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Laluzi

Laluzi

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Laluzi
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  • Elodie's surviving because she's never taking aggro. As the killer, I can't afford to go find the Elodie unless I want to lose the game. It can take several minutes if not longer to ferret out one determined immersive, and all of the gens are going to pop in that time if I let three other players work on them. If I could somehow get the rest of the players to agree to put the game on pause until I get into a chase with her, sure, but that isn't happening.

    Elodie's a terrible teammate and I'll punish her for you guys if I can, but at the same time, you can't expect the killer to throw the game just because they haven't found one person yet.

    If the killer is 'tunneling' three players... first off, that's a very improper use of the term tunneling, but secondly, that's mainly a teammate problem and one of the survivors isn't carrying their weight. You should try leading the killer over to any 'Elodies' you get - if you can, accidentally run straight towards her every time you get into chase. The killer may switch targets. Everything else aside, she's an unclaimed BBQ stack and many killer players will probably be wondering where she's been hiding.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2374987#Comment_2374987

    Hag needs a proper rework. Even if we ignore the core problem with hooks. Her power is all about getting nearly guaranteed hits if a trap that can only be interacted with with flashlights goes off.

    Make hag 115 percent killer and have it so that after teleporting hag cannot attack for X time (probably just 1 - 2 seconds). Hags then allow her to navigate quickly throughout the map and she turns into a standard killer in chase.

    Obviously other changes would be needed, but that's where I'd start.

    I wouldn't like that. The most fun part of playing Hag to me is setting up traps before/after windows and pallets and driving survivors into them. Losing her immediacy absolutely breaks her as she is.

    I think she'd be fine if her ability to hook camp was nerfed.

  • @Ruma said:

    I am done. I dont care for anyones fun anymore. Again i played completely nice, without tunneling or camping or whatever, not even in the endgame and i still get trashtalked and tbags at the exit gate.

    Why should i care for your fun anymore if no one cares for mine ? Its not worth it playing nice for one person put of 40.

    I get this a lot, and my personal favorite is getting tbagged out the gate and 'lol ez' when I go out of my way to spare the person in question, but... I also get people that are happy about it. I've had several killers thank me for stopping and giving them the hit when they're clearly rubberbanding and they get robbed out of several hits in a row, and I've had survivors thank me for letting them all go and playing chill to maximize bloodpoints. Sometimes I don't get endgame chat because console or them leaving before the match is concluded for me, but when I check TTV streams, they're happy with how I'm playing in their voiceover.

    It's worth it to me as long as it matters sometimes.

  • Eh? Not any more OP than they currently are, if I'm understanding this correctly. Map offerings are a thing.

  • Dang, nice!

    I only got 3 characters to P3, but I've done 20 prestiges in total this event and I'll be getting at least one more done today, possibly two.

  • 104 on Plague. Hoping for 123 before the event ends. Original goal was like 500, but ultimately I had way too many characters to level to monofocus like that.

    17 on Jane. Survivor bloodwebs were awful.

  • It's really stupid, but I was playing a web game with pets and somebody had designed their pets after DBD characters. Went wiki browsing, thought it looked interesting, watched youtube videos, thought it looked even more interesting, and finally got it.

  • It'd be great if everyone gets a baseline safety pip if a player disconnects within the first 2 minutes of the game. Kind of like how survivors don't depip if the killer pulls the plug.

  • Huh, neat. This'll soothe my soul after they patched the fun Ormond rock wall.

    There's also a rock formation on Yamaoka you can currently climb - it'll have several rocks curved around a tree, and a pallet on one side - but it's dangerous and if you slip on the tree side, you'll get stuck for the rest of the match.

    Incidentally, I have only ever disconnected from a game once. :'(

    (It was pretty funny, though - when the Trapper saw me stuck in there, he set a trap at the edge where you can get onto the rocks to idiot-proof and prevent anyone else from doing the same thing, and he kept periodically swinging by to check on me.)

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2373731#Comment_2373731

    How can you fight being unhooked at the killer's face without BT? How can you fight getting hit from 3 meters away by VPN killers? Some things just can't be fought by any other means save for DC, the ultimate weapon of the wronged.

