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Laluzi

Laluzi

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Laluzi
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  • Spirit was one of the ones I really wanted, and that wish got checked off the list. Now? Plague and Pig are my top contenders - eerie ancient prayer strains and something derived from Saw's soundtrack. Though I'd like to see what they could do for Nurse - twisted early 20th century would be neat.

  • Well, they don't have all the meta perks and an inventory full of flashlight addons yet. Also there's a lot of them just going for the adept or checking out new perks. Give it time.

  • As others have said, Billy and Deathslinger are the ones who've been nerfed half to death. They can still perform most of their heyday functions, but they feel horrible to play and the tedium you have to go through to handle them doesn't yield worthwhile results (as opposed to Nurse or Blight, who have steep learning curves but pay off the effort.)

    Freddy doesn't exactly feel bad to play, but he's unbelievably boring and little about his power actually resembles Freddy. It's not surprising that you rarely see him after his nerf; he was at least a strong kind of bland and now he's just bland. I don't miss the endless slowdown Freddies, but if I had to nominate a killer for a rework from the ground up, it'd be Legion or him.

  • NFTs are just endlessly baffling to me. Why would I shell out massive amounts of money for a deed saying I shelled out a massive amount of money? I don't even get ownership of the thing I'm purportedly purchasing! Always a SMH when a platform or game I'm a part of gets involved with them. Feels like they're everywhere now.

    Like, people might laugh at me for buying DBD cosmetics, but at least when I throw a ton of twenties at my computer, I get to play dress-up afterwards.

  • That's hilarious. Is this a form of protest against survivors now being able to locate where Spirit is as she phases? What's next, no blink Nurse?

    But yeah, nothing is going to save you when you get scared teammates that don't do anything. You can loop a killer for three minutes or fifteen minutes and it doesn't make a difference if nobody's touching gens.

  • @TheArbiter said:

    Lol why do so many people dodge when they see a .TTV? 9/10 times they are just as trash as the average survivor player.

    While I have good experiences with TTVs and I've only run into a couple bad eggs out of dozens of games, it's not about the quality of the player, it's the attitude. TTVs have a reputation for hurling abuse (and getting their followers to harass people in their stead) and generally being and playing obnoxious to increase views.

  • When I see 3-4 flashlights. It's not that I can't play around them, it just signals to me that it's a bully team and they're going to be dicks no matter what happens in the match. Don't wanna engage that.


  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2589816#Comment_2589816

    I think the opening hatch animation is pointless. It’s only 2.5 seconds and the killer is gonna be patrolling the gates so.

    Well... it's there to prevent 'popping open the hatch in the killer's face' situations. Which were definitely a thing, and the hatch opening time would have been a decent nerf on its own. I've keyed out mid-chase a few times before. But in conjunction with all the other restrictions placed on keys, it's redundant and just makes an already niche item even more worthless - because there are situations where you could have used the key that you can't now. How many clips have I seen where the killer drags a survivor to the hatch to close it in their face, only for the survivor to pop up with Adrenaline and jump back in?

    Keys went from being the most broken item in the survivor arsenal to being something that you can only use when everybody else dies, you're the last survivor, the killer finds the hatch before you, and then goes to patrol the gates (which the hatch is not located near, because if it is, the opening time is likely going to kill you.) Just like how moris went from gamebreaking to a niche DS counter to enable second hook tunneling, I guess.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2589520#Comment_2589520

    Tbf, it didn't need to be changed. It would have simply been sufficient to make the hatch spawn only when there's one survivor left, or all gens are completed. I guess they went for the hard nerf because they didn't want multi escapes via hatch, period. Even though, I don't think that would've been broken.

    Honestly, this. The hatch spawning when all gens are done isn't a problem. If four survivors are still alive... unless it's a No Way Out NOED Blood Warden kind of thing, the game is over at this point and anything that happens now is a last ditch effort on the part of the killer. The real issue with keys was the 1-gen 1-kill scenario where you're patrolling your painstakingly guarded 3-gen and suddenly the game just ends. It was a problem because without the key, you very likely would have gotten a 3k or 4k. That's not the case with the all-gens-done scenario.

    I prefer the current state of keys to the old one, but I think that they overnerfed them. Keys aren't quite as useless as moris, but that's only because they still have nice aura reading addons you can bring. The actual 'opening the hatch' function is hot garbage now.

