Avatar

Laluzi

Laluzi

About

Username
Laluzi
Joined
Visits
4,175
Last Active

Comments

  • Prove Thyself is hard countered by a near-meta detection perk, and pretty much the only reason you don't see Discordance more than you do is because killers don't have room to run several detection perks and BBQ gives double bloodpoints.

    You want survivors to group up so you can pressure them all at once. Survivors splitting up across the map is a bad thing for you as the killer. While admittedly CoH weakens the effect of finding a group of survivors (everyone you injure but don't chase will heal up at warp speed), interrupting a group of survivors is still unequivocally better than interrupting just one.

    Prove Thyself also doesn't actually complete gens faster. You have less time to interrupt an individual gen, yes, but all it does is eliminate the inefficiency of survivors stacking on a gen. The same amount of gen is getting done as it would if all survivors were on separate gens. And if every survivor spawns together and sits down to complete a gen in 20 seconds - okay, you've lost a gen. Now you know where everybody is and the dreaded first-chase-three-gens-pop isn't going to happen because the team threw all their eggs in a single basket, so you're actually not in a bad spot.

    Yes, there are times you don't want Prove Thyself - a 3-gen, a Tinkerer proc you're running to with a waiting Pop - but I find it helps me at least as much as it hurts me. Everyone grouping up at the start of the game when you know where spawn points are? Everyone jumping on the closest gen after an unhook? You love to see it.

  • Wholly agree. I think the killer MMR is flawed too (mainly because I like to let survivors escape after a good match and the game equates that with me being a noob, so I tend to get matched with survivors below my skill level unless I spend the whole day playing mercilessly, which I don't enjoy doing), the problem is much more pronounced on survivor - as you say, it feeds into a cycle where getting killed gives you bad teammates that get you killed because they don't pull their weight and the killer has near-infinite time to accomplish their objective.

    Sadly, it also discourages you from playing genuinely altruistically - taking risks and making self-sacrificial plays, not just farming bloodpoints and racing people to unhooks. I never had an issue with dying at the end to try and save another survivor, or to lure the killer away so everyone else could crack the 3-gen, and I considered it a win just to make it that far in the game, but now I'm strongly encouraged to bail out the gate ASAP if I want to improve my chances of getting not terrible games.

    I had a match today where I found a Claudette almost immediately, had a decent chase, and hooked her. I started chasing an Ace nearby, but another player was AFK and got bonked down by a wandering zombie, so I left the Ace alone to pick her up - Ace was close to the Claudette and I figured I'd give him room to unhook her. Nope. I finish hooking the AFK (I took her across the map to get a tangled hook) and Ace just went back to his generator while Claudette's busy hitting second stage twenty meters away. I try chasing him into the hooked Claudette and he runs past her. At this point I'm genuinely mad at this guy for letting down his team, so I hook him too. The hooks are spread all over the place and there's nothing happening. Where's the last player? Crouching near a locker. I down the Feng while Claudette dies and bring her next to the Ace, then let her wiggle off so she can unhook him. She doesn't, just bolts away. Normally I give hatch, but there wasn't a chance in hell I was enabling this. Naturally, Feng DCs.

    In chase, Claudette wasn't amazing, but she showed a few tricks and knew how to bait a pallet against Nemesis. Ace ran in straight lines past structures and Feng tried to run around objects and crouch behind them (so, seemingly ignorant of scratch marks and injured noises.)

    Sure enough, in the end screen, the Claudette was silver rank and had a strong mix of meta or near-meta perks, all T3 and from various characters. Everyone else was ash and had yellow/green baby perks; Ace had no perks and the AFK had one. I wanted to reach out to the Claudette and apologize (or chastise Ace and Feng), but they were all on console. But that Claudette clearly had no business being with this team, and neither did I.

    I also had a survivor match today where I completed four of the five gens (as in, I had a gen challenge and it went from 5.4ish to 9.9 in one game - I didn't just pop them, I did a duo gen at the start and then the rest of them from the ground up), and only escaped because one of the other survivors was also competent and looped the Bubba for 80% of the game (and he wasted another minute or so facecamping someone else.) At one point, one of the baby Claudettes came over to my gen, blew it up, and ran away, and I had to bail and find another gen. I'm not an amazing survivor, I can't loop a skilled killer for very long, but I don't belong with newbies and I get a ton of them in solo queue now. It's at the point where I feel like it's necessary to play with a SWF just to avoid the bad teammates and stabilize your MMR, because old solo queue matched me with much harder killers, but I still had better games than this because the teammates knew how to play.

    Perhaps a mix of emblems and escapes would be the ideal scenario. I did think your survivor rank got pushed too high too fast with the old system, but an escape-only metric is a quicksand pit when your ability to escape is so strongly tied to what your teammates are doing.

  • @str4wberryp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599207#Comment_2599207

    I don't get why people are so upset about a perk that moves you a tiny distance. These forums are full of killers who 100% don't play both sides. Dead hard is an overly punishing perk for newer players.

    https://forum.deadbydaylight.com/en/discussion/comment/2599204#Comment_2599204

    This post sums it up: "There's a reason Dead Hard has its place among the meta. At the top levels of gameplay, it is a fairly rare occasion when less than four survivors are running it."