    Your 'weapon of the wronged' is, in my experience, primarily used to ragequit like a squalling child because survivors got found and downed first, or because the killer didn't fall for their dumbtech, or because they brought four flashlights and ran at the first down with their pants on their heads and found the killer had Lightborn.

    Where's my weapon when I get pissbaby teammates that bail as soon as they get hit and waste my precious cakes, or when I'm just trying to have a fun game as killer and the survivors think they're the next Noob3, BM like idiots, and disconnect when they predictably get smacked for it, leaving one confused solo on a gen on the other side of the map? Because I'm feeling plenty wronged by these so-called victims.

  • @HipnoE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2368797#Comment_2368797

    the counterplay for those perks is the fact that theyre hexes

    I think you misunderstand me. All of those things I listed have counters; you'll just find people who yell about how they're OP and uncounterable and will use them as excuses to DC.

  • Killer shadows reflect the model that the first person camera is attached to, not the model survivors see, so most killers have some silly arm action going on.

  • You can still do it, but you need to be insanely dedicated to go through that process every single game and the vast majority of players are not. So essentially, it's fixed. I'm not seeing glitched outfits in my lobbies anymore.

  • This happens if the survivor disconnects while being killed by a Tombstone Piece. It counts the survivor as dying twice, so it gives you the stalk penalty twice, and that bumps you back to T1 no stalk.

  • @VioletCrimes said:

    Technician: Makes generator fails shut up.

    Also makes your teammates get off the gen and point at you, so they tell you to shut up.

  • I bought Oni, Trickster, and Adam with shards. Also bought a couple of minor cosmetics.

    I got crowns for everyone I have unlocked - meaning I don't have crowns for Twins, Spirit, Deathslinger, Blight, Feng, Jeff, Felix, Elodie, and Yun-Jin, but have them on everyone else.

    I stockpiled 50 cakes on Wraith and 100 on Plague; many others have cakes, but in <25 amounts for the most part.

    I P1ed Bill, Ace, Yui, Zarina, Nurse, Hag, Bubba, Clown, Legion, Ghostface, Pyramid Head, and Nemesis.

    I P2ed Zarina, David, Tapp, and Doctor.

    I P3ed Pig, Zarina, and Tapp.


    I'll manage to P2 Nemesis and Jake before the event is over, but I'm not sure if I'll pull off any more P3s. Possibly David or Doctor, though Doctor has a ton of cakes I still need to use up and not many good perks on his current prestige run. I have a ton of characters who are at level 50 and waiting to prestige, but I don't prestige until I've used up all their good offerings and have bloodpoints ready to pour into them.

  • Yeah, I feel it a bit. I've been pushing myself to get some P3s (so that they'll have cakes forever and ever) and stockpile cakes on some of my favorite characters, but I've definitely overreached these past few weeks. Also frustrating seeing the goals I haven't managed to make. Or the killers who have bad perks on them and are at level 50, but there's 18 cakes on them, so it's time for 18 more games with zero slowdown, zero info perk, no IF Oni before I can get a move on.

  • Really? You're taking a stand against brown toolboxes when broken keys are still running rampant in my games? They give ten whole seconds of aura reading abilities and survivors have a chance to find one of these little bastards in any chest. Killers can't do anything about it; it's there now and even Franklins can't get rid of it for good. Broken keys? It's right in the name, this ######### is broken AF. Fix your game, developers.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2372663#Comment_2372663

    They can't change both of them without changing trophies. Judith's Tombstone is fine in my opinion. Tombstone Piece needs to go though.

    I agree with all of this, but I think they hamstringed themselves by not allowing moris to count for that achievement, and preventing anyone from getting it by bringing Tuft and a mori or Devour Hope. Judith's is balanced and turns the whole thing into a contest of survivor skill and efficiency versus Mikey's, but it creates the most profoundly boring and uninteractive game possible. You slam gens, try to break Myers' LoS for as long as possible, and once the shoe drops, spend the rest of the game trying to hide from and outrun a 121% instakiller because for some reason Judith's doesn't interact with PWYF. You get no points except for gens. Killer's points are pretty garbage too. It's fair, but it's about as fun as watching paint dry.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2372743#Comment_2372743

    I can’t believe there are people like you who think an offering should counter one of the only anti tunnel perks in the game.