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2589716#Comment_2589716

    Maybe stop smurfing and stomping newbies. I'm sure they'd prefer to play against someone their own skill level.

    That's the thing - I wasn't smurfing in the old ranking system. I had a rank that was even with my skill level because I'd still get solid emblems each match unless my opponents actually wrecked me, which happened often enough. I haven't changed my playstyle since then. That's just how I enjoy the game... you'd be better off arguing that I'm playing the wrong game. It's always been a 'I want everyone to have a good time' thing for me; I have more fun letting people go after a hard-fought game than I do killing them. Honestly I feel kind of bad whenever I do sacrifice someone, especially if they're wiggling 'no' on the floor or if they gave me a good fun chase. Pretty much the only time I don't feel bad killing a survivor is when they were BMing me or screwing over their team in some fashion.

    Am I playing the game wrong? Probably. Do people like playing against me? Evidently yes, so is it a problem? But, again, it is a problem when suddenly I'm playing with wet-behind-the-ears newbies.

    Point is, as I said earlier, MMR is flawed and it's not taking enough factors into account with its matchmaking.

  • Killer: I get two hooks on everyone and then had the opportunity to finish survivors off if that's what I'd wanted (because if I get two hooks on everyone and then they're straight out the gates, that would have meant a 0k in a typical game.) Also if I got an achievement/archive I was angling for.

    Survivor: I escape or die enabling someone else's escape.

    Also, it's a win condition if it turns into a meme game and everyone just has fun goofing off.

  • I like the concept of boons and even their power level (well, CoH at least; Shadow Step is vastly weaker for not masking survivor noises), but I wish there was a way for killers to permanently break a totem - even if that took considerably more time than snuffing it. It's fairly annoying when a totem ends up in an important tactical spot and it just turns back on every time you leave. You don't really have a viable option to deal with the perk.

    Also that ringing sound feels like tinnitus and I'll often go to snuff Shadow Step even when I don't care about the perk because I need the boon to shut up. Wouldn't complain about a different sound being used.

    in Boons Comment by Laluzi
  • Meanwhile, I have a habit of 2-hooking everyone and then just messing around whenever I play killer, and while that gave me a solid middle-of-the-road rank in the old system that roughly matched me against players my skill level (I got occasional god squads, sure, but who didn't), I'm pretty sure the new system just thinks I'm completely terrible at the game.

    I'm enjoying not having to sweat at all and being allowed to dick around and take things easy - I'm comfortable playing casual games, and I've stopped running Ruin and started running less meta perks and that's fun - but it's pretty oof-worthy when I get matched with total newbies that don't know what they're doing. Which is about one in every five games. I try to dial it back and act like a tutorial match for those players (heck, yesterday I had one where I had to call it quits in the middle of the game and turn passive because all four players got too scared and just hid together in a corner of the map), but I really shouldn't be going against them and I wish there was a little more recognition of score or emblems in the apparent formula. Same with survivor, because escaping isn't exactly the sole arbitrator of how well you performed that game.

  • @botrax said:

    Lol he got cocky because he 4k when you guys choose the map with a trapper with only 2 tier 3 perk. Im sure if you did not pick the map he would have never talk

    ...Dude, it's a MacMillan offering. That's not exactly survivors stacking the deck. You've got a one in five of getting Groaning Storehouse and a one in five of getting Shelter Woods. Everything else is just sort of neutral. This isn't a Strode Realty Key.

    ######### gonna #########, regardless of what role they're playing. You see more survivors get douchey because they can play with their friends and they build off of each others' cockiness and jeering when that's the kind of group it is, but those same players as killer aren't any nicer.

  • Plague's vom distance isn't that far - certainly nothing on all the other ranged killers - and she can't damage you unless she's walked to a corrupt fountain, taken it, and entered a chase quickly thereafter. Her ability to use her power is largely controlled by survivors and their choices in the match, and it's easy to waste precious time. Oh, when she finds a cluster of people and snowballs, she snowballs hard, but I main her and trust me, Corrupt Purge isn't without its counters. Besides the obvious Dead Hard, you want to waste as much of her time as possible by running around corners and high wall structures. She can't shoot through solid objects and only an absolute god-tier Plague will be able to snipe you from over them. Consider that she slows down a little while she's charging her power and that usually gives you an edge to keep the chase running longer. Combined with the relatively slow speed of her projectiles, even if the Plague has timed it right so that she starts shooting as soon as she's turned the corner behind you, you'll have time to turn again without getting hit in many structures. You can also make use of mid-height structures by stopping to briefly crouch whenever she releases. Just don't be dumb and wait to drop a pallet or run out into the open. Even if she does down you with Corrupt Purge - if she only gets one down out of her 60-second run, that's really not a bad thing for your team. She only has as many of these as you give her plus one and she had way more potential to cause havoc on the team than she got out of it, given that Corrupt Purge's multitargeting is its biggest strength - so that's what you want to do, get her to chase one person and make it last.