    It's only ever useful at very high levels of play, and still, it clearly isn't that good since experienced killers will wait for it and down you 2 seconds later anyways. This is why I think the proposed changes (especially number 2) would make it more dynamic.

    Did you actually read what I said?

    What you're proposing wildly breaks the top levels of the game, which is where all balance inevitably ends up. It sums up every possible thing you can do with a perk. If you can consistently do a lot with it, it ends up in the meta; if you can't, it's discarded.

    If you can't get the full use out of Dead Hard because you're not an experienced looper, use a different exhaustion perk. You have plenty of options. Lithe and Sprint Burst are both very good general use exhaustion perks. No, you can't do everything you can do with Dead Hard with them, but if you can't actually perform that well with Dead Hard, they're your best options. With Dead Hard, what you're looking at is called a skill ceiling. It's like if you pick up Nurse and fail horribly with her because she's super hard to play - demanding she gets a buff would make it possible for you to play Nurse, but it would make the people who do know how to play Nurse completely unstoppable when they're already the most dangerous and capable killers in the game. You can't buff things for the bottom when they're borderline broken at the top.

  • While I agree that there isn't really anything to be done to slacken the DC penalty (we've seen on many occasions what happens when you turn it off, and it's bad), I do wish there was some attempt at working in reconnection. On several occasions, I've been ejected because my provider derped out for about ten seconds; if DBD didn't immediately eject you and your client sought to reestablish a connection to a stalled-out game, the match could have carried on without any real disruption. DBD matches aren't long enough that you can reconnect after your computer crashes or the like, but minor blips in service don't need to be the end of the game and it'd definitely be a relief to players using public connections. Seriously, I'd have hated to have found DBD while I was still in college...

  • @str4wberryp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599166#Comment_2599166

    yeah but as a I said, Ghostface still has the potential to make your perk useless. If you play against a good Ghostface, you won't have the chance to use it.

    Okay. So.

    Yes, Exposed is a thing. It's also the only counter to Dead Hard when Dead Hard is used correctly, and instadowns always have some other condition involved that makes them easier to dodge or the killer doesn't always have it.

    Dead Hard is widely considered to be the best exhaustion perk. It's true that it gives you less distance than other exhaustion perks. When used to dodge a killer's swing in a dead zone, it only buys you a couple seconds of time. However, Dead Hard has a feature that makes it infinitely better than any of the others - it can be used on command. I can't overstate how much this counts for. You don't need to be in the right area, you don't need to be next to a window or pallet, you don't need to be walking around to preserve it - you have it whenever you're injured, which is going to happen in any chase you don't unequivocally win. From there, you have a dash and some I-frames at any point you want them.

    Newer players use Dead Hard to dodge a hit. This use is always available, but skilled players will use it to extend a loop by dashing to a pallet and throwing it once the killer gets too close, allowing them to move to another loop and buying potentially huge amounts of time. Lithe can be used in a similar way, to bail on a loop and move to the next, but you don't get the pallet in the way and you're vulnerable to being hit through the window if you cut it close (which is the hallmark of the tactic) - the glory of looping with DH is that you cannot really be caught out of position with it and you aren't half as limited to the type of loop you can run effectively. Sprint Burst can't be used to extend a chase unless you 99 it, which is a very powerful strategy but also a finicky one that's prone to misfires, and also requires you to go looking for a chase at the right time as opposed to being chased off of a gen or the like - still, Sprint Burst is probably in a comfortable second place for prevalent exhaustion perks despite the walking-around requirement. Balanced Landing is very good on some maps and completely worthless on others, making it rather reliant on map offerings to supplement it. Head On isn't a chase perk (if you run into a locker in a chase, either you've wasted your own distance or the perk won't have enough time to activate), and as far as exhaustion perks go, Smash Hit is a non-choice - being able to pallet stun a killer depends heavily on individual killer behavior and also what killer's being played.

    There's a reason Dead Hard has its place among the meta. At the top levels of gameplay, it is a fairly rare occasion when less than four survivors are running it.

  • I genuinely can't tell if this is bait or not. If it is, masterfully done... if it's not, whoo boy do I have a lecture on standby.

  • I'm skeptical that much will change on this front. While I do think boons are going to stay past the new perk hype (at least until they get nerfed), survivors already had plenty of incentive to look for hexes and you always had to prepare for short lifespan. Good teams already know where all the spawns are and you'd see the occasional totem-finding perk on those that didn't. As long as hexes are meta, survivors will be prepared to deal with them.

    All of those are great general regression perks, though I still prefer Pop over Deadlock.

  • @[Deleted User] said:

    Time to find one in game, and insidious camp it until a survivor falls into my trap.

    Or iron grasp+agitation until it's done.

    I was thinking about iron grasp and agitation, but since you're only going to have 2 hooks in each game unless you get lucky with survivor offerings and you need 6, it's already a multi-game task and you might as well just bring whatever perks you usually do.

  • The only things of interest you can't reach around the event items in this bloodweb are Knock Out, which is a pretty bad perk and not the one you should be gunning for (Nurse's is the best perk here, or Huntress's Lullaby just to T3 it and get it out of the bloodweb), and an iri addon that's memey but not as good as some of Nemesis's yellows.