    Why not? There's already perks and offerings that counter the hell out of the other side's choices. Bring a Game offering against any M1 killer... or as Spirit Fury/Enduring Bubba or as Distressing Starstruck Nurse. Or have your whole SWF bring Balanced Landing and a Haddonfield offering. Franklins vs keys or medkits, Lightborn vs flashlights, Mad Grit or Agitation vs sabo boxes and Breakout, flashlights and Iron Will and Calm Spirit against certain killer powers. There are lots of things that people can bring to improve their odds and make things harder for the other side. Countering one perk in a specific situation doesn't seem that big in the grand scheme of things - not to mention that DS will still proc against hard tunnelers, because you can't get moried on first hook.

    If second hook moris are your issue, you must really hate Pyramid Head.

  • First off, you were on Badham. That's one of the best maps for looping, abundant pallets, and windows where you can force him to uncloak right next to you and then just go 'nah' and jump through it. Wraith hates those houses.

    Second, while All-Seeing Blood is busted for its lack of drawbacks, there's nothing wrong with Coxcombed Clapper and don't you dare touch it. It's about as perfect balance as an iri addon that you can get - it does change how the killer's power works, but it's not brokenly powerful, still has counters, and doesn't make Wraith perfectly undetectable. It's a step up from Bone Clapper, but it isn't that different in how it works.

    Third, you're complaining about moris? Really? Being able to bypass DS is virtually the only thing this iridescent offering actually does these days. I'd also like to know how many gens were left at the time when you died, because a lot of people complain about tunneling at a point the killer has to remove a player from the game if they want a chance of winning.

  • This forum's already polarized enough, and breaks out into killer-survivor slapfights on a dime. You don't have to make it any worse than it is.

    Anyway, yeah, I saw a bit of this when the penalty first came down. Even saw some players with cheeky names about it; Item Thief, Bing Bong Your Item's Gone. DC penalties need to come back; there's nothing else to be said for it. Players can abuse the hell out of the current state of things and there's generally nothing that other players can do about it. Hell, I lobbied with a SWF yesterday that warned me not to bring a cake because they were going to DC when the killer downed any of them. (Of course, they warned me at 7 seconds remaining, so both cakes and time were wasted.) I'm deathly tired of killers quitting if their first chase takes too long and survivors quitting when they go down.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2372600#Comment_2372600

    I don’t think they’ll change a lot if the review him. Thematically speaking, every one of his add ons fits him perfectly. They’ll probably do some minor tweaks to certain add ons.

    I don't think the tombstones will last. They were added in at a time when moris let you kill survivors on first down; they don't make sense according to the current DBD model.

    I'll riot if they touch Scratched Mirror, though.

  • T3 is nice, but Nemesis plays just fine with T2. The extra meter will give you some hits you wouldn't have otherwise gotten, but the real power boost comes from getting a free pallet break on every tentacle over a vault or pallet drop that misses its target.

    Marvin's is good for getting T3 quicker. Or you could stack the zombie ones and hit whatever non-useful zombies you find (I think that's Tyrant Gore and Zombie Heart), but that's pretty inefficient.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2370853#Comment_2370853

    You are contradicting yourself in the same sentence: how do they leave unpunished if they lose 2 pips? That's their punishment, so the justice is served. It's not their fault that sometimes the game becomes so unbearable that they prefer suffering the punishment over playing further. Implementing additional punishments is treating the symptoms instead of the problem.

    Yeah, so for these players, 'unbearable' seems to be 'I saw the killer and it wasn't a basic M1 loopable' or 'I got downed' or 'three gens popped' or 'the survivors opened the exit gates.' At which point, the only treatment for these symptoms is for them to stop playing the game, because clearly they're not in a proper headspace to enjoy it.