    She's moderately map dependent when it comes to Corrupt Purge, too; open outdoor maps like Coldwind or Shelter Woods are great for her, but indoors like the Game, RCPD, or Hawkins are built-in counters when you can just keep turning corners for days.

    Doc's static blast is a strong survivor locating tool, but it can only be used once per minute and maps are often large or irregularly shaped - if you use it and get no pings, you're set back. And when you use it and get multiple pings... Doctor isn't a killer who can actually pressure multiple survivors at once. Scatter and he'll pick a target. The shock ability is a strong anti-looping tool when it works, but needs to be timed precisely to prevent survivors from vaulting and requires the Doctor to zap the location the survivor's going to be in about a second before the vault. Try to be unpredictable and throw pallets early to block the Doctor before he can zap you (as long as it's not a short loop pallet that the Doc can easily walk around; obviously you want to get some delay out of the pallet.) And don't expect a hiding strategy to work against a killer who can locate you; be ready to be chased and prepare your escape routes in advance. If you're really dead set on hiding, keep moving when his terror radius arrives or go into a locker. Lockers aren't a bad idea when the TR approaches and you know the Doctor isn't chasing anyone/hasn't static blasted in the past minute.

    Doc in particular has a reputation as a noob stomper; low-level teams get obliterated by his toolkit because they tend to be poor in chases and reliant on stealth, but in high MMR, where everyone knows how to loop, he's very mediocre - which is interesting for a killer that has anti-loop abilities, but what can be inferred from that is that other killers have more effective anti-loop games and are better at denying survivors their tools, so to speak. I'd also say that his zappy window denial is harder to use than it looks and the timing is counterintuitive, but high-level players have mastered that and it's a non-factor when it comes to his viability compared to other killers.

    Plus I don't really consider Doctor's static blast that much of an upgrade from meta killer detection perks, which you'll be facing every match anyway. Okay, so the Doctor can find survivors in his TR. It's really good, don't get me wrong, but when does he use this? Apart from the start of the game, it's once he's wrapped up a chase and needs a new target. BBQ and Thrilling Tremors give the same type of information at the same time on a larger radius. Or if you use it when you get bamboozled and lose the survivor mid-chase, I'm All Ears covers the same thing. And I had a Doctor game tonight where I basically forgot to use Static Blast because I was getting so much Nurse's Calling value I never needed to. (Levelling up Doc, lack optimal perk selection.) The point is, a killer being able to find survivors with extremely little counterplay is nothing new under the sun.

    TL;DR, different types of killers require different playstyles to handle and these two have fair counterplay. Not so sure about your 'major complaints, not even my opinions', because most of the community I've been exposed to barely cares about those two killers and considers them to be solidly middle-of-the-road.

  • The event tome and its rewards are great, but the impact on the gameplay itself is negligible. Sometimes I find a pumpkin where I expect to find a totem, and that's cute, but they're useless for anything but BP (because it's not like you have the time to smash them during a chase, which is the only time that brief flash of Hindered or Haste matters.) I'm also not a fan of how the generators and hooks are handled; I don't see why they can't all be event versions and why survivors have to be on a gen when it finishes to get the points - survivors work as a team and it's pretty common to do 80% of a gen, leave for some pressing reason, and have someone fill in and finish it for you.

    I long for the days where events introduced new aspects to the gameplay itself. Was kind of hoping that's where the 'we're going to focus more on these two events' thing was headed.

  • I like charms that have their own meshes, but the charms that are just a square or circle with a picture printed on them are pretty filler-feeling.

    Still holding out for little dolls of each killer that I can hang on my belts or my hooks.

