar. Luckily I managed to farm the bulk of that achievement during the anniversary event, when every other game was a cake-fuelled bloodpoint party. The hardest part was getting survivors to stop following me - most didn't seem to get the hint that I wanted to nail them from far away, but a select few did and I'd be able to get 3 or 4 of the counter out of the way. (I wasn't that great at guesstimating 24 meters.) I also got a few on survivors that were waiting for me to hit them out of the gate.

    But I only had to do 20 of those - I can scarcely imagine the sheer tedium of landing 100. Oof.

  • It's insanely difficult. I'd like to see the stats of how many people have gotten it since the EGC was created, because around 8% of players have the perk, but I get the impression that's largely old data. I have 1700 hours in the game (granted, a lot of that is on killer, but I still play quite a bit of survivor) and I have had three opportunities where I could have possibly gotten this achievement. In all of them I died before the gate was open. But still, that's three games out of over a thousand where I would have had a chance at unlocking this. The stars have to align in every way. You can't plan for it unless you sandbag the crap out of your teammates, and even then, the odds of you being able to repair that final gen, but nobody else doing it, is incredibly tricky. You pretty much have to 99 a gen and then wait for a teammate to die in order to avoid the inevitable hatch close that locks off the gen completely. Hell, the associated perk with this achievement doesn't even aid you in getting the achievement anymore.

    Unfortunately, I don't think they'll change achievements unless they're literally impossible. See Huntress and her 100 long-distance hatchet downs on console. This achievement is ill-fitting and promotes a pretty horrible gameplay style to seriously attempt for it, but it is technically doable.

  • It's a very annoying challenge. It also encourages teammates to act stupidly - racing each other to do a gen that would be better left for last, committing when they really can't make it or when someone needs to be rescued but they don't want to let go of the gen for fear of someone else wandering in and finishing it.

    Really I'm just not a fan of the halloween event design. Should've been like the lunar gens and hooks, in my opinion.

  • I'm guessing it only counts kills that would count for your devout emblem, and bleedouts are indirect. Though, still, even if it didn't count for your challenge, you bled out a bully squad. Isn't that the real win right there?

  • I think the most frustrating match I've ever been a part of was with a 2-man SWF. They sent us to Glenvale and brought IW/Urban Evasion, and those two never touched a gen. Never even left the patches of grass in the corners of the map except at one point, when one of them got hooked, the other emerged to save them. Which was not a courtesy they extended to me or the other solo - we were running ragged trying to do gens (at first...), evade the killer, and save each other alone while those two dips roamed the bramble patches and waited for us to die.

    I've had way more overt sandbags before, but watching Ace and Jake scoot around in circles twenty meters from my hook while the killer chased Dwight on the other side of the map was agonizing. Luckily they didn't make it out alive, though it took the killer a good ten minutes of searching the map to catch them after Dwight and I inevitably died. Thank god he was running Whispers.

  • You'd only get the chance to tbag the killer if they don't camp you to death from the start of the game. So... good job tbagging the wrong killers, I guess? And enjoy the view from the basement.

  • The problem is that virtually nobody would play with the 'allow SWF' button checked. "Do you want an easy match or a hard one?" It takes a certain type of person to pick the hard one, and that means that if you just want to play with your buddies, you're four times out of five going to be facing an uber sweatlord geared up to go to war. SWFs have the potential to be much, much stronger than solos, but there's still plenty of SWFs who play like solos because they're just a friend group on voice chat and comms doesn't inherently make them good at the game - but when the killer is expecting SWFs (and because of the sheer backlog, anyone who has 'allow SWF' ticked on will get 100% SWF parties, the queue can't afford to give them solos), they have to prepare for the worst, and they will, and every game will be Ruin Undying Tinkerer Blight and Infectious 3-blink Nurse and Mother-Daughter Spirit.