    I could understand it if people were DCing over facecamping Bubbas and determined tunnelers. They're not. They're bailing because of ordinary game interactions that they don't win, and they're picking and choosing which games they're willing to play - as in, they'll only play the game if the beginning goes very well for them.

    Also, I concur with others that depipping isn't a punishment unless you're trying to get an achievement. In many cases, it's a goal. Depipping gives you easier opponents and less sweaty games on average.

    in DC Comment by Laluzi
  • There's plenty of ways to handle zombies. They no longer linger around hooks, and will only be there if the player was just hooked, or if people keep running through the hook area (in which the solution is to stop doing that and lead it away instead of leading it in circles.) With heals, you and the healer can just relocate. The main issue with zombies is gens.

    So. Zombie's harassing your gen. The killer is lucky, considering how often they just wander in dead zones doing nothing important. Do you have resources?

    -Lead them to a locker and Head On them.

    -Blind them with a flashlight.

    -Lead them to a pallet and drop it on them.

    -Have a teammate get off the gen and lead the zombie away while you repair it.

    No resources?

    -Play Ring Around the Rosie. Zombies are slow. You can just keep switching to the opposite side of the generator if it's a 4 access point gen and repair while it's catching up.

    -Lead the zombie somewhere else, far enough away that it won't pick up on the generator noises and come back. Then return to the gen.

    -Just move to a different generator or do a nearby side objective and come back in 20-30 seconds.

  • I think you were meant to play them by placing Charlotte and Victor at different points in a loop, and laying out ambushes with them... thing is, their switching is way too slow to dynamically do that, and it's so easily countered by just moving away from the loop that the idea was doomed from conception. Maybe hiding Charlotte a ways behind a contested generator and reactivating her to surprise chase people off of it? But you don't have any way of knowing when people return to that gen. Or the angle survivors take to approach it, which could give away the whole game. They're just really not built for anything that isn't tunneling and slugging.

  • I don't think that's a cheat, I think that's a bug. I've encountered it before where a Demo had no chase music or terror radius, and twice I've seen a Huntress without her lullaby. But on some of those occasions, it was a console player, so they couldn't have been running scripts.

  • It's really badly designed that the game doesn't register you're in a chase with Victor, when 90% of chases in a competent Twins game will be against the baby.

    There is just nothing enjoyable about playing against the Twins. Super creative concept, but the execution is painful.

  • @Jivetalkin13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2371630#Comment_2371630

    Honestly, why not? Somethings I guess wouldn't make much sense like infection or contamination, but traps for Trapper and Hag? Absolutely. They could also reveal Ghostface when he's cloaked, be affected by Clown's gas, and be revealed by killer instinct from multiple sources. (i.e. Legion feral frenzy, Demogorgon portals, and Executioner trails.) Also, I'd imagine if a killer were to hit another killer with their basic attack or any damaging ability it would stun them. They don't have health, so this would be the next best thing.

    I would love to play in this mode, if only because half the killers would be getting into ineffectual slap fights with each other and just doing weird ######### to see how their powers interact with each other. It'd be great times.

    Imagine - a Bubba is chasing a survivor who runs into a Hag trap, and the Hag teleports in, downs them, and then picks them up. Bubba is pissed about the killsteal and chainsaws the Hag so that the survivor breaks free so that he can chase them. Killers getting into fights like this would be peak hilarity.

  • @Jivetalkin13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2370602#Comment_2370602

    Even with all the killers, there are still 3 more survivors that wouldn't have a killer chasing them. Also, I don't think there would be enough hooks on the map for all the survivors, so killers would need to resort to basement at some point.

    There's three survivors that don't have a killer chasing them in a regular game... and in that game, they outnumber the killer four to one.

    This would be a bloodbath. A hilarious bloodbath, but a bloodbath. That said, massive hook dead zones would occur before long and it'd become difficult to hook anyone. Cheryl and David would be hilarious - those two refuse to stay down and extend the match for days.

    I wonder if other killers can step on Trapper's traps? Or activate Hag's traps? Or be attacked by Nemesis's zombies? Or become infected by Plague? Be kind of hilarious to see all the killers wheezing and puking.