  • Deactivating the perk permanently would be severely underpowered, especially considering boons are, so far, not as powerful as the best hexes in effect. That said, I wish it would destroy the totem when you snuff it - or at least, give the killer the option to snuff or spend a longer amount of time destroying the totem, for situations like NOED and Hex: Plaything where killers don't want to lose all their dull totems. So survivors still have their perk, but they have to find another totem if they want to relight it and they can't turn a location into a fortress. It's annoying when there's a particularly valuable spot that gets endlessly booned and there isn't really anything the killer can do to prevent survivors from turning it back on each time the killer chases someone and gets led away. Circle of Healing is naturally much more impactful than Shadow Step, but it's also a perk that's less innately dependent on its location and I think it would still function well if totem destruction forced it to move around. (Shadow Step is fairly pointless unless there are LOS breakers you can make use of or if you stick it near a group gen and then scatter when you hear the killer approaching; Circle of Healing is good both at a central location and a waypoint for the team to return to when injured.)

  • Congratulations on contributing to the problem and creating more of the toxic killers you evidently didn't like going against.

  • @KingFrost said:

    I imagine they're small because last time they had more effects (Last Halloween) console players couldn't play the game.

    Isn't that still pretty much the case, though?

    I'm somewhat disappointed with this - the event rift is very neat, I like the rewards, and the pumpkins are cute, but I wish I'd been around for the days when events contained things that actually altered the gameplay a bit and involved bonus objectives, like the pustula flowers or lunar lantern. A couple of reskinned hooks and generators don't really change anything except confuse me with what yellow aura means what.

  • SBMM has definitely changed how matchmaking works... that said, whether it's better than the old matchmaking is questionable. I'm having some fun with it, as in I don't run into bully squads anymore, but it bounces around wildly. I've always liked to 2-hook everyone and then just slap them around until they either escape or start memeing at me when I'm playing killer, and that gave me a comfortable green-purple rank in the old days because everyone generally escaped (either because I mercied them or because they outplayed me, it was about 50/50) but I did get good emblem scores. I'd get a range of decent players to the occasional sweat squad that wiped the floor with me. Now it's shifted hard downward; I'll vacillate from getting somewhat competent if not A-team survivors to wet-behind-the-ears newbies who don't know what Exposed means or how to loop at all, and I feel compelled to take it super easy on them even past the no-kill rule because I really shouldn't be matched with them and they don't know what they're doing at all. The old ranking system gave me far more consistent matchups and I had room to improve my skills in it; this one doesn't. Definitely the old system had major problems, but I don't feel like the new one is properly measuring the breadth of performance.

    It's also pushed me to play killer more because solo queue has become vastly more frustrating. My average teammate used to be competent and that is not the case now.

  • Mine was from a Doctor on one of the Autohaven maps. Brain go szzzzzz.

    Unfortunately I didn't get the surprise factor, because I watched a lot of DBD content before getting the game.

  • @PalletsAndHooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2377132#Comment_2377132

    Hey, look at that, you were accurate about that detail. Upon further review of this article, the first two times a survivor is hooked, you lose emblem pts.

    If the discussed issue at hand has to do with depipping due to camping, that article does indicate that a safe unhook would have restored this loss, with a possible protect from a melee strike. At the same time, you would have earned more than enough boldness pts being within 5m and possibly losing a chase.

    Since time was taken to do so many gens, there would not have been such a severe loss of survival emblem pts which suffices to say, you would have pipped if you had tried anything other than working on gens and simply leaving. Given that you didn't do bones and you were not ready to sacrifice your life for your teammates (and your pips), a red rank in this situation merits a depip.

    Awesome detail analysis on your part, I'ma human and sometimes I misplace a category for certain actions and events.

    The problem is, which again I have repeatedly stated, you don't have the ability to safe unhook with an Insidious basement camping Bubba as the OP is discussing and is so often played. The Bubba will be hiding in one of the basement corners, either behind the two lockers or to the right of the stairs. If you approach the hook, he revs his chainsaw and attacks. Bubba's chainsaw is an instadown that can hit multiple survivors at once. It will mulch you from full health to downed, it will hit the unhooked player in the same swing and cannot be bodyblocked, and if you had Borrowed Time, he will chase that player up the stairs. If he has Chili, which is a must for the basement Bubba build, he will catch that survivor again on the end of his third chainsaw sweep, because Bubba moves fast enough in his sprint to outrun the survivor's hit-induced speed boost.