    I mean, yeah, the event offerings are pretty useless even now, but most of the things I buy on the bloodweb I'm never going to use. How many Tarnished Coins, Moldy Oaks, Annotated Blueprints, and Clear Reagents does a killer need? To say nothing of all the mediocre addons you have to chew through for the few good ones.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599062#Comment_2599062

    What was end game pig like before?? I must not have been playing yet.

    Survivors couldn't leave with an RBT on, active or inactive. This was before endgame collapse was a thing, but Pig could save her party hats until the end of the game and then start trapping people, which was pretty much a death sentence if players left - and if your team stayed to help you, then they got dragged into the cycle too. Add in endgame perks and yeah, she had brutal late-game potential.

  • I almost feel like Pig would be the worst killer to do this strategy on (or at least among the worst - Bubba and Myers are also quite unrescuable), because for the same reason that the hatted player is trapped in your game, any moderately intelligent survivor will realize that that player's odds of survival are basically nil and even no-man-left-behind SWFs will be telling each other "yeah, just go." Bodyblock escapes require everyone to herd off the unhooked player to the exit ASAP because they can't endure for longer than that before people start going down. Guiding the RBT'd player around the map to boxes while the EGC ticks down and the Pig is clearly bent on tunneling them? Even if I'd never heard of Blood Warden, I'd tip my hat to that player and leave.

  • I've always been ambivalent about NOED. It's a strong perk, but risky like all hexes. Can easily be handled with teamwork, decimates solo queue, moderately predictable based on killer performance (or frosty eyes, lol), and most controversial for its ability to allow a failing killer to grab several kills at the end of the game. Only gives value for a short period of the game, but has massive snowball potential and pairs devastatingly well with other endgame perks. Never used it myself and don't especially care what happens to it.

    I think boons may have shaken things up, though. We've all heard "just do bones." Cleansing totems used to be a net win for the team (or at least a neutral, unless another player brought Inner Strength and couldn't get any), but now the counterplay to NOED prevents the team from using boons, which unlike Inner Strength incentivizes leaving as many up as possible. I think it's less clear for teams how to proceed, especially solos who don't know what their teammates brought and can't know whether they should be getting rid of bones for a perk that may not exist or preserving bones for perks that may not exist.

  • Yeah, it's obnoxious. Best bet is to bring the seeds, hope survivors also brought seeds, and hope that all the tangled hooks will be in viable locations. Still took me four games, though, and I had to chase some survivors towards weird corner hooks.

  • I see a lot of Trickster here, but the bulk of the complaints boil down to 'doesn't look like a killer in this genre' and 'uncreative gameplay.' The first is at least somewhat subjective, even if I see the point, and the second is true for a lot of killers.

    The Twins, on the other hand, have all of those issues and more. They're terrible to play and they're terrible to play against, which is a sort of fascinating magic bullet because usually frustration in an asymmetrical game ends up being at one side's expense and the other's gain. But nope - the only creative way you could use their power, using Charlotte as a wall and using Victor to herd, is no longer possible, and it's hard to tell who's being punished more; Victor, who now gets stunned and yeeted no matter how well he aims, or the survivors, who spend half the game on the floor and are allowed to move exactly three steps away from the hook before Charlotte wakes up and slaps them back down.

    Trickster has dedicated fans and is more than viable nowadays, so you see a lot of him. Even if there's people that love him because he's sleek and conventionally attractive, which isn't exactly genre ground... they still love him, and, well, that doesn't work in reverse. I've yet to meet anyone who thinks the Twins are a cool or scary kind of ugly; the consensus is just sad ugly. I don't think any killer was more dead on arrival than Twins. Ambitious idea, terrible execution. The crippling number of bugs they were released with is just the nail in their coffin.

    My second pick would be Legion, mostly because it feels like BHVR didn't know what to do with them when the initial power turned out to be such a horrible idea and they gave up as soon as they'd managed to staunch the bleeding. They're pretty far down the totem pole in terms of killer design, but I'd still rate them over Twins.

  • I'm not inherently opposed to boons as a concept, but the inability to permanently destroy them feels like a problem, at least with their current strength level.

    I don't have much of an opinion on Shadow Step, but Circle of Healing is extremely damaging to killers that spread pressure. Hit and run playstyles suffer heavily when every survivor is self-sufficient and can go to a designated zone and heal up - no group slowdown on needing teammates to heal them and much less running into random injured survivors for quick downs. Territorial killers get pretty screwed and 3-gens are weaker for killers that lack massive map mobility. Just knowing where a boon is doesn't always help when you can't afford the time to snuff something that's going to come back on as soon as you leave the area.

    Boons are especially irritating on multi-floor maps or maps with catwalks, because the detour necessary to clear a boon from the area that the boon affects becomes immense.

    Sure, it takes survivors time to re-bless a totem, but survivors have four times as much time to spare as the killer does and considerably more map presence. They're not the worst things ever, but I'd like to see them toned down.

  • Flashlighting a killer at a pallet to blind them is a tactical decision - it masks the direction you escape in and it gets bloodpoints. It's also the easiest way to blind a killer if you're doing one of the several tome challenges that require it, because blinds are nearly impossible without an animation lock.

    Some killers will still yell at you for this, but there's people who get angry about everything.

    Clicky-clickying at a pallet is just being a dick.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598749#Comment_2598749

    Because the moment something requires a higher skill ceiling, no matter how slight, people will just give up and refuse to adapt

    The thing is, Deathslinger is now a straight downgrade to Huntress. Trickster also got buffed at around the same time that Deathslinger was nerfed for yet another alternative. There's virtually no reason to play him when the things he could do better than other ranged killers - stealth and quickscopes - are no longer in his kit.