  • @Mercês said:

    https://forum.deadbydaylight.com/en/discussion/comment/2371590#Comment_2371590

    How can they "make maps more compatible with all killers" given the actual state of the game (having licensed realms who are very different than most)? Is that an actual possibility?

    Less indoor maps, and if you have indoor maps, give them long, wide hallways and big atriums; tiny corridors and tight turns screw over a lot of killers. (See Hawkins being way more playable for Huntress, Deathslinger, and Billy than Lery's or RCPD.) Less bright/daytime maps. And for the sake of Nurse and Blight, good and consistent collision detection.

  • If you're going to ban killers for being really bad on certain maps for the sake of balance, you'd also need to ban those same killers on their very best maps. Hag and Nurse on The Game and Midwich, for example - those killers sure as hell aren't balanced on those maps.

    This wouldn't lead anywhere good. RNG's gonna RNG. I think they should work on making maps more compatible with all killers, but outright banning maps for certain killers would be foolish. (And if you let players do it, they're just going to ban The Game and Haddonfield every time, regardless of what killer they're playing.)

  • I'm pretty sure that's intentional. Turning up the brightness is a direct buff to killers (and survivors versing stealth killers - ever tried playing Ghostface on Coldwind?), as it makes survivors stand out much more and diminishes the ability to hide by crouching in shadows, bushes, and corners.

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2371386#Comment_2371386

    I know, you shouldn’t need to play nice just to not to get DC’s but right now where it’s disabled it’s your best option, unless of course you don’t mind the DC’s.

    I'm not sure you understood my post. I play nice, as I do anyway, and I still get slammed with DCs. Constantly by my teammates, constantly by my opponents. There is nothing you can do to avoid survivors or killers disconnecting right now because they're not happy with how the game is going. How you're playing is related, yes, and you'll get more DCs if you facecamp and hard tunnel, but many of these people ragequit as soon as they lose an interaction and the only way to not get disconnected on is to play like a baby and never manage to down anyone. (Literally, had a Feng disconnect on her first down against a Clown today, with 2 gens remaining and after having a 2-gen long chase. I can't understand these people.)

    in DC Comment by Laluzi
  • @Customapple0 said:

    Play nice then the player won’t feel the need to DC.

    I do. Players still feel the need to DC near-constantly on me.

    If you can tell me what's nicer than a killer who doesn't camp or tunnel, gives unhooked players grace periods where they won't attack them, ignores injured targets for healthy ones, and doesn't kill people on second hook, I'm listening.

    With the current state of the game, we're harvesting plenty of DCs for all kinds of reasons. Don't like the killer, got found first, got downed first, don't like how the killer played, failed to pull off a tech, got outplayed? Plenty of survivors think that's fine grounds to pull the plug. I've even had players DC while I was farming because they thought that was boring.

    in DC Comment by Laluzi
  • What that one got changed to is way, way better than Lightburn immunity.

    Wraith also used to have addons that let him lunge out of uncloak (it wasn't a baked in feature) and brown through purple versions of All-Seeing with 6/8/10/12 aura reading distance.

  • The fun thing is is that this map is bad for both sides. It's like Swamp in that it has a little something to ruin everyone's day. There's so many sneaky hex spawns and the map is so wide and cluttered that strong hexes like Ruin and Devour will absolutely throttle survivors here, especially if Undying is in play. Not to mention gen immediacy is at an all-time low and survivors can waste massive swathes of time looking for gens and trying to figure out how to reach hooked teammates. The thinness of its hallways makes some killer powers downright unavoidable. Its pallets are either godlike or laughably bad; same with its windows, with more emphasis on laughably bad.

    It's just really not built for DBD gameplay and it shows.

    (Also, you forgot Deathslinger, Huntress, and Nurse in the 'borderline unplayable killers here' section. There's a lot of powers that get mega shafted by its design.)

  • If you hear the survivor in front of you drop a flashbang, stop uncloaking and either run through it or step backwards depending on the flashbang's distance from you. It's not like letting the survivor gain distance is a problem when Wraith counters holding W better than any other killer.