    Saving survivors is not an option unless the Bubba is bad at playing Bubba and bonks into a wall, or if a third player has Head On, slips into one of the two basement lockers at the foot of the stairs while he's revving, and pops out when he tries to chase up the stairs. Even then, he'll likely have managed to down both players at the hook - there's just a chance one of them might make it out this way if Borrowed Time was in play. So if you're in a SWF and someone brought a niche perk, it is possible to hook trade, at high risk and without actually gaining anything in terms of winning the match (as saving anyone always loses somebody else and isn't the best use of the team's time, as two players are off gens.) But if you're in solo or don't have anyone with Head On, there is nothing to be done.

    This is why benevolent emblems are considered impossible in these games and the consensus is that you shouldn't attempt to save. You straight-up cannot do it unless the killer makes a mistake in handling the chainsaw.

    I'm starting to think you don't know what a basement Bubba game is. It's different from a regular camping Bubba game, and no, there is not time to do anything else in the match unless you want to reward the Bubba with more kills. The thing with a regular camping Bubba game is that if you unhook, especially with BT, both players can run in opposite directions, and Bubba can only chase one of you at a time. This is what enables trading. The basement is a bottleneck with only one way out.

    The issue I have is that from the start, you've been taking a very dismissive and 'this is all your own problem for just not being good enough' tone in this discussion, but everything you keep saying and suggesting is wrong. That rubs the wrong way.


    The way hook emblem points work is this. Points are lost for each hook stage that isn't death hook and gained back for each unhook. If players are unhooked on each hook stage they get hooked on, this entirely cancels itself out. The team only loses points here if any players are left on hooks for 60+ seconds. Players get a bonus 20 points for being the one to unhook safely, which is where benevolent points are actually gained, and -31 points for unhooking unsafely. There is also a ten second delay before the penalty can occur. Players that kill themselves on first hook via struggling don't trigger the -10 points for not being saved in time, but the new skill check mechanic makes it so that players killing themselves on second hook take ~15 seconds and thus count as a penalty for the team.

    Players start out with 35 Benevolent points, which just barely makes Bronze, but they'll be lost over the course of Bubba camping a person or two to death. Unhooks will typically be unsafe thanks to his chainsaw mowing down all parties instantly and just give further -31s as nails in your Benevolent coffin.

  • @Angelicus23 said:

    I don't get why people are complaining here about being back. Everyone was spamming every day here to put DC penalties back, no one was against, and now there's people against complaining

    Different people complaining. Many players were happy about the lack of a penalty, either because they were experiencing crashes or because they liked being able to quit without consequence.

  • Most of the updates are neutral or positive, but some characters' vibes got changed around and people are understandably unhappy about this. Feng looks manlier, Kate looks angery, David looks a bit derpy, and Ace's new facial rig smirk leaves a lot to be desired.

  • @swagger12 said:

    ill give you a killer one since i cant come up with any original survivor ones:

    Seeing a nea go to a hill

    I don't think there's a bigger killer 'Oh crap' moment than when you've been chasing that first survivor and the first gen pops... and the second gen pops... and you're praying that third one doesn't follow, but you know it's going to happen, and sure enough...

    Though picking a survivor up and hearing someone sprint out from behind you is definitely a close second.

  • @PalletsAndHooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2377111#Comment_2377111

    I encourage you to read up on emblem point awards online; the dbd wiki details each and every event, including what I described in detail. It would certainly ease your tonality, if not, at least your concerned perspective on the matter towards others.

    I'm quite familiar with them and you're incorrect on these counts. I've already stated that there is no altruism bonus related to working on generators at all - you get a small number of altruism points for encountering a survivor for the first time or walking near them when they're in distress, but these are not emblem score events, only bloodpoints. Totems, while giving Boldness points, give Lightbringer emblems.

    Here's a link if you'd like to check for yourself, but these things are evident from playing the game.

    Emblems - Official Dead by Daylight Wiki (fandom.com)

  • @PalletsAndHooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2377020#Comment_2377020

    Completely disagree as I've managed to pip against any Bubba that wasn't camping my hook. Obviously you underestimate bones/boldness/cooperating and have completely dismissed my scintillating advisement from your personal experiences, which seemingly merit a depip.