    There's no point in working your way up to a high skill ceiling if that skill ceiling yields the same results as another similar killer's average play, or if that other killer's skill ceiling yields stronger results than this one's. Why would you? Nobody picks Billy anymore when Blight's skill ceiling is higher, Bubba is easy mode chainsaw, and Oni feels smoother and more forgiving to play. Deathslinger's gone the same route.

    It's not a case of killers being lazy, it's just how meta works. Why would you use something that isn't easy, fun, or the best at what it does?

  • Agreed with everything brought up in this thread - I'm really liking the new survivor-or-killer challenges and I'm grateful that the cosmetics have a back path that takes longer but doesn't require the new survivor. Granted, the back path isn't new, but it's still something I like to see.

  • Feng. It's like she's filled with helium. Something about a bunny-ears Feng making squeaky toy sounds just never fails to make me smile.

  • They haven't said anything about bloody cosmetics being limited, only that store cosmetics are going to go away - so I'm assuming that they're still going to be available.


  • @Rancid_Discharge said:

    I have VERY mixed feelings about corrupt. Sometimes it just wins me games and sometimes it does literally nothing. The one perk in the game I can't reliably rate.

    That's true - it's very spawn-dependent as well as survivor-dependent. If you spawn on a side of the map, you'll get the seeds of a nice 3-gen; if you spawn in the middle, the blocked gens end up scattered. And there's always the risk of survivors waiting it out or spawning next to unblocked gens anyway.

    Aside from Trapper and Hag, I like it on Plague because I can keep the other four gens infected and either stall survivors or get info on whenever somebody touches a gen as well as free sickness. I don't run it on anyone else, though.

  • The downside is that survivor is essentially perkless without the boon, but considering boons give the rest of the team bonus perks, I do worry about what'll happen once more very good boons are released. You might see SWFs employ one designated booner who leaves the chasing to their teammates and slams gens and unhooks instead. Who knows.

    Boons are still a pretty new concept and I'm... moderately confident we'll see some balance adjustments when the dust settles, but I can see this becoming a problem if they're not.

  • Mine was Runescape. I still pine for that game as it was... christ, over a decade ago. I feel old. But there's nothing recognizable anymore.

    Luckily I'm still having plenty of fun with DBD. I don't think I've been around long enough to be disillusioned. I do wholly agree that daylight maps are profoundly out of place and I don't like them or want more of them. The old Coldwind yellow-night was kind of neat - it gave me the feel that it was lit by a distant wildfire, like Billy had set one of the old farm buildings alight.

  • Awww. I love them! You have a wonderful art style. Yui looks so determined... determined to mush them adorable cheeksies. (Though no survivor or killer will ever top Feng in squeaky toy status.)

    Also, I'm glad I'm not the only one that thinks something's just wrong with Kate's new picture. I don't even know why they had to change it, the old one was beautiful. The new style feels really... sharp? Like pixelly sharp, uncleaned image noise sharp. David doesn't bother me as much, though I do notice it and don't think it was an improvement.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/290845/is-this-sbmmr-final

    "And of course, if SBMMR is based on time in a match, and solos keep getting left to die on hook, how are we supposed to even get a higher MMR score? Are we all doomed to just keep getting potatoes on our team for the end of time?"

    Don't forget the Killer also has an MMR, so if your MMR drops, you'll play low MMR Killers. You will hopefully beat them, and then your MMR rises a bit.

    While this is true, there's a reason that the game was always considered killer-sided at the bottom ranks and survivor at the highest. A bad killer can still easily kill bad survivors because there is essentially no time limit when objectives don't progress.

    You can have a confused killer that you can run with ease, but if your teammates are crouching around the corners of the map being scared, or run from generators at the hint of a terror radius and won't come back for another minute, you somehow need to loop the killer endlessly and complete 4-5 gens on your own. It's usually not quite this bad, but I've found that solo queue gives me one or two deadweight teammates every match, and the portion of survivors that are actually progressing the objectives is slimmer as a result, which gives the killer a big advantage. At first I was getting mainly good survivor games, but I blew a lot of them by refusing to leave when someone else needed an assist or an unhook and things just got worse from there.

    It's not up to an individual survivor to win a match. They contribute, but they're only a quarter of the team's success and they're not built to carry the whole game on their shoulders. Previously you could still safety or pip up by performing well in a doomed game, but now it's an unequivocal loss and the only safety pip condition is getting hatch.

  • I sincerely hope it's not finalized. As a survivor, I'm now punished for playing a good game but then going back to try and rescue other teammates at the end, and survivor in particular is prone to falling into a spiral of bad MMR that feeds itself.

    I would have rather had the old matchmaking system than this. This one is failing to place me with players of my own skill on both ends. Sure, I'm not an especially skilled player on either front, but I have basic competence, understand what I'm supposed to do, know how to take advantage of different situations in the game, and know a handful of tricks for looping and counterlooping. Now that my MMR has settled - killer always places me with baby survivors because I play nice (which is something I could rectify by ceasing to be nice, but the previous system let me play nice and placed me with skilled survivors, so obviously I prefer that) and survivor frequently sticks me with teammates that rarely do their objectives - a self-feeding cycle when those matches are a guaranteed MMR-down and I only have a shot at escaping when I have teammates that will use the time I buy them.