  • Definitely hoping for a cake extension during the Bloodhunt. It's not fair that last-gen consoles are finally going to be able to access the game after the chance to get event items is over. So I'm pretty much begging for them to consider a last hurrah with the event.

  • It's a pretty meh perk on him and Huntress. They're 110s, so the least able to react to the information given, and they can't stealth with it either. But at least Huntress can cross-map snipe with it.

    I'd imagine those players are just running it because Tinkerer = strong perk and strong perk = use, without any mind to synergy.

  • I'm happy about the bloodhunt, but it's a pity that we get all these extra bloodpoints when cakes are no longer in the bloodweb. Plus it's almost a little redundant? We're coming off a 3-week long spree of bloodpoints. I'd appreciate a bloodhunt more in a dead month, or when the next rift is released or something.

    Still, free BPs, can't complain.

  • Hag has Mint Rag and Rusty Shackles, both of which (or both at once) are pretty distinct and brutal playstyles.

  • I'd prefer if tokens remained related to altruistic actions, as per the theme of the perk. I'd be fine if it just added dying state pickups as tokens. Maybe heals.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2370688#Comment_2370688

    Maybe if people played better people could get more bp. If someone wastes all you resources how is someone else gonna put up a chase. And no this doesnt affect killers, this isn't about that. It's about how bad survivors get rewarded more than good players. Wasting pallets was the prime example where the survivor gets 1k BP, for wasting a pallet, wasting their sprint burst and making it harder on other survivors. It's the worst possible thing they can do yet still get BP and small points in chaser due to the stun.

    Players can't exactly waste all the pallets on the map trading a hit for a stun. Typically you can only do this 3 times before you die.

    Besides, that's hardly the worst thing your teammates can do. Blame Rift challenges.

  • Ah, yes, the "other survivors shouldn't get points if they don't play the way I want them to" take.

    No.

    People are allowed to use self-care. Sometimes hook trading is the only option and it's honestly a genuinely altruistic thing as opposed to letting you go straight back up or onto second stage. Getting hit through pallets is latency half the time.

  • Because everyone's suddenly getting double bloodpoints, or 525% bloodpoints, and we're all seeing just how much more livable the game is with it.

    Though the grind has always been a topic. Cakes just throw it into harsh relief.

  • I'd report them when you see them. They've been rampant for the past week and it's pretty obvious they're just trying to waste people's time. Everyone's saying the same thing; they wait in lobbies, 3 leave once most of the time has elapsed, and one stays back and does the same thing once actual players fill up.

    They're probably bots. I can't imagine anyone would have the patience to spend the whole day lobby dodging, much less several dozen people (or more, considering how often they're popping up.)

  • There's rumors that Twins are going to get a rework and this was an addon leak ahead of schedule, because yes, it and a couple of others are completely worthless if they function as the description says. Oblivious isn't that valuable when you don't have a terror radius...

    That said, I don't think this would be a good addon even if they changed it so that Victor had a terror radius. Undetectable is stronger than Oblivious because there's no indicator that anything is wrong. Survivors in this case would see Oblivious without any other obvious cause and go 'oh crap' and start running. Victor's grunt radius is small - if you're in it, he's too close for comfort.

  • @CornHub said:

    https://forum.deadbydaylight.com/en/discussion/comment/2369914#Comment_2369914

    That would kill the queue times let's be honest here. Considering this community too many people would be in the quitters queue.

    Oh, I agree, it's just wishful cathartic thinking. On the other hand... while I wouldn't feel this way if the DC penalty were up, with the current epidemic, I think I'd choose quality over quantity at this point.

    @CornHub said:

    Its because they don't want to give the killer the satisfaction. It's kinda like a "haha you didn't actually kill me, I left on my own terms" I've tried to explain to people the killer probably finds it funny, but it's whatever.

    The killer actually gets more bloodpoints and emblem points if you quit while in the process of dying. I once got an adept because someone DCed on death hook. Another player got hatch, but I got 40 Devout instead of 20 because I got 20 points for sacrificing that survivor and another 20 points for them disconnecting. Thanks, Elodie! You were a real pal.

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