    You can ignore my advisement and continue to depip, friend, and have a nice day.

    You still haven't explained to me how cooperating with other survivors on gens or doing bones gives me Benevolent or Evader emblems.

    Enjoy doing whatever you're doing, I guess. Hope your teammates are making it out alive while you're dicking around above the hooked player.

  • Was it really necessary to make a second thread about this?

    The fifth candle is the killer's sideways tally in the DBD logo. You can see the flame peeking out on the side; that candle is behind the others.

  • When Devour Hope kicks in, when Myers seems to be taking a while to tier up and is letting people go without getting hits in, and when the Bubba that just downed me has Iron Grasp.

  • Well, I can't fault you for your commitment to accuracy. Jane is the survivor with the most cake.

    (Holy cow, though.)

  • @PalletsAndHooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376982#Comment_2376982

    Naw you're overlooking the fact they didn't go anywhere near the killer. That fact bear gravity and I don't want to argue with someone who can't accept the facts.

    If the survivors goal was to pip, avoiding the killer and basement hook was not smart at all due to everything I already described.

    If the survivors goal was only to escape, then the conditions for personal victory were met and there's still no argument.

    If the survivors goal was to pip and escape, should've been doing gens together, should've at least visited with minimal TR, and should have done some bones.

    The lack of any progress on those two emblems are my evidence supporting the emblem rating system; this is a performance based scoring system and the survivor chose not to perform due to some kind of hard-to-describe bias.

    I already told you, you don't have time to waste hanging out near Bubba's TR unless you want to screw over your teammates and by extension yourself. If everyone splits and slams gens, you can keep casualties to a minimum of one and have everything wrapped up or nearly wrapped up before Bubba leaves the basement (this depends on how long it took for the first person to go down.) Then you usually need to bail because they bring NOED half the time and come out swinging.

    If a player loafs around near the basement, gens will not be completed by the time the first bait on the hook dies. Evader points vary based on distance, but assuming you're above the basement (you won't know exactly where he is because of Insidious), it's going to be about 20-30 seconds of idling to secure Bronze evader, which will be a black pip in conjunction with iri Lightbringer and Unbroken. The idle time increases with however much of a detour it was to move from gen to gen. This already gives Bubba enough time to go out and find his second victim, but if we're talking strictly in a self-interested way and not a, you know, non-sociopathic way that goes 'hey, maybe I shouldn't ######### over my teammates in this situation', then yes, you will make out in that situation if the next victim Bubba latches onto isn't you. Then you're screwed and you can enjoy your bronze or silver Evader emblem from the basement.

    Now here's the thing. If all of your teammates follow your scintillating advice and hang out in Bubba's TR for a period of time as you suggest - if all the survivors want to pip? Everyone dies. Survivors' ability to do gens tanks for each one removed and if not enough gens are done by the time that there's only 2 left to work on them? GG. Maybe someone gets hatch. Gen speed is the only ticket out and the survivors cannot afford to waste time when everyone only gets one life before they're effectively out of the game. Either way, everyone still depips because you're getting max silver unbroken, you probably aren't getting iri lightbringer unless you were the last person up, your evader is still low when you only get to have one chase with him that isn't 'get back on this hook bro', and your benevolent is still garbage because of all the penalties for progressed hook stages and because it's extremely unlikely that any unhooks you do make are going to count as safe unhooks. Odds are, you'll tank your own benevolent emblem if you try.

    Bones give boldness points but Lightbringer emblems, which is already covered by gens. This in conjunction with your talk about hook trading against a basement Bubba and working with teammates on gens giving some kind of altruism bonus or improved gen performance inclines me to think you don't understand this game or the ranking system very well, and I'm having difficulty accepting your 'facts' as a result.

    I don't really understand how to make this clearer. All of the advice you have given in this situation, in every one of your posts on this thread, is bad and will get you killed. Getting killed in a game that already has low interaction with the killer or altruism won't even pip you, so how is this supposed to help?

  • And it was actually impossible for the survivor to do so (or get any half-decent amount of bloodpoints and an entertaining gameplay experience) because the player in the power role played specifically in a way that prevented them from doing so.

    That indicates a problem, either with how the killer functions or with the emblem system. It would be way simpler and less controversial to fix the emblem system.