    Current MMR seems to have zero nuance to how it generates your placement. It doesn't matter if you played like a god and went down heroically enabling the rest of your team to escape, or if you 2-hook all of the survivors and spend the rest of the game playing with them in the chapel carnival - you're rated the same as if you died on hook two minutes into the game or if you spent the whole game fruitlessly chasing one survivor and getting teabagged at the gates. Emblems aren't perfect, but they at least have gradations. And I get the feeling that the idea behind MMR's simplicity is that 'losing' is supposed to push you towards having easier games, enabling you to climb back up, but that is plainly not how it works with the bottom half of survivor matches.

  • @SlothGirly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2597619#Comment_2597619

    yes and I'm not talking about being a good or bad killer or caring about winning. I'm talking about doing what I find fun. If I face camp somebody I'm not doing because they looped me for 3 gens, or were or weren't flashlight clicking. I don't care how they played, I'm gonna camp them because I want to. I don't see why a survivor playing however well should determine how I WANT to play, who cares about what's most effective for the killer or fun for the survivor. I'll play how I find fun, that's what video games are about. Sometimes I just want to face camp.

    You could be the nicest person on earth, play really well or poorly, do nothing "toxic" (which btw, I don't perceive anything like t-bagging or clicking etc toxic. If it's not hacking or harassing in chat, it's not toxic.) I will camp you if I want to. It has absolutely nothing to do with the game, it's just how I feel like playing that particular match. I'm not out to ruin somebodies experience, and if I do, that's not my issue. I didn't choose to make them upset, they choose to get upset over how somebody else played.

    So why should I be judged for how I WANT to play, Why is it that I should be forced into a playstyle I don't wanna play because of what somebody else did? It makes no sense. I'm not breaking any rules, I'm not cheating, I'm not hurting their feelings or calling them out. I'm simply playing the game my way. There's no malicious intent, there's no wanting salt. There's only my enjoyment factor. Because again, I play video games for fun. And what I find fun may not be what others find fun and that's ok. Just don't judge people based on how they want to play a game. There's nothing that deep to it.

    I'm going to judge you for how you like to play because it's skill-less and zero fun for anyone but you, and in conjunction with your repeated statements that you're playing a video game so nothing matters, including the other people playing the video game, I think you're self-centered and lack empathy.

    Still, that's the opinion of a random person on the internet. You can still do it, nobody's gonna stop you... but you don't have the right to not be judged for it. People can judge you for whatever they want, and when you play in a way that absolutely nobody likes to go against because it wastes the time of all people involved and prevents them from playing the game 'the way they want to', people are going to be unhappy. It's that simple. You can do what you want, but you can't control people's reactions to it. Man up and deal with it. Embrace it if you have to. But none of this 'wah, you're all wrong for being salty when I waste your offerings and don't let you do anything.'

    But in any case, that's not what the OP is saying. Unfortunately, Agitation/Iron Grasp is a staple of the basement Bubba build and you have to be very far from the basement for this to work. If you're on a map like Rotten Fields, RIP.

  • @SleepyWillo said:

    I prefer it the way it is. Survivors wont do bones now.

    Let the heal. NOED dont care.

    Running NOED is the only time where you'd actually care about preserving the bones.

    I wouldn't mind if the killer had both the option to snuff or to take longer to destroy the totem, but I do want a way to break a totem so that survivors can no longer use a certain location (or that investing time into clearing boons can actually put away the problem for good.) As it is, boons feel like blowing out trick candles; they always come back on as soon as you stop.

  • I agree that cosmetics are overpriced - hell, a full purple set typically costs over twice as much as the character itself, and that's pretty wacky. A legendary skin is more expensive than a 3-character DLC! I'd probably buy a skin for every survivor and killer if they weren't so unreasonable; as it is, I'll only spend cash cash on my absolute favorites and stick to shard purchases elsewhere, and even then, I'm more likely to buy a single piece than the full outfit because the prices are just so steep.

    I strongly doubt they'll change it, but cosmetic costs are nutty.

  • Yeah, I've had this happen to me once from holding down CTRL too long. Was a 'bwuh?' moment. Would definitely help if it needed to register an input release and then CTRL pressed again in order to deactivate.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596198#Comment_2596198

    oh. I missed that. oops. sorry for wasting your time. I thought it was "E" or something.

    In fairness, it does tell you to use the wrong button. I've had issues with syringes and styptics for ages because it tells me E when it actually wants space and it always trips me up.

  • I'm more surprised that the Blight actually did anything to Pyramid Head. I wouldn't have thought that he was made out of something that could be receptive to its influence.

    It's a sick-looking cosmetic, though. I'm sorely tempted and I don't even like playing Pyramid Head.

  • Some say it vanished in a swirl of black fog and thorny, grasping legs, never to be heard from again...


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596158#Comment_2596158

    Would you have been happier with a lullaby vs a traditional terror radius?

    I'm gonna be honest, I don't especially understand why Trickster has a lullaby in the first place. Huntress has one because she can damage you from well outside her terror radius - you need to be alert in a much wider area to compensate. Trickster can hit you from outside his TR, sure, but he can't damage you unless you stay still or you happen to be completely exposed with no cover. Trickster is not good at very long-range attacks because the element of surprise is not enough to get him a health state, unlike Huntress. His accuracy over long distances isn't great either due to the recoil, but that's less of a concern than survivors immediately moving and taking cover.