    Plus you'd inevitably get trolls who hit 'allow SWF' so they can facecamp or bleed out everyone or just stand in a corner as Wraith and refuse to play the game as a form of protest against SWFs. They're resented enough; you can't tell me that wouldn't happen. On the flipside, they'd potentially also get a high number of farming killers because SWFs are much easier to communicate with. But all of this boils down to not being able to play the game 'normally.'

    BHVR's never going to do anything like this because the game would turn borderline unplayable for SWFs overnight.

  • @Fuzzels said:

    https://forum.deadbydaylight.com/en/discussion/comment/2602670#Comment_2602670

    Alright, I'll admit that you've got a very solid point. It's hypocritical for me to tell anyone to stop complaining.

    However, if you believe BHVR isn't doing enough to handle the situation, why are continuing to support them by playing their game? That doesn't seem logical. If it's that big an issue, quit the game and play something else made by devs who truly react and ban the people who do such toxic things.

    I appreciate that. Admittedly, validity of complaints is a really easy topic to get tangled up in.

    Re:toxicity, I generally don't consider it that big of an issue? Not individually, at any rate. Whenever I encounter ######### in the game, I'm an ######### back to them, report, stew for like five minutes, and then move on with my life. Maybe reporting them will do something, maybe it won't, but even if it does, it's a societal problem and I accept that playing whack-a-mole with the ones that have already offended won't stop a dozen more of them from popping up the next day, or new accounts and IP spoofing, et cetera. Some people are just dicks and realistically, no action taken can ever prevent this problem from continuing to crop up.

    However, it can be minimized. I'm extremely opposed to the notion that people using the anonymity of the internet to be deliberately malicious should ever be something we accept, or that the onus of handling such bad eggs belongs on the people they affect. Systemically it's a challenging problem to pin down, if not an impossible one - but casewise they should be punished, not ignored, and telling people they have the tools to deal with it themselves rather than appealing to authority is telling to ignore it. People shouldn't have to cut themselves off from all socialization in a game to avoid a minority of players that just want to spread misery and I refuse to accept that as a solution. Attitudes like the one you've expressed, in my opinion, end up enabling toxic players and giving them freer reign in a community, when we should be giving them as little grounds as possible to work with.

    And many people complain on here because they want BHVR to pay attention to the issue. This is literally the hotline to the development team. They read these forums and it's a more constructive venue to voice issues with the game than anywhere else, including within the game itself.

    You're not wrong that there are people who are legitimately better off muting the chat, and plenty of players have - and yes, you're in a healthier spot if you can learn to mentally distance yourself from the words of strangers on the internet. But there are many reasons not to do the first, and the second - emotions aren't as simple as just doing, and we're talking about people who are trying to push as many buttons as possible. It's inevitable that for some people, they're going to land something personal. It's not their fault when they do. I don't think it's wrong to ask BHVR to stamp out players who hardcore harass everyone any more than it is to ask them to get rid of cheaters - while there's an obvious mechanical argument to be made there, it is in other ways a very similar problem; it's all bad faith actors that are attempting to stop other people from enjoying the game, and they're breaking the rules to do it.

  • @Fuzzels said:

    https://forum.deadbydaylight.com/en/discussion/comment/2602639#Comment_2602639

    Ok, so don't? But also don't complain about toxicity. Accept the good with the bad, or stop complaining. It's that easy. Or just insta leave the toxic discussions. Another simple fix that requires 0 effort

    Nnnnno? "You don't have a right to complain about screaming manchildren who can only communicate in 'ggez uninstall #########' and 'i hope your mom dies of cancer' because you like talking to other people" isn't a sound stance.

    If you think supremely toxic people have the right to harass everyone because I do have the ability to mute them along with everyone else... well, by that logic I can complain about whatever I like, can't I? Because you aren't obligated to listen and you can just step out of this thread.

    This just sounds like trying to excuse slurs and awful people as a fact of life. Which is true, but it also doesn't mean we can or should put up with it. BHVR agrees. Literally the thing you are advocating for turning the other cheek to is against DBD's rules. It's a bannable offense. And while nobody likes the chat filter, they didn't implement it for shits and giggles. Evidently they see this as a problem.