    Also, nice job continuing to blame the OP for not hook trading when you can't do that against a basement Bubba and he'll just down both of you. His chainsaw can outrun Borrowed Time and the basement prevents you from splitting directions. Luring and then preventing unhooks is the entire meme. You get zero Benevolent because he makes safe hooks or heals literally impossible (and a poor time investment as well, to the point where the unanimously agreed upon and frequently touted counter to basement Bubba is to just let whoever he catches die on hook) and everyone loses their default bronze as a result, and zero Evader because he won't chase unless it's to catch someone coming out of the basement, and if you do attempt to get Evader or Benevolent, you lose Unbroken because guess what, now you're in the basement too. As I said before, lurking in his TR for passive boldness is a costly mistake and you can't afford to do that when gens are your only ticket out.

    What the OP did was the smart thing and the way that everyone agrees is how you should handle a basement Bubba. It's the best you can do. There's no good outcome in this match unless the Bubba is extremely incompetent and bumps something.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376730#Comment_2376730

    dodge any lobbies if you see a survivor with an overly long name

    ...What?

    There's a character limit baked into the game and names get cut off if they extend this. Don't know the exact limit, but it's not that long. Cheaters can bypass this and have names that extend across the whole screen.

    Not all cheaters will do this - most won't, really - but anyone whose display name is too long is definitely a cheater. A couple of the notorious ones going around at the moment are identifiable like this.

  • There's been a massive influx of cheaters lately. Worse, they seem to have figured out how to block the ability to report them in game. BHVR needs to plug the leak and do a ban wave; it's been bad all month after a few months' relative peace.

    In the meantime, I guess just keep filing reports when you can, and dodge any lobbies if you see a survivor with an overly long name.

  • @PalletsAndHooks said:

    Red ranks don't get to safety pip. Additionally, it looks like you didn't even work with another survivor on any gens, so yea you should depip for not making any effort anywhere.

    99% of this games fun originates with interactions with the killer. Since nobody unhooked and nobody cooperated on gens, it's 100% direct consequence for a red rank survivor to depip in this specific camping situation. -10 for all when any survivor is hooked. +0 for not doing gens together.

    You didn't even go near the basement. No boldness, no pip.

    Why should they have gone near the basement? If gens don't get slammed while Bubba is camping one poor sod to death in there, you're just giving Bubba the time he needs to go and collect another survivor in the basement once the first one dies. Hanging around near the shack is one of the dumber things to do in a basement Bubba game.

    I also don't know what you mean about not doing gens together. That doesn't give Altruism emblems? It gives Lightbringer, which is clearly maxed. And doing gens together is inefficient anyway.

    Your post reads very much like you're blaming the survivors for not interacting with the killer in a game where the killer set things up so that the only way to unhook players or interact with them was to walk into a deathtrap where nobody can be extracted. Even Borrowed Time will result in both the unhooker and the unhooked player being dead. No ######### nobody got rescued; that's just giving the Bubba what he wants.

    As for the losing bloodpoints argument someone else brought up, it's not that effective. The killer already picked their killer, build, and game plan knowing they weren't going to get many points - they aren't playing for points. The best you can do in this situation is deny the killer as many kills as possible, out of pure spite. Because players who do this aren't playing to win, they're playing to troll.

  • Oh, god bless and hallelujah.

    I'm surprised they didn't do this on the 27th, when the purported fixes for console will go live, but I can't complain at all. Those serial disconnectors are about to dive face first back into cold reality.

    Maybe I can actually start working on adepts again.

  • @Dwight_Fairfield said:

    Dwight. He has 145 cakes.

    Dang, that's impressive. Considering survivor bloodwebs, that's about the equivalent of 600 cakes on killer. Talk about Dweet power.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376635#Comment_2376635

    Off topic but that's a sweet Plague cosmetic set up, three different pieces that fit well together.

    Thank you! I thought so too - both the robe and the headpiece have fancy curvy spikes, and the weapon is red and gold just like the rest of the outfit.

    I always love finding mixes of three different set cosmetics that work really well together.

  • I thought it was going to end at 12 EST, but I stopped seeing cakes in my bloodwebs at 11 EST, so I'm guessing then. Got in a couple of last minute games, but now the party's over. :(

  • Matches like these are just a waste of time. Whether I escape or die, I won't have fun because I can't interact with the killer except to get downed and camped. The only person who actually gets a chase is the first one to be downed. Everyone else? Either I'm getting tenderized on hook or I'm just holding M1 and watching my teammate slowly die in the basement. So yeah, I can just do gens and get out, but it was still a ######### match and I wasted whatever I brought in. Whenever I see Iron Grasp on a Bubba, I know I'm in for a supremely boring time.