    The lullaby doesn't bother me now that Trickster's been buffed, because a blade or two counts for considerably more of a health state and he's already quite strong. But I still don't really understand it compared to a regular terror radius.

    That said, Deathslinger having no lullaby made sense because while he does benefit from surprise more than Trickster, he can't hit you from outside of his TR... unless you're running Monitor and Abuse. As such, I can't help but feel like the TR change was a patch job so they wouldn't have to deal with one specific perk being run on him. Ironically, I wouldn't be surprised if this has made M&A a necessity on him, just to deal with the issue of being a 110 killer with a regular terror radius that cannot ever move faster than 110. A lullaby would not help with this, unless it was a lullaby that overlapped his original 24m TR and extended no further (thus disabling M&A and accomplishing nothing else.)

    (BTW, OP, fantastic points on why the Deathslinger's changes run counter towards making the Trickster even easier to use and less punishing to miss with - I hadn't thought of those at all, and they do make the situation even more wonky. The line-ups with other semi-ranged killer powers was also pretty enlightening. I'm still working on it, it's a big post, but thus far I'm resonating with everything brought up.)

  • The OP didn't specify, but there's two ways of doing it.

    One, the downed survivor crawls towards the other survivor and the killer follows, or takes a cue from their direction and intercepts. This is a bit grey because it's not clear that the players are working together - the survivor might just want a heal and be stupid/not care what happens to their teammate.

    Two, the killer picks up the downed survivor, the survivor doesn't wiggle, and then they let the survivor go and allow the survivor to lead them to where they saw their teammate's aura. This is where it's considered teaming with the killer and clearly breaks the rules.

    The OP might also be referring to using a downed survivor as bait to fish out another survivor, but that's not a voluntary action on the part of the downed player and therefore can't be teaming. I don't know - we'd need the OP to come back to detail what they saw.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2595399#Comment_2595399

    Then stop steamrolling survivors. If the exit gates don't look like a viable option, they're going to resort to a hatch play

    Ah, yes. "Stop winning." Fantastic advice, I will definitely take it. I'm sure that you are a firm believer in letting killers hook you if they're down to one or two gens left and they don't have any kills yet, just to be fair and even the scales.

    Some games you win and some games you lose. I am not saying that hiding isn't a valid strategy when you're down to two men. I'm just saying that like many killers, I despise getting caught in timewaster denouements and respect survivors who are still attempting to progress the game more than I do ones who hide indefinitely, and if I have the opportunity to, I will ignore the survivor I can find in favor of the one that's being a locker potato. And if I do hook the visible player, nothing shuts off my mercy function faster than a teammate who doesn't come for the save even when I'm nowhere near the hook.

    Not to mention, you say steamrolling, but if I had a nickel for every time I saw a 1-2 gen situation where survivors actually could have powered the gates if one of them hadn't thrown in the towel and actually accomplished something while the other was being chased, I could buy a new cosmetic.

  • Huh, when did this thread get unpinned? Bringing it back with my last game. Pyramid Head, the embodiment of guilt and punishment for one's sins, just got thoroughly beaten at his own game today. Enter the Disapproving Quentin.

    Haddonfield offering, kind of a bad start. I find a Mikaela on a gen and whiff a couple of ambitious Judgements before I just start M1ing. Towards the end of the chase, I notice a Quentin walking down the main street, but I want the down before the inevitable gen pops and I ignore him.

    I down Mikaela before a pallet and she crawls under it. Suddenly Quentin dashes in, wastes the pallet, and unleashes his master strategy - standing in my way and shaking his head 'no' while I'm stalled breaking the pallet.

    I try to push around him. I can't. I go the other way around the car and he moves to block me from that side too. I shake my head 'no' back at him and he 'no's harder. I could just whack him and phase through his body, or chase him off, but you don't understand this guy's energy. It'd be like punching Gandhi. Or Gandhi if Gandhi was really bad at DBD, which he probably was, all things considered.

    Fine, Quentin. Have your friend. You've amused me and I like your attitude. I will go beat up someone else for now.

    Like that, I have made a terrible mistake.

    I find a badly positioned Feng and she goes down within fifteen seconds. She goes on a hook - in hindsight, the speed of the kill was the only thing that saved it. Jane runs for the save from the same way I'm heading and we get into a decent chase. She gets me with a pallet, but ultimately it doesn't take too long before I'm hoisting her up.

    There's Quentin again. Standing across the street, next to the nearest hook. Watching me. His freshly HD eyes bore through my tarnished metal helm and pierce my soul.

    Fiiiiine. Take the Jane. Gens are moving slowly, probably because you're too busy judging me, and hitting you now would just be awkward. I am going to go chase someone where you are not.

    Yeah, no. I've given Quentin far too much power. I go to the other side of the map and he's there. He's everywhere. An omnipresent specter of divine chastisement. Sometimes when I'm moving, I hear a soft breathing beside the gasps of my prey, but when I turn over my shoulder, nothing is there but crows and fog. Down the Feng again? Quentin emerges. Mikaela? The slow headshake of disapproval.