  • I'm not going to turn off chat when the majority of my interactions with people are friendly. Why would I let my rampant dislike for a vitriolic minority ruin the whole experience for me?

  • @Pulsar said:

    I got told to cleanse totems to stop NOED,

    I'm just running Small Game to see how many times all 5 totems are cleansed in Solo Q.

    I actually found a NOED last match because somebody had lit a boon there earlier. Very convenient. Who needs Detective's Hunch when you have Mikaelas?

  • Yeah, I've noticed this happening ever since I came back to DBD. Very annoying. It wasn't a problem a few months ago, so I don't know when it started.

  • I do think it's kind of hilarious that we got a totem cleansing challenge in the same rift that wants us to use boons. It's all the anguish of being an Ace and angrily gesturing at someone who insists on opening up that chest themselves, now in a fresh package. Let the survivor wars begin!

  • Hey, welcome to DBD!

    Echoing what others say in Myers being a brave choice - he was one of the best killers in the game back in his heyday, but that was... a very long time ago, and he's severely outdated and power creep'd now. Definitely due for an update. He does have some fun addons, though - Tombstone Piece is busted unlike anything else still in the game (Judith's Tombstone, the red one, is actually harder to use, though necessary for an achievement), but you can also use the ones that prevent him from tiering up past Tier 1 for a purely jumpscare playstyles, where you intercept survivors who have no idea where you are, stab them, and meld back into the shadows. For standard play, ignore his stalk movement speed addons and go for the ones that extend Evil Within duration or the ones that increase the speed at which he gains Evil Within from stalking. Dead Rabbit makes you extra sneaky in Tier 2, which can be very strong, though it increases the TR in T3 as a result.

    A useful tactic is to '99' your power; stalk a survivor until the bar is almost at Evil Within 3, then stop. You want to activate your power when you can down multiple survivors with it - a good time to use it is when you know where several people are, preferably when you are right behind someone and can stab them within a few seconds of activating your power. The worst time you can activate it is when you're chasing an injured person or if you're chasing somebody who still has a lot of resources in the area and is far enough away to make it to them - pallets and strong window loops.

    Are you on PC or console? I ask because the default killers that are available to you will be different. Save the Best For Last is a really good perk, especially maxed out where you don't even have to avoid the obsession and you'll still gradually build stacks (just much slower than you would otherwise), but his other two perks are niche. I'd strongly recommend pouring some bloodpoints into Hillbilly, even if you never play him - all three of his teachable perks have their uses. Tinkerer is a meta perk like STBFL; Myers isn't its best user, but it's great for interrupting gens before they finish and getting surprise hits on survivors, and Lightborn will solve all your flashlight woes (though a tip, you're probably not getting blinded from behind, but rather from the side. There are some tricky angles survivors can pull off. When there are flashlights in the lobby, make sure to check your surroundings before picking a survivor up, and if at all possible, turn to face a wall while you're doing it.) However, if you have Hag and Doctor, they both have perks that are really, really good on Myers. Hag's Devour Hope and Ruin are just generally amazing killer perks, and Doctor has Monitor and Abuse, which reduces your Terror Radius by 8 when you're not in chase - this makes it so that survivors won't hear your TR in tier 2 until you're practically on top of them, enabling a lot more surprise hits.

    If not, you can always buy these perks in the shrine when they rotate in, or purchase the characters that have them with shards (while that's a more expensive investment, it's more useful in the long run.) NOED is a pretty powerful perk, though be warned that more experienced players know how to deal with it and the value you'll get out of it falls off as you rise in rank. Also, yeah, survivors hate it; it's easily the most complained about perk in the game.

  • @Yords said:

    It sounds cool, but I don't think this chase music fits DBD at all if I'm being honest.