  • @Patrick1088 said:

    https://forum.deadbydaylight.com/en/discussion/267734/5-categories-of-killers

    Plague is a weird one tbh. She wouldn't fit of any of these if she doesn't get Corrupt Purge. Maybe she can be ranged/Trapper, but thats a stretch imo

    Plague, I always qualified as a power burst killer - she's like Myers and Oni in that she builds up her power and then gets to be briefly dominant.

  • Prove Thyself gets value by survivors playing suboptimally and clumping up instead of spreading out on gens. Survivors using Prove Thyself are getting fewer gens done across the map and are extremely vulnerable to the killer approaching (not to mention there's a near-meta information perk that hard counters Prove Thyself by immediately telling the killer where you're using it.) If there's 3 survivors on 3 gens, interrupting one means there's still 2 survivors working on gens. If there's 3 survivors on one gen, interrupting it means that everyone has to scatter, relocate, and potentially heal.

    The best use of Prove Thyself is to power through Tinkerer and/or Ruin against high mobility killers and to commit hard to a hotly contested gen, often versus Pop. Or to just max objective points quickly. Grouping up 100% of the time is a bad idea. Not to mention... you only really start seeing significant time gains with Prove Thyself when you have three or four survivors on the same gen. The more survivors are clustered on one gen, the worse the situation is when they get caught and the less of anything is getting done anywhere else.

  • Very much this. Both of my mains aren't in the top 12 sorted chronologically and it's annoying.

  • Pretty typical builds. Last prestige, I was running BBQ, Ruin, Devour, and then Hysteria. Hysteria's pretty fun, especially when Devour kicks in and people stop healing. You'd be surprised by the number of hits I get off of it. I'd love if I could get confirmation on whether Nemesis's M2 gives away or hides the fact that he has 3 stacks of Devour, though.

    ...Devour really is hilarious on him in particular. I love Falcon Punching my way through survivors. Watching a survivor go down to bonk is just so satisfying.

    I like STBFL for him because he's very able to preserve stacks, but I didn't get it that prestige run.

  • Only 51.4% of players on Steam have raised a character to level 10. Achievement stats are not a good example of the community because it doesn't account for players who booted up the game once and never again, or maybe played it for a few days with their friends, and it definitely doesn't account for activity ranges (which is why the more recent achievements get, the fewer percentage of players have them, despite the number of active players having them potentially being very high.)

  • I'm starting to learn parts of it, like which rooms are adjacent to which other rooms, which side of the map I'm on, and where gens are, but I still have a hell of a time navigating certain hallway chains, the outdoor bits on the right side of the map, and reaching the staircases outside the main atrium. Let a teammate hit second stage the other day out of confusion :(

  • @Tsulan said:

    Do something else than gens only and you'll pip.

    Hard when the killer is AFK or a potato.

    I don't like to force chases with baby killers. It's pretty much just prolonging the game and bullying them for points, plus you have to taunt them to get them to chase you in the first place. That's assuming they'll even chase you, because sometimes they're just tilted and determined to smoke the player that's been looping them for 5 gens.

    Sometimes the best play is to just keep working on gens and doing anything else actively hurts your chances. Like, if you let the baby killer catch you so your team can start getting altruism points, half the time you're just going to end up facecamped.

    I also recall a game where I escaped but depipped because I got caught first and my teammates slammed gens instead of unhooking me, and there was virtually nothing left to do by the time I got off - one gen left with two other people on it, had progressed to second stage so getting into another chase wasn't smart, and barely any altruism because very few hooks happened after I was freed and I was only in position to get one of them.

  • You're asking to revert him to where he was pre-buff, because that's exactly the state he was in. And he was entirely unviable without Windstorm addons.

    I think Wraith has a fantastic addon spread, with the exception of All-Seeing Blood. That thing needs a drawback - maybe loss of his lunge, maybe a delay before he's allowed to attack. But for everything else, he's got a variety of interesting effects that offer him many different playstyles, and extremely few useless addons like so many killers suffer from.

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