    God. Tinkerer goes off while I'm breaking a treat pumpkin and I warp speed into the basement house and line up a perfect shot on Jane and Feng, both running for the god pallet. Feng goes down with it and Jane makes it upstairs to the front door before she, too, kisses pavement. I hear rustling and look up.

    Quentin is there. He gazes serenely upon my carnage. Mikaela crouches after him, having learned that the shadow of death does not fall on the ground where Quentin stands. Argh. Go heal your Jane, I've got another one on standby. I go back downstairs to pick up the Feng and find that the exits of the house have been plugged by survivors, all slowly closing in on me.

    I have entirely lost control of this situation. I go onto the main street, where all of the survivors assemble, and draw a big question mark.

    Quentin points at the gen.

    And that's how you beat DBD in a pacifist run.

  • It is bannable. Report it.

    That said, while a survivor that just runs up to the killer and tries to team up with them is a sack of crap and deserves everything they get... when I'm playing killer, if there's two survivors left, one is trying to do gens, and one is hiding waiting for the other to die, I have way more respect for the gen survivor and would rather let them live than the player that's hatch camping (or whatever the new term is now that you can't directly camp the hatch.) This is a common attitude and survivors can't be surprised when killers decide to stick it out for them specifically for being a coward and leaving their teammate out to dry.

    It's still reportable to do that, but you won't find a lot of sympathy in the community for that particular case.

  • @Powder_Kegs said:

    Biggest issue for players that get matched up is the snowball trend the team tends to have. Even at mid mmr ratings, it's likely that the team fails and the devs have acknowledged that the survivors have far less of a chance at escaping once the first survivor is killed off (hence the killer gains the most mmr on the first kill, and less mmr for each successive kill in the same game).

    This is a trend that sets survivors up to fail. If your mmr teeters a little bit, the chances of your mmr continuing to plummet go up and up, especially with the current hatch update forcing the "do gens or die" gameplay. To be fair, the previous matchmaking system would have a similar set up for failure with the hatch the way it is now. There is little to no room for error and the devs believe this is balanced because do gens or die.

    The previous matchmaking system didn't have that problem to quite such an extent, because even if a teammate died early, you could still pull off a safety pip or even pip up by hanging in there and getting some unhooks, gens, good chases, and even running around cleansing random totems if all else failed. Now the game treats dying with 20k points the same as dying with 2k points and that 'my team flopped, but I didn't' safe haven is gone.

    But otherwise you're completely correct about this. It's especially flawed on the survivor side because an individual survivor has relatively little control over whether the match goes well or not. Yes, my contributions are important and can lead to a make or break... but if I get paired with 3 scared Blendettes, the only way I'm going to get my MMR up is if the killer is somehow so bad that I can escape from them innumerable times while also completing 5 gens on my own. It's not possible to win the game on your own as a survivor, and MMR hell feeds itself by giving you teammates that don't carry their own weight at all.

  • I'd like the old ranking system back too. I have the complete opposite problem as killer - I like to play the game and then let survivors go at the end, and doing this has gradually netted me an MMR at rock bottom. I don't want to stop playing friendly, I have the most fun doing it, but the new system has zero nuance and thinks I'm a baby player and I'd like to go back to facing survivors my skill level.

    And the survivor games, ugh. At first I was getting good games, but I'm used to pulling sacrificial plays at the end to try and free someone else. Never cared whether or not I got out as long as the match went well. Now I have teammates that won't do gens and I'm sinking deeper and deeper into matchmaking hell.

    Basing stats only on kills and escapes was a massive mistake and bypasses so much of gameplay, it's honestly appalling that anyone thought this was a good idea.

  • The impression I'm getting is that Shadow Step is largely ignorable unless the survivor has Iron Will (and if it ever becomes a problem, just snuff it - you've already lost the survivor, so follow the sound), but Circle of Healing is on the crazy side. Somebody in this thread compared it to giving everyone Self-Care... which, sure, it's giving everyone Self-Care if Self-Care wasn't deleteriously slow and was actually a meta perk. It's basically an endless brown medkit for yourself and permanent We'll Make It on everyone else.

    Yes, it can't be used wherever, it has setup time, and the killer can periodically turn it off. But survivors have way more freedom to move around the map than the killer does. The killer can only afford to go and turn off the boon when they're in the area and not chasing a survivor. The effect I'm noticing in CoH games (where the survivors were smart about it - a confused solo team with a good perk is still a confused solo team) is that spreading damage is failing to provide any slowdown, especially in scenarios where you're guarding gens or a hook and survivors want to bait you far away so that their teammates can swoop in and do the thing. Basically when you can get one hit on a survivor easy but two is a bad idea. Previously you had more wiggle room to turn the tides and get everyone who was still on their feet injured, then press the attack; now the whole team can reset insanely fast and it no longer ties up another survivor to help a wounded buddy (which is huge, especially in 3-man scenarios where players get stuck in a downward spiral of hooked/looping/going for the save, healing, and trying to do gens before the looper goes down.) But if the team is organized, any survivors that I'm not actively pressuring will heal up without delaying another survivor, and they don't have to stay injured until they run into someone else - where I might have stumbled upon them first and gotten a quick down. I'm more pressed to commit to 1v1s rather than smack everyone in range or ditch to check up on gens, because letting someone escape injured doesn't pay off the way it used to.