    My thoughts exactly. I like what I'm hearing, and the TR would be fine, but the chase part lacks the sense of urgency necessary to serve as a chase theme. It can't just be dramatic - it has to sound frantic. The last part of the chase theme hits the mark, but the buildup before it doesn't work - that belongs in the terror radius, not the chase theme itself. The chase theme is the apex of the escalation.

    I do really want Piggy to get her own music, though. I'm hopeful that the evidence we see of active collaboration with Saw (the mask, charm, and leaks of a future rift) mean she's due for some attention on this front.


  • @Hippie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2600751#Comment_2600751

    You know... honestly, I think that Killer MMR system would be corrected easily if they corrected the Survivor MMR system.

    I think what's happening is when you have games against three baby Survivors and one good Survivor, those three baby Survivors escape off the hard work of the one good Survivor, increase their MMR rating and move onto the next game with one good Survivor. And then the cycle continues. I can honestly say that I've seen this happening in my games for quite some time now... I get matched with complete newbie Survivors and I'm the only one able to loop or progress the objective. And on Killer side, I'll have the same situation as you sometimes where I'm against three baby Survivors and one good Survivor. It's very discouraging.

    And honestly, the only reason I still play altruistically and prioritize helping teammates over escaping for myself is because I enjoy it (and you get decent points sometimes). However, it's getting less and less appealling since my MMR is just hitting the bed due to my playstyle. I wouldn't mind it being emblems mixed with escapes at all, I think that would be a perfect balance (and far better than the mess that we have now...).

    Another thing I would like to mention is that I think it's wrong for people to say that grades are not indicitive of skill. I'm still finding that teammates who are in the lower grades are not even comparable to iridescent grade teammates. I think the bottom line is that iridescent grade Survivors have still put in some amount of time and effort (and gotten enough points to pip, which directly correlates to their actions) and probably know what they're doing to some degree. And as long as the grades reset to the bottom every month, you'll still always be able to tell who has more experience on your team. Maybe we should bring back seeing ranks/grades in pregame lobby.

    Some wonderful pictures of the amazing MMR system in action:

    https://us.v-cdn.net/6030815/uploads/AG1DFB2LBDEJ/dead-by-daylight-screenshot-2021-10-06-00-02-58-99.png

    https://us.v-cdn.net/6030815/uploads/GSLSMJNBRIN1/dead-by-daylight-screenshot-2021-10-06-00-21-55-25.png

    https://us.v-cdn.net/6030815/uploads/8PADORH8GS3E/dead-by-daylight-screenshot-2021-10-09-23-58-47-39.png

    https://us.v-cdn.net/6030815/uploads/HZRCQXBZ1KMW/dead-by-daylight-screenshot-2021-10-28-14-44-44-04.png

    My killer MMR issue is one of my own making, but I still think it's worth complaining about despite its nicheness simply because the old system handled it better: my ideal killer match is one where I'm evenly matched with the survivors, I smack them around and manage to get the upper hand in some challenging but not tedious chases, I 2-hook everyone, and then I start playing around with them and let everyone go at the end. I'm only inclined to kill players when they BM me or sandbag their team - if anything, the better of a job they do in chases or protecting their teammates, the more I like them and the more I want them to escape. I will kill for rifts and adepts, but I really don't enjoy it.

    I got my ass kicked plenty of times in the old MMR, but I did get survivors who were close enough to my skill level most of the time, and so I got fulfilling games alongside the usual rank 1 SWF stomps and bully squad nonsense nobody could truly avoid. My emblems suffered a bit because I rarely got above bronze devout, and I safetied a lot, but I could still pip up and my natural trajectory was purple ranks (though I tended to hug green due to old MMR's tendency to pair you with survivors a rank above you - I was fine going against purples but got wrecked by the red squads.)