  • I've definitely noticed that I can't afford to switch targets in a chase anymore and that it's more effective to 1v1 than spread damage. Leaving survivors injured means they're going to heal up in no time and with no collateral cost to the team's gen progress; previously injuring random survivors was good multi-man slowdown and that's not the case once CoH is in play. I've also run into several totems I either couldn't snuff or were ungodly finicky and the action kept deactivating until I keysmashed the prompt and eventually it worked.

    I'm also a little annoyed there isn't a clear prompt when somebody replaces one of your hexes with a boon. Haunted Grounds in particular seems to just get skipped since it's never actually 'cleansed', which is very obnoxious.

    Oh well. Once I use up all these spare cakes on non-P3 killers, I can go back to my beloved Vommy Mommy and this whole hurdle will be moot.


  • @Nicholas said:

    The video was sadly funny to watch.

    https://forum.deadbydaylight.com/en/discussion/comment/2593150#Comment_2593150

    You were robbed of hits they never earned in the first place. I hate to break it to you, but just because you see something on your screen doesn't mean the other person also saw it. You hit through DH on your screen, they successfully dodged the hit on theirs, but the server determining the outcome seems fair. Why exactly do you think your client should be the authority on that interaction?

    I'd like to point out... how is what one player sees on their screen any more valid a configuration than what the other player sees on their screen? You are being robbed if the screen shows you something different than the actual status of the game and you're prompted to act on incorrect data. It's as true for a killer who downs a survivor that promptly gets back up as it is for the survivor who gets downed six meters away from a window by a killer with noodle arms.

    All this does is push the problem around. Fairness would be working on the desync issue (that's quite present even when all parties have solid ping), not reallocating which side has to suffer the brunt of its fuckups.

  • @Brokenbones said:

    But they just nerfed keys and hatch? Notoriously survivor sided mechanics

    There are a lot of reasons to be annoyed and upset at BHVR but siding with one aspect of the game isn't one of them imo

    Exactly what I was going to say. It's a pendulum. I've only been here half a year; I've seen Wraith buffs, Trickster buffs, Deathslinger nerfs, Spirit nerfs, key nerf, DS nerf, hit validation nerfs. Everyone gets a nerf.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/290326/non-cleansable-boon-totem

    Good! Another banned map I see all us playing coldwind farm forever.

    Hey, you won't see me shedding any tears if they disable Swamp. Urgh.

  • The way keys were was terribly overpowered, but the current state of keys is overnerfed in my opinion. The main thing they needed to get rid of was the 3-gen situation where the killer kills one player and the other three were free to ignore their objectives and slip out the backdoor together. If they'd changed it so that a survivor could escape with a key but they couldn't bring their friends out with them, that would have been fine with me. I think that changing the hatch spawn conditions and the opening time is overkill. As it is, keys are basically useless save for their addons - they require you to be the last one alive and the killer to find the hatch before you to maybe get any value, and also for the killer to either not notice you have a key or for the hatch to spawn far away from the exit gates. You're better off bringing any other item.

    Sure, keys are on par with moris again, but it's a union in the trash bin.

  • @Kebek said:

    How about complete invulnerability from getting hit.

    I have stable green ping in all of my games and yet there are instances where survivor gets hit, half a second later drops pallet on me and the hit gets refunded even after all the animations & sound already played.

    Now, survivors can refund mid animation ranged attacks or lunges with dead hard.

    Soon we might just remove weapons from killers and make them stare survivors to death since attacks them won't do anything anyway.

    Kinda this, honestly. I know it's equally unfair to get downed by noodle arms, and it's not reasonable for survivors to bear the brunt of the servers being crap... but server side hit validation is an absolute ######### as killer and the full shift just pushes the problem around. Like you, my ping is fine - but I lose so much time going "wait, what?" nowadays. The game tells me I downed a survivor and suddenly they're gone, and I wasn't even looking in the direction they vanished in because I was searching for them on the floor. Kills a close chase dead in its tracks.

    Timing is everything as killer and it's way too common for the game to tell you the survivor is closer to you than they are. I guess I haven't experienced enough BS downs while playing survivor to want this.

  • Nah, can't get behind this. Boons already give a sound cue that they're nearby, which is directional and increases as you get closer. It's more than enough info on where the boon is.

    One benefit of playing killer is that, if you bring hex perks, you will gradually learn to remember where totem spots are anyway.

  • I fail to see how this is a problem. If anything, I would advocate for survivors also being able to see the killer's name before the match (but not who they're playing, obviously.) Being able to recognize and dodge known toxic players or hackers is a good thing and survivors deserve that grace as well.

    If you don't want people to see your hours or your wall of -reps, private your profile. If you're paranoid that people are recognizing you and dodging you, change your name periodically. It's not like you don't have the tools to circumvent a bad reputation if so you choose.

  • Myers. I get a sense of paranoia that only abates when he's at T3 (and that causes its own form of panic, especially when I don't know his addons yet and there's been enough of a warm-up that I suspect something's up.) Ghostface isn't half as scary because you get a sound cue when you look in his direction - you don't actually have to see him in many cases, just rotate the camera dutifully and keep a cursory watch on your surroundings. Not so with Myers. I'm much better at tracking motion than actually spotting that looming shape in the distance...

1 … 83 84 85 86 87 … 110