    Now it doesn't matter how well I play. If I let everyone go, the game thinks I got roflstomped and my MMR goes down. And it has. A lot. And I actually do feel myself getting worse at the game because I almost never get a survivor that challenges me anymore - I can just braindead follow them around and employ some simple predictive routing to win chases basically every time. It's gotten exciting to find a survivor I would have used to consider average. I'm not learning new tricks as survivor and I'm forgetting old ones as killer. I still have fun playing with them once everyone's paid their two hook tax, but I miss being challenged - but to get back to that, I have to play a ton of games where I kill everyone (which is even worse when it's a noob stomp, that's just cruel - I've adapted to all the newbies by easing up, bringing weaker perks, and intentionally making mistakes to give them more breathing room), and my MMR will still go down once I go back to doing what I actually want to be doing, so there isn't really any investment I can make to fix this, only patch jobs.


    I agree with everything else, though - I like playing altruistic for the same reason I like letting people go as killer, I get punished for it now in exactly the same way, and grades are still a very good indicator of your teammates. Even if not all ashes are new players, all new players are ashes - and all golds and iridescents are players who both play a lot and are able to pip up consistently. You can be iridescent without being a top-notch DBD god, but it still means you know what you're doing and you pip up much more than you pip down.

    I doubt they'll bring back seeing ranks in lobbies, though - the whole deal was that people would ditch their teammates if they didn't look attractive enough. That's not going to change just because we've decided rank is no longer the crux of your matchmaking - with no other information available, you'd rather have a rank 1 survivor than a rank 14 on your team. Even now I'm tempted to flee lobbies that are all default survivors with free cosmetics.


  • I didn't say Twins were unoriginal, I said they have uncreative gameplay. They're a very original concept, and an ambitious one, but that doesn't count for much when their only viable tactic is camping and slugging and their gameplay is just 'scout and chase with Victor, down as many survivors as possible or get yeetus deletus, drag Charlotte halfway across the map, move just far enough away from hook that you're allowed to switch again, return to Charlotte when the unhook happens, or repeat.' It's tedious on both ends. The actual unique interactions with their power, trapping survivors in lockers and Victor latching onto a survivor and providing oblivious and killer instinct until they shake him off, have a high cost relative to their benefit when Charlotte lacks any kind of chase power herself.

    I get the feeling they expected players to go 'Wow! Two killers! Let's see what cool ways we can use them!" without fully considering the answer to that question themselves - or that dominant strategies rarely lend themselves to creativity. But then they went and removed the one unique thing that had fair applications because they revamped Coldwind maps to have fully bodyblockable basements by accident and apparently Charlotte getting in the way was a problem with the Twins, not the maps.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2600937#Comment_2600937

    Nearly all these points are irrelevant when SWF exists and the Killer is only capable of chasing one person.

    You can only commit to one person at a time, but you can sure as hell smack a group of scattering survivors and then chase the last one. Switching targets isn't just easy, it's the path of least resistance - the guy you hit gets a sprint burst and the other healthy guy running away is now closer.

    SWF is its own can of worms, but I actually find solos running Prove Thyself more than SWFs - mostly because, again, good SWFs know that fanning out is the optimal play, can communicate gen status across the map, and have an easier time removing any Ruin that might be in play, so rushing individual gens isn't as important until the lategame. Prove Thyself is a good perk, but it's not meta. The more survivors use it, the more the killer can take advantage of them, and people generally don't make a strategy out of hammering gens out one at a time because a good chunk of the killer roster can absolutely tear it to shreds (Oni, Plague, Bubba, Myers, Blight, and Nurse can all easily party wipe you if they catch everyone in one spot, Legion is laughing hysterically at having their existence validated for once in their collective life, Huntress is very good at hitting and downing several fleeing survivors at the same time, and while Demo has no advantages towards chasing you off, he can set up portals at each gen and know wherever the team has moved, so he'll always interrupt you. Wraith, Freddy, Doctor, Pyramid Head, and Ghostface also have some individual advantages against this scenario, though they're not as pronounced or can be nullified.)

    People might spawn in and all do the first gen together, but the typical use of Prove Thyself is two people on a gen, and that only shaves like seven seconds off the gen speed without it